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Archive for 'Expansion Rules'

VIKTORY II Expansion Rule - Battle Cards Variant

The early playtesting version of the Battle Cards can be downloaded at:
www.viktorygame.com/viktoryiicards.zip
This addition to the game can be played with dice, so that only the special effect portion of the card is used, or may completely replace dice in combat.
Cards are either Attack, Counter, or Attack/Counter cards - 33% are Attack, 16% are Attack/Counter, and […]

VIKTORY II Expansion Rule - Battle Attacks: Dice Determining Factors

Attacker rolls Artillery Pre-Battle Fire as before.  In the Attacker’s Fire Round, the attacker rolls…
One die for each hex side he’s attacking from.
Frigates cannot add a hex side, because they are not in the battle.  They may bombard before the battle, and may drop off land units that ARE in the battle. The dropped-off land […]

VIKTORY II Expansion Rule - Artillery Characteristics

Artillery get to roll 2 dice for each artillery unit when making Bombard Attacks and Pre-Battle Fire, and have guaranteed Tactical Victory selective hits if successful.
Artillery have a special ability of Overwatch, which allows each artillery unit while defending to choose to make one Bombard Attack (per enemy player’s turn) at a unit that moves […]

VIKTORY II Expansion Rule - Cavalry Characteristics

Cavalry have the following special abilities:
• Ignore the Slow Terrain effect of all mountain and forest hexes
• Ignore the presence of enemy units/Town/City while moving, unless an enemy cavalry is present
• Immune to Artillery Overwatch
• Does not have to stop after making an attack
• May Battle or Pillage Attacks up to 4 hexes per turn
• May immediately retreat if Battle or […]

VIKTORY II Expansion Rule - Frigate Characteristics

Frigates have 8 MP.  A special ability of the frigate is that it can expend 1 MP to load or unload a unit, with a maximum capacity of three units loaded at a time.
Land units may move before or after being transported. Embarking and Disembarking does NOT consume the transported land units’ entire Movement Allowance […]

VIKTORY II Expansion Rule - Quicker Game Setup

1. Place map hexes randomly placed face-down, then turn them all face-up, so there is a random, but fully-revealed, map.
2. Each player, in turn, places his Capital.  Then, each player takes turns placing a town or upgrading a town to a city (in accordance with the normal placement rules).
3. When no more towns/cities can be placed, […]

VIKTORY II Expansion Rule - Added Maneuverability

If you take a hex, any and all attacking units that you want may pull back to their source hex, ie they are not stuck in the battle hex.
The source hex is not the origination hex, but rather the hex immediately adjacent to the attacked battle hex from which the attacking unit entered.  Attacking cavalry […]

VIKTORY II Expansion Rule - Determining Hits with Dice

After rolling the appropriate number of dice, the sum is calculated, and divided by 5.  The result, rounded down, is the number of hits.  Tactical Victory selective hits are on a “6″.
Example: A player gets to roll four dice, and rolls a 1, 3, 4, 6.  That adds up to 14. 14/5 = 2.8, which […]

VIKTORY II Expansion Rule - Bombard Attack Range Restriction

Bombard Attacks must be against enemy units in an adjacent hex.

VIKTORY II Expansion Poll - Plains Cities = 3 inf?

I’d welcome feedback on this question:
Should Plains cities provide 3 infantry to players, instead of the current 2 infantry?
It’s an idea that has been around longer than most VIKTORY II rules, originally proposed years ago.  It has surfaced in recommendations since then, and I’m somewhat ambivalent about it.  In the expansion format with fewer cities […]