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VIKTORY II® Rules & Resources

Thank you for your purchase of VIKTORY II.  We have prepared the following resources to help you make the most of your VIKTORY II experience.

Take a behind the scenes look at the Making of VIKTORY II.

Click here to order VIKTORY II components separately.

Download the VIKTORY II v1.1 Rules: (updated 7/26/06)

VIKTORY II v1.1 Rules in PDF Format (requires Adobe Acrobat Reader)

VIKTORY II v1.1 Rules in Word (DOC) Format

VIKTORY II v1.1 Rules [German Translation] in PDF Format (requires Adobe Acrobat Reader)

VIKTORY II v1.1 Rules [German Translation] in Word (DOC) Format

VIKTORY II Instructional Flash Videos: (updated 12/9/06 - developed by Cole Medeiros, highly recommended!)

VIKTORY II Unit Movement Explained

VIKTORY II Combat Explained

VIKTORY II Instructional Videos:

Video player information: all video files on this site are rendered in Windows Media Video.  This maximizes the installed base for our users, as the Windows Media Player is installed by default on all Windows computers.  Mac and Linux users can download free players here (for Mac) and here (for Linux).  

VIKTORY II Unit Movements Explained (High quality, ~11 mb, .wmv file)

VIKTORY II Unit Movements Explained (High quality, ~11 mb, .zip file)

VIKTORY II Unit Movements Explained (Normal quality, ~3 mb, .wmv file)

VIKTORY II Unit Movements Explained (Normal quality, ~3 mb, .zip file)

VIKTORY II Combat Explained - This video has two errors in it
1. Green attacks Red's city and kills 2 red infantry units.  I explain that those 2 units are casualties and move them to the back of the hex intending to remove them after they return fire.  I forget to remove them though and they survive into the second round of battle unintentionally.
2. When Green is reinforcing the captured mountain city, there is an adjacent red enemy frigate which denies Green the ability to reinforce to that city.  Those units could alternatively be reinforced into Green's capital city.

VIKTORY II Combat Explained (High quality, ~34 mb, .wmv file)(see above errors)

VIKTORY II Combat Explained (High quality, ~34 mb, .zip file)(see above errors)

VIKTORY II Combat Explained (Normal quality, ~9 mb, .wmv file)(see above errors)

VIKTORY II Combat Explained (Normal quality, ~9 mb, .zip file)(see above errors)

VIKTORY II Demonstration Game (High quality, ~115 mb, .wmv file)

VIKTORY II Demonstration Game (High quality, ~115 mb, .zip file)

VIKTORY II Demonstration Game (Normal quality, ~30 mb, .wmv file)

VIKTORY II Demonstration Game (Normal quality, ~30 mb, .zip file)

VIKTORY II Reference Chart & Player Aid:

VIKTORY II Reference Chart (.doc) (developed by Alan Emrich)

VIKTORY II Player Aid (.ppt) (developed by Nigel Grout)

VIKTORY II Forum:

See former questions posed by other VIKTORY II players-

Morrison Games Forum

VIKTORY II Expansion Blog

View the latest VIKTORY II expansion proposed rules and ideas and offer feedback.

Helpful VIKTORY II Gameplay Tips

Hex Map Setup:

A couple of useful numbers to remember when you're setting up the game:

5-6 player map - has 15 hexes across and 8 hexes to a side
4 player map - has 13 hexes across and 7 hexes to a side
3 player map - has 11 hexes across and 6 hexes to a side
2 player map - has 9 hexes across and 5 hexes to a side

Notice how as you reduce the player number, the number of hexes per side decreases by one and the number of hexes across decreases by two.

Designer's Note:  While players should definitely feel free to experiment with different map setups to create their own individualized game experience, the maps that I've enjoyed playing the most have had a perimeter of water hexes to allow frigates to circumnavigate the entire map and ensure that no player's capital is immune from enemy naval access.  Then, after determining how much water I want on the interior of the map (more water means an emphasis on frigates and amphibious action, more land means an emphasis on land units) I try to use equal proportions of the different types of terrain for the land hexes.

Recommended Turn Event Sequence:

1. Bombard Attacks
2. Regular Attacks
3. Movements without attacks

The rules allow you to do these events in any order, so that players have the maximum degree of flexibility, to speed the game up, and eliminate some legal nitpicking. However, the game does flow more smoothly if you do 95% of your turn actions in the recommended sequence.

Also, once you've made a bombard attack (since it's recommended that you do these first) your units can no longer move and should be turned on their side to denote that they have already been used.

Quick Rules Explanation:

This is a quick method of explaining the rules to someone that hasn't played before, using the "Incremental Approach" techniques explained in more detail on:

http://www.thegamesjournal.com/articles/TeachingRules.shtml

1. Set up the board and get out all the pieces.

2. Distill the game down to a few sentences. (Less than a minute.) For example:

"Each player will be building towns and cities which support different military units. As players explore and expand across the map, conflict will occur as players collide. The player that conquers all the other players wins the game."

3. Paint an overview for the whole game. (1 to 3 minutes.) For example:

"Each turn a player places either one new town, or upgrades an existing town to a city. Building towns and cities and moving units allow you to explore the map and reveal nearby hexes.  Towns and cities support units, so each building or upgrade provides you with an additional unit. Then a player can move and attack with all of their units. The more units and the more types of units you have in each attack, the better your chances are of winning. When you lose units as casualties in battle, they are sent to your reserve area (which is just a predetermined area off the map). At the end of your turn, your casualties are placed back onto the map in your towns and cities. When you take enemy towns and cities, your enemy has to lose units, and you gain units.

If you take an enemy's capital, they can no longer replace all of their casualties and so must either immediately take it back or they will soon be out of the game. The first player to defeat every other player and eliminate them from the game, wins."

Note: One rule variant avoids player elimination.

4. Expand the overview using details-the finer points. For example:

"At the start of the game, each player will roll a die to determine turn order. The first town each player builds is their capital. Each subsequent turn a player gets to either place one town or upgrade an existing town to a city. All towns placed must be either two or three hexes from a friendly town and cannot be adjacent to an enemy town.

Upon building a town or moving a unit a player reveals all unexplored adjacent hexes.  Upon upgrading to a city a player reveals all unexplored hexes within two hexes of the city.

All towns support one infantry. All cities support an infantry and an additional unit determined by the terrain type. A plains city supports two infantry. A grasslands city supports one infantry and one cavalry. A mountain city supports one infantry and one artillery. A forest city supports one infantry and one frigate. Infantry move two. Artillery move two, and have a range of two for bombardment attacks. Cavalry move three. Frigates move five, and have a range of two for bombardment attacks.

All units must stop moving after they have attacked. All die rolls are hits on a 3 or less, with any 1's being selective (the player rolling gets to choose the casualty). All units can do regular attacks by moving into an enemy occupied hex. Artillery and frigates can do bombardment attacks from adjacent hexes or hexes that are separated by another hex (range of 2). Bombardment shots are a single die roll per unit attacking. In regular attacks, the attacker gets one die per unit type attacking (two dice for any attacking cavalry). In addition, artillery get an additional first-round only roll as well, in which casualties don't get the chance to fire back. Defenders get one die per unit type defending, plus one die if they are in a town/two dice if they are in a city (or one die if they are in a forest/two dice if they are in a mountain hex - a player gets whichever is greater out of the town/city and terrain dice, these are not cumulative), plus one die if one of their frigates is adjacent to the attacked land hex. Rolling is considered simultaneous (except for bombard attacks, and artillery first-round attacks). Casualties are removed to a reserve area.

After any round of the battle, if all the defenders are casualties and some attacking units have survived, then the attacker has taken possession of the hex and any town/city on the hex. When a town or city is taken, the previous owner must lose the corresponding units from either off the map or their reserve. The new owner gains the corresponding units to his reserve.

Frigates can carry any three land units into battle, picking up from unlimited hexes, but only able to land them into a single hex.

At the end of each player's turn, they place all their units from the reserve back onto the map in their towns/cities. They may place as many units (without restriction) in their capital. Each town may only have one infantry placed in it. Each city may only have two units placed in it.

Once a player has lost their capital, they can only place a single infantry back onto the map in each of their towns/cities until they retake their capital. Once they've lost all their towns and cities, a player is eliminated. When a player has eliminated all remaining other players, he's won VIKTORY II.

During the game, players are free to discuss deals, make alliances, or backstab each other as long as they stay within the rules of the game."

5. Provide a battle example.

6. Cover the exceptions.

Hexes can only be attacked once per turn. You can't build a town on a hex with an enemy unit. A player can't build a town at the beginning of his turn if there are no more available hexes, and can't upgrade a town to a city if there aren't any more towns to upgrade. Players may place two units from their reserve in each city, providing that the units could be supported there. A mountain city can always have one infantry and one artillery placed in it each turn (provided there are units in the reserve to place). A forest city can always have one infantry and one frigate placed in it, etc. Frigates are restricted to water hexes, but can move through isthmus towns/cities to get to bodies of water on the other side of the town/city. Frigates can't move through towns built on that turn. If a frigate is destroyed that has land units aboard, then the land units are lost as casualties. When placing units, frigates must be placed in water hexes adjacent to the forest city or in the nearest available water hex (if there isn't one available).  Units moving into a forest or mountain hex must immediately stop (unless that hex contains one of their towns/cities or one of their units which was there at the beginning of their turn).

7. Teach basic strategies and offer "fair warning." (1 or 2 minutes.)

Frigates are powerful units due to the flexibility they provide in terms of fighting ability, but mainly because of their transport capability. If you're playing on a map with lots of water, try to get as many frigates as possible, and watch out for opponents that have them.

Try to make alliances when possible in order to give yourself breathing room on one border to focus on attacking another, as well as to ally yourself with other weaker players when one player starts to become dominant.

Early in the game try to stake a claim to as much land as possible without spreading yourself to thin. Try not to build on plains hexes if you have other options.

Don't build towns/cities where they are likely to get taken. Attack with as many units as you can when you get into battles and try to have as many different types of units going into each battle.

When you place your units, always place them at the front, and keep units constantly moving up to the front to get into battle.

Watch out for sneak attacks on your capital, particularly by enemy frigates loaded down with land units. Always keep track of your enemy's frigates and which of your towns/cities are within range of them.

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