Table feel
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
VIKTORY II builds upon its predecessor, VIKTORY, also by Viktory Games. http://www.viktorygame.com A light wargame that lasts 1-4 hours, VIKTORY II features simple rules, 861 individual game components, and an aggressive style of play that avoids inaction and turtling. VIKTORY II...
Players
2-8
Time
?-?
Age
10+
Weight
2.41
Rating
6.89
Should this hit the table?
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Viktory II has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game also provides deep strategic possibilities and room for improvement over time. The player interaction score is average, and the game scales well with different numbers of players. While it may take some time to learn, the easiness to learn score is moderate. Overall, Viktory II has a strong replayability score of 7.9.
Viktory II has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Overview
VIKTORY II builds upon its predecessor, VIKTORY, also by Viktory Games. http://www.viktorygame.com A light wargame that lasts 1-4 hours, VIKTORY II features simple rules, 861 individual game components, and an aggressive style of play that avoids inaction and turtling. VIKTORY II is loosely based on 19th century warfare and supports up to eight players fighting for game domination, either through direct player elimination or alternately through player subjugation. Each player has custom designed infantry, cavalry, artillery and frigate units waging war upon a modular hex map comprised of mountain, forest, plains, grassland, and water hexes. The modular map is scalable and customizable, allowing larger or smaller maps to be played for either longer or shorter games. During the game, players explore the map by moving units and building towns and cities. When they encounter other players, fighting begins. Combat is fought through dice rolling based upon the number of different types of units engaged in battle, the terrain being fought upon, and the presence of a town or city. The fighting units are maintained by towns and cities through a unique support system, and gained or lost as their supporting towns and cities are built or captured.
Media
Images, galleries, and videos are grouped here so the page feels visual before every asset is fully hosted.
Editions
| Edition | Year | Language | Publisher / Region |
|---|---|---|---|
| No editions imported yet. | |||
Files and documents
No files imported yet.
Commerce mapping
Credits
Linked items
Related games and expansions help build a connected catalog around every title.
No linked items imported yet.