0% found this document useful (0 votes)
16 views2 pages

Victory and Glory variant rules

The document outlines variant rules for the game 'Victory and Glory,' including setup adjustments, card options, campaign deployment restrictions, and combat modifications. Key changes involve naval leadership advantages for the British, new rules for cavalry and artillery, and specific event card alterations for each era. Additionally, a new home-created card allows the French player to gain Spain as an ally under certain conditions while benefiting the British with an economy boost.

Uploaded by

8aqua8
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
16 views2 pages

Victory and Glory variant rules

The document outlines variant rules for the game 'Victory and Glory,' including setup adjustments, card options, campaign deployment restrictions, and combat modifications. Key changes involve naval leadership advantages for the British, new rules for cavalry and artillery, and specific event card alterations for each era. Additionally, a new home-created card allows the French player to gain Spain as an ally under certain conditions while benefiting the British with an economy boost.

Uploaded by

8aqua8
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
You are on page 1/ 2

Victory and Glory – simple short variant rules

SET-UP >> During set-up set aside the 4 pt French infantry unit and one of the British 4pt fleets;
these units are added to their pools at the start of Era 2. Leadership & Training : the British start at
3, the French at 6 [ see naval combat below ]

CARDS >> Option A : Round 3 more choices : After the cards have been dealt for round three of an
Era, display to one side all the remaining unused cards { usually 4- 6 }; As a card action a player
may discard 1 card from their hand to immediately play a card from the display [ it may not be put
“ in hand “ ] Option B : “ military conversion “ : Once per round, If playing a card for a military unit-
bottom bar, a player may place 1 Influence instead.

CAMPAIGN Deployment >> Prussian army units may not campaign in Egypt. Austrians may not
campaign in Scandinavia. One unit of a Spanish ally may campaign in Italy.

COMBAT >> British naval leadership advantage Instead of + 3 for the British, the French player
uses half his Leadership rating { round up } in Naval campaigns– see the set up above.

The following 3 rules replace the “ combined arms rule “

Cavalry pursuit and rear-guard >> When a land campaign is resolved and before losses, if a side has
2 more total Cavalry points than his opponent in the campaign they get this advantage>> IF they
are the campaign winner, then the loser has to remove their weakest unit as well as the strongest; IF
they are the campaign loser , then they need only remove the second strongest unit as a loss !

Grand Batteries >> When a campaign is resolved, compare the relative strengths of opposing artillery
units; whoever has the most artillery points in that campaign gain additional “ battle “ points = half
the difference, round down between the larger and smaller totals..

The Big battalions >> When resolving a land campaign and after losses, if the victor has at least 5
and twice as many infantry unit points as the loser, they gain an extra 1 VP.

EVENT CARD alterations >> Era 1 “ Admiralty holds back the home fleet “ / “ Mutiny in the Royal
Navy ” for both events, one of the two British fleets is eliminated the other one is removed from
play but returns ready in the holding area at the start of the next round

“ Coup de Brumaire “ has a bottom bar of + 1 Military and “ Concordat “ has a bottom bar of + 1
Influence; both of the main events are useable only by the French player; “ New foundry “ has + 1
economy as the bottom bar text.

Era 2 “ Danish fleet “ this event can only be used if you have a majority influence in Scandinavia.
“ Battle of Trafalgar “ the winner of this campaign gains + 1 influence in Spain.

Era 3 “ Moscow burns “ / “ Russian winter “ these events cannot be used unless a Campaign in
Russia or Scandinavia is in play; “ Spanish Guerrillas “ this event cannot be played unless a Campaign
in Spain or France is in play; “ Battle of Basque roads “ the loser loses 1 influence in France; “ Battle
of Leipzig “ the loser loses 2 military units, instead of just 1
** new home -created card ** >> “ Battle off Cape Santa Maria “- The French player gains Spain as
an ally, providing they have an equal or majority influence in Spain; but the British gain + 1
Economy ! The Bottom bar text is “ +1 Economy “

You might also like