Victory: The Blocks of War – Additional Blocksets
Victory: The Blocks of War – Additional Blocksets Rulebook
Table of Contents
Table of Contents
Multi-Player Rules
In multi-player games some special rules apply.
Initiative
There are three methods of determining turn order. Play with your favorite.
- Each player rolls 2d6. Highest roll goes first, next highest goes second, etc.
- Roll 2d6. Highest roll goes first, then clockwise.
- Roll 2d6. Highest roll goes first. Then roll 1d6: 1-3 clockwise / 4-6 counter clockwise.
Supply
In multi-player games, each player checks the supply status of friendly units during Production.
Neutral Cities/Towns
Cities and Towns which begin the game Neutral may be captured with normal movement only (not strategic). They must be garrisoned (any unit) to maintain control. You may not build new units (but you may build steps on existing units) in controlled Neutral Cities.
Diplomacy and Air Response
Players are encouraged to form alliances. An alliance (declared) allows units to co-exist in the same hex without fighting, subject always to the normal stacking rules for one player. Allied players move separately (hence co-ordinated attacks are not possible) but allies can AIR respond normally to assist each other.
Transcriber note: the printed sheet reads "AIR respond normally to to assist each other"; the duplicated "to" is corrected here.
Accumulated Victory Points
During Production, count the number of city points controlled by each player and record this number. A running total of these VPs determines the victor at the end of the game.
Canal Zone (Four-Player Scenario, Gray Blockset)
This four player scenario is for maps 1, 3, 5, 6 arranged as shown. Note that Canal Antonio connects an outer sea with a landlocked sea. Naval units can operate on this inland sea.
The arrangement diagram is not reproduced here.
Situation
The Antonio Canal, by international treaty, allowed access to the inland sea for all four powers. The canal has been closed "for repairs" by Map 5 player, who is allied with Map 6 player. Map 3 and Map 1 players are upset with these developments.
Maps
Choose maps as desired. Choice of map also determines a player's ally for this scenario.
Forces
Each player begins with 20 units at full strength or 80pp of customized forces. Forces are deployed on friendly Cities as normal. Each player must have at least two (2) naval units deployed in coastal Cities/Towns of the Inland Sea.
Victory
Map players 1 and 3 must occupy all five Canal Antonio hexes within 10 game turns (before the Bloc of Nations ends the war with a cease-fire resolution). Total VPs are ignored - possession of the Canal Zone is all that matters.
Centerpunch (Four-Player Scenario, Green Blockset)
This four player scenario uses 5 maps as shown, or use the three vertical center maps with two players.
The arrangement diagram is not reproduced here.
Maps
The center map should be #2 and it begins as neutral territory. Each player chooses their own map and attaches it to the center map as desired. Use a die roll to decide who gets the first map choice.
Forces
Each player begins with 20 units at full strength or 80pp of customized forces. Deploy in Cities and Towns on the friendly map as normal. Play begins with an initiative die roll.
Victory
Scenario ends after 10 Game Turns. The winner is the player with the highest Accumulated Victory Points at this time.