cannoneer
Rating: 9
Update: I've come to conclude Victory is at its best as a 2- or 3-player game. Games with more players drag too much. Scenarios are a must. 'Pick armies and fight' doesn't work well. Yeah, it's a kit. But when you're playing a good scenario, it's SUPER fun.

The modular aspect and the ability to mix/match rules and units is great. I don't mind that it's a "kit" and you have to experiment with optional rules and scenarios. That's part of the fun.

One thing that makes this better than its more recent cousin Wizard Kings is that the units all cost the same. It makes establishing your forces in the beginning of the game much easier. One of the things I always disliked about WZK is the need to spend a bunch of time building up your army and counting your spent gold to ensure you don't go over your allotment; it sucks the fun out of the game for me because it takes so long before you're actually PLAYING.
Dorque
Rating: 9
7 out of the box, 8 with the elite expansion units, 9 with the fan rules added in. Army construction with like 15 different units and no math? Hell yeah.
eporta71
Rating: 9
With all expansion this game become never end.
Great idea the "fog of war"!!
aweber
Rating: 9
Rating for adjusted version. Out of the box it is probably a '6', especially with the awful suggested scenario that plays like WWI.

As others state, this is a kit. The mechanisms are solid. Needed some creative adjustment in terms of scenarios and the resource model.

However, with various adjustments Victory becomes many very good games (as would be expected from a kit with good mechanisms).

Not a 10 due to requirement that this game must be played vs. players you are confident know the rules well (and you trust). The benefit of fog-of-war also removes auditability of opponent's actions.
crumbb
Rating: 9
My rating is based on several simple house rules that fix the defensive nature of the game.
cbrown
Rating: 9
A 2-6 player wargame that requires one to act conservatively, but seize opportunities with sudden boldness
Jeff Schulte
Rating: 9
A great game for generic WWII era. The battle system is very innovative where battles can be either routs or bloodbaths depending on the unit composition in battles. There is a lot of bluff and maneuver. Although both sides are equal, limited force pools force decisions as to where to deploy your crucial armor, dive bombers and fighters. The elite bloc set is a great addition too.
Imhotep
Rating: 9
With the latest rules, the 'Elite' units, and extra maps, there is a lot to keep lighter war gamers coming back. I agree with the other comments that the game is a bit generic, but I don't think that it makes the game any less fun. The stalemate issue is easily remedied with the house rules posted here. Since most of Columbia’s 'Block' games are 2 player, I think that this is a excellent addition as it easily accommodates several people.
evadimus
Rating: 8.886
Slowly becoming one of my favorite games.
donlyn
Rating: 8.5
Columbia Games
fowles
Rating: 8
Recently played a three playing game with my Brother (aged 38) and Nephew (aged 8!). I think I'm safe in saying all three of us enjoyed it, especially my Nephew with his infamous `sneaky subs'. Both a great entry level game and one to dust of occasionally for the more experienced gamer...highly recommend. Matt (44!)
edrift101
Rating: 8
Contributor credit
frwings
Rating: 8
Good wargame system. No book-keeping and you have fog of war. The extensions add flavour.
anemaat
Rating: 8
This game has been way too long on the shelves before I realized I actually quite like it.

It plays fast and can be furious at times.

I hope to play this game once in a multiplayer setting.
falcala
Rating: 8
Good strategy game. Sort of a 'light' wargame, with very practical pieces (blocks). Very well balanced, but the game can stop in a stalemate position.
djberg96
Rating: 8
Good, light, relatively quick WWII themed block game.

Going on major offensives will be incredibly difficult, however, unless you play with the advanced supply blocks.
Hawk
Rating: 8
This is a generic wargame in a WWII setting. Scale is closer to Strategic than it is to Tactical. Due to this it may appear to be bland to some players, but it is most excellent for those who like Strategic scale type games.

The block system is quite ingenious and offers very good fog-of-war, not to mention there is no need to record anything as it is all done using the blocks (and rotating them to record hits/damage).

Each unit is rated for Air, Land, Sea (combat) and Movement, which results in units having different specialties. In turn, this provides the units with certain advantages and disadvantages.

Combat system is also interesting; it is an advanced version of what is seen in Axis & Allies, with priority given to faster units, the defender always firing first when both players have the same type of units present.

Combat system rewards combined arms approach, and requires multiple waves to break through a well-defended area. If your attack is not well planned and supported, it will most likely fail, especially if the dice Gods are not on your side. Advantage goes to the low rollers ;-)

Recommend getting the ELITE expansion, which adds more units. The map expansions are also good to have.

Down side:
The game can bog down with multiple players as there is not much interaction except for the "Air Response" phase during which the defender can move air units (and Mech units with the ELITE expansion) to an area under attack.

Expect a lot of die rolling.

The entire game system can be rather costly.

Lastly, all units cost the same. Making a house rule to alleviate this is relatively straightforward.
GaryP
Rating: 8
Great fun for those of us more interested in gameplay and scenario design than historical reenactment. The maps are fictional, but the units are WW2 technology. This system precedes the A-B-C system later seen in Wizard Kings and Hammer of the Scots. The game has a lot of rough edges, but the basic system does a good job of demonstrating the need for air and naval superiority.
lead_and_brush
Rating: 8
Couple of plays only so far. Planning ahead is important, and the relatively small number of units and small maps allow you to do so without feeling overwhelmed. This is a big war in a small package with a high fun factor and nicely done components. {Edit: Holding up nicely with more play. I really like this title. It is one of those games I think about at odd times during the workday... maybe more army and less navy would have helped me hold my territory last game!]
GaryP
Rating: 8
Great fun for those of us more interested in gameplay and scenario design than historical reenactment. The maps are fictional, but the units are WW2 technology. This system precedes the A-B-C order of fire seen later in Wizard Kings and Hammer of the Scots. The game has a lot of rough edges, but the basic system does a good job of demonstrating the need for air and naval superiority.
Azzarc
Rating: 7.5
Good game. Has lots of replay value.
dhlubin
Rating: 7.5
O.K. I agree that this system is a Front Games system light. This to me is one of the few games that I feel are good for introducing people to the Block Systems, as well as War-games in general! To me it is one of those rare systems that allows an experienced player to play some one who is just starting out in War/Board gaming and still have as much fun and challenge as if they are playing some who is closer to his level of play
CharlieWonka
Rating: 7
I think I like this one more than Wizard Kings. It seems to flow really well. I haven't come up with a good use for the aircraft carriers just yet. Maybe it was just how te map and scenario fell in the first game. Looking forward to more games of this one. 1 Play
cannoneer
Rating: 7
Update: I've come to conclude Victory is at its best as a 2- or 3-player game. Games with more players drag too much. Scenarios are a must. 'Pick armies and fight' doesn't work well. Yeah, it's a kit. But when you're playing a good scenario, it's SUPER fun.

The modular aspect and the ability to mix/match rules and units is great. I don't mind that it's a "kit" and you have to experiment with optional rules and scenarios. That's part of the fun.

One thing that makes this better than its more recent cousin Wizard Kings is that the units all cost the same. It makes establishing your forces in the beginning of the game much easier. One of the things I always disliked about WZK is the need to spend a bunch of time building up your army and counting your spent gold to ensure you don't go over your allotment; it sucks the fun out of the game for me because it takes so long before you're actually PLAYING.
Freitag
Rating: 7
A&A plus stratego on a hexmap. Fun game, but need some house rules to give it more flavor.
litebrite
Rating: 7
A block game. Best when played with the predesigned scenarios. Equal point encounters usually becomes a game of whom can roll the best first. Still, use the game as a vehicle for playing miniature battles which it is great for.
Emperor JD
Rating: 7
A little slow for my taste.
bdwhite
Rating: 7
Only played a couple of times but it is fun.
gpruitt
Rating: 7
Be sure to get version 2.0 of the rules from the Columbia website if you have an older copy.
gittes
Rating: 7
An inventive little game from Columbia. Really more of a gaming kit, which is strange since it would have worked well even with alternative World War II nations, such as monarchies that survived the First World War. What I do wonder is why this was not converted to World War II in Europe? Maybe they are afraid of the competition it would have with the bloated EuroFront series? If so that seems to have faded away. Ron Draker is expected to design a new game design on the subject. Will it be in the Victory tradition? I do hope so.
clweeks
Rating: 7
Fun, light wargame. I think my twelve year old son will like it.
colorado_gamer
Rating: 7
This game is best with all of the expansions and 4-6 players with a wrap around %u201Cworld%u201D map. I will post some of our sessions soon.
Brien Martin
Rating: 7
After playing it a few times, I've lost the initial luster that comes whenever I get a new game. I am trying to sell the game, but folks aren't interested, apparently. Probably my biggest game purchase mistake thus far.
Braveheart
Rating: 7
I like the concept, but it just seems to generic/plain.
Eagles
Rating: 7
10/04/06 Played again with a friend who put a new viewpoint on the game that made me re-evalute the score.
airjudden
Rating: 7
This is a block game version of [thing=1574][/thing]. Having such a variety of units is the strength of the game, as well as sharing many of the rules from [thing=912][/thing], but Pac Victory was a more perfected version of this game.

Some of it seemed a bit gamey and the initiative portion seemed a bit unbalancing. Overall a fine game and with some house rules, it could probably achieve a strong 8 rating. The expansions may even push it up to a 9.
edrift101
Rating: 7
Contributor credit
FearlessLeader
Rating: 7
A great introduction to wargaming using Columbia's great block system.
Lagduf
Rating: 6.75
A generic block war game based on WWII era technology with geo-morphic maps.

This game is fun, but is more of a game system than anything. User created scenarios are a must in order to prevent the game becoming a symmetrical war of attrition. It seems larger playing areas with fewer forces would prevent this.

I traded for this because I wanted a light, multiplayer (2+ players) wargame, that offered some depth, but wasn't necassarily historical or featured few scenarios. For that purpose, this game works fine and is fun.

If you're looking for a more solid block wargame you should probably look elswhere. I'd still like to pick up Europe Engulfed.

I basically own near everything Columbia games released for this game systems (all 16 maps + the blanks, 6 different base armies, 4 elite army sets and the logistics expansions).

This does work really well for 3+ players too. My group played with four on numerous occasions (doing two teams of two players, each with his own colored blocks) and it was good times.
iamJMAN00793
Rating: 6.5
gifted
anemaat
Rating: 6.5
A lesser game than [gameid=692], so I prefered to play the latter one.

Nice concept, but a bit ruined by the fact that every step of every unit - infantry or air craft carrier - simply costs 1 and can be built at a ridiculous speed. A pity!
cturnitsa
Rating: 6.5
Great game, but it does tend to stagnate sometimes.
giogames
Rating: 6.5
A good idea game.
Defender player is advantaged, no one attack and the game become bored.
For enjoy it, I changed some rules (contemporary combat, air units limit in a hex, initiative for each sector map, etc). Now works better.
Mega multiplayer scenarios (6 maps and up 6 players) is beautiful.
jruddy
Rating: 6
Not bad - requires thought, nice balanced play.
Klendathu
Rating: 6
Defensive 2 player game with fog of war.
jacques77
Rating: 6
No historical, but fun to play. an easy game for a good evening with a friend without problem in the rules... :)
Checkallday
Rating: 6
A good system. I just don't really like generic wargames. Throw a historical theme on that sucker!
collezionista
Rating: 6
So and so. Nice graphics though
ekrommen
Rating: 6
My favorite house rules:

5.55 Any unit retreating out of a battle hex is marked with a coin and cannot move (or respond) until the coin is removed. A player removes all coins from his units at the completion of his Attacker Movement phase.

When using the "elite" unit sets, the submarine may only be targeted by destroyers and aircraft.
Dreamshadow
Rating: 6
An interesting system, but advantage is definately to the defender. Makes for long drawn out WWI style games, rather than more dynamic WWII games.
dale larson
Rating: 6
In a word: "Dry".
DerDiplomat
Rating: 6
The game rules need little tuning.
I play with the campaign rules from the publishers site. Then its a really neat game.
Drewcooter
Rating: 6
Nice gaming system, I just can't get past the ahistoric element of this game.

It would serve Columbia games well if they were to come out with several historic scenarios and maps for this system.
ekrommen
Rating: 6
"You will discover that the ideal mix of forces depends on the maps in play, but, as all generals know, nothing much gets done without the infantry."

World war II era combat untethered by history. A very fun system with the block wargame limited intellignce. It is a sort of strategic empire building game with unit production.

My favorite house rules:

5.55 Any unit retreating out of a battle hex is marked with a coin and cannot move (or respond) until the coin is removed. A player removes all coins from his units at the completion of his Attacker Movement phase.

When using the "elite" unit sets, the submarine may only be targeted by destroyers and aircraft.
fastfingers
Rating: 6
Love that whole "fog of war" thing this game provides.
fastwolf
Rating: 6
Good idea, bad mechanics. Slow and its easy to cheat
fatso
Rating: 6
This is my least liked Columbia game just because it lacks history. Fine system but not for me. Who cares if red beats up blue on a hypothetical island?
Galdor
Rating: 6
The "fog of war effect" is reproduced with a easy system. Fun to play.
Man or Astroman
Rating: 6
Kindof fun but too simplistic
grognard72
Rating: 6
As published, has some problems simulating WW2 era combat, and gameplay tending to keep players more in balance and drawn out. Several rule mods offered on BGG can be used to suit the players' tastes and put more realism in and/or allow players to press ahead. Still a fun foundation to mod your own flavor on.
guan yu
Rating: 6
The game can really bog down during mid game. I would rather play Wizard Kings.
alkaiser
Rating: 6
Needed some specific scenarios to really make the system work.
madhatter
Rating: 6
Same cookie cutter rules that Columbia Games uses. Very similar tactical feel to Wizard Kings. Not a bad game, but I feel like I've played this system in multiple incarnations. I'm not keen on the fact that everything is generic: the year, the battle, the sides, etc.
JefA
Rating: 6
Light game. fairly easy to learn. does lack scenarios and tends not to grab me.
John GL
Rating: 6
Nice idea, but we found it too difficult for either side to get a decisive advantage.
B_J_S
Rating: 5.5
[Bought 2nd hand from Elias:krigsspel.se 2011-09-14]
Only temporary rating, after reading the rules and looked in the box.
CKS04
Rating: 5.5
K - markiert

incl. additional Gray and Green Blockset
frankirby
Rating: 5
I really wanted to like this game and I will play it again but it just not do it for me. Needs more and better scenarios.
bucklen_uk
Rating: 5
Let down by the 'generic' nature of the game - real historical maps/scenarios would help
dougadamsau
Rating: 5
Columbia block wargame goes generic World War II, on fantasy maps. Rather static sort of game that favours the defensive side hampers this one a bit. Lots of expansions available. I prefer the fantasy setting of Wizard Kings.
Larry Welborn
Rating: 5
The generic nature of this game caused it to grow stale for me after a few plays.
Chris Busse
Rating: 5
Only started to play it once, but I am intrigued enough to play it again.
greatredwarrior
Rating: 5
A kind of history-less WWII simulation. Fun, but lacking in a historical setting which could add flavor and story to the unfolding action. It made me feel cold...like an abstract. The modular boards is a brilliant design though.

Traded away for Sergeants on the Eastern Front in Math Trade
madmattuk
Rating: 5
More of a game designers' kit than a game in itself. Suffers from the inclusion of very few scenarios and those tend to be so balanced as inevitably to result in stalemate.
cfarrell
Rating: 5
A decent underlying system, but the game desperately needs a broader variety of scenarios. Nice, light, short wargame, but without more scenarios (and most of the ones on the net are not great and suffer from the same problems as the basic one), doesn't reach its real potential. Some 8 block colors are available, but more than 3 or 4 are unnecessary.
iansc
Rating: 5
A game that's better in theory than in practice. The fog of war produced by blocks works well with combined arms, but combat and rebuild rules make strong defence in cities the key to the game with attacking left as a high risk option.
jpact
Rating: 5
I don't know; sometimes this seems more like an exercise in stacking limits than strategically fighting a war. It can take far too long for a significant breakthrough to occur.
Gwfalcon
Rating: 4.4
You have to make house rules scenarios for this one which is a pain. You really need some of the extra maps and some elite sets for this as well.
Clark H.
Rating: 4
Has potential but seems somewhat underdeveloped. Stalemate is a serious issue but a number of optional rules and scenarios available on the web help work around this issue.
Bill Romaniecki
Rating: 4
Games tend to stagnate and go on for ever.
Herr Niemand
Rating: 4
Fairly flawed design without the Logistics packs.
EarlofBronze
Rating: 4
Okay war game. I enjoyed it.... nice combat system.
Eddy Bee
Rating: 4
Falls somewhere in the void between Axis & Allies and Napoleon, and fails at both. The unit differences are negligible and the stacking/hexside limits keep the game stagnant and predictable. Where's the fog of war when you always know for sure that a city has 4 ground units, 2 air units, and 2 naval units? Haven't tried the expansion units nor any house rules yet - maybe they can salvage this game.
jbuergel
Rating: 4
Bogs down far too easily into a slugfest, clearly inferior to Wizard Kings (unless you can't abide the fantasy theme).
Albireo
Rating: 4
Beautiful maps, pieces, and ideas. But this degenerates into a WW1 siege where no-one makes any progress. Use the SIMPLE house rules link to tart this game up.
Ghost_Bear
Rating: 4
Too much World War 1 with standard rules, but very easily improved with custom rules ( Stacking limits, etc. )
colinkun
Rating: 4
Only played a few times, isn't quite what I hoped it would be. Sold it.
goldenboat
Rating: 4
Really more of a game kit than a game. Out of the box, I find the game lacking, but agonizingly close to something I'd like. Attractive components have spawned dozens of suggestions about how to improve the game -- everything from focused scenario design to fundamental changes in unit values and sequence of play (I've published a few myself, via Gary Graber's wonderful Panzerschreck magazine). Clearly, there is enough to like about Victory that devotees such as myself continue to return to it, but I'm not convinced anyone has got it perfectly dialed in just yet ... at least, not so perfectly that this game will elbow ahead of other Columbia efforts (like EastFront or Hammer of the Scots) when deciding what to play next. Of the many variants/suggestions on the web, Jim Mason's ideas (SIMPLE house rules link from the Related Links section) worked the best for me -- his hexside limitations for attacks was a particularly brilliant idea. My own plan is to go up one level to grand strategic and see if I can use Victory blocks on the map for Axis & Allies: Europe ...
Fletchard
Rating: 3
I haven't been able to have a positive experience with this game despite several attempts. I don't like the dice. I look forward to playing Bonaparte at Marengo.
Deeevorce
Rating: 3
After playing this game, I realized a (war)game should have some historical context or at least some sort of background story. This game is too generic for me.
Hagrid
Rating: 3
Not as good as other Columbia block games. Played once, game lasted for two and a half hours and ended in a draw. The game stagnated, with each side reluctant to attack cities due to advantage that defender has. And because of stacking limits, its not possible to get a larger force to attack the defender, if the defender just piles units into a city. Don't like the lack of scenarios that come with the game out of the box.
Malacandra
Rating: 3
Just too generic for my tastes.
Fletchard
Rating: 3
I haven't been able to have a positive experience with this game despite several attempts. I don't like the dice. I look forward to playing Bonaparte at Marengo. Sold in 2016.
blockhead
Rating: 2
Way too abstract for me. No sense of scale, production happens way too fast relative to combat. Way too heavy on the warGAME side of things. Would actually prefer Memoir 44
Leonardo
Rating: 2
-not a bad idea but missing scenarios and different types of units/rules
jaderaistlin
Rating: 2
Man, I tried to like this game, I really did. But it just Zzzzzzzz....
kathench
Rating: 1
WWII set included
fredqc
Rating: -
Got all blocks colors, map and elite units
Andy Pain
Rating: -
2 copies
Empereur
Rating: -
I only tried it once with my flatmate, and the mechanics seemed fine
I want to play this again!
dave_dentel
Rating: -
Another of my favorites. Again, I like the abstracted quality -- it's not really World War II: It just feels like it. I'm a big fan of the block system, with the fog of war and step reduction built right in.

I agree with critics who say the game sometimes lacks focus. Most of the time when I've played freestyle scenarios they've ended in stalemate.
dchorey
Rating: -
Have three sets
cscottk
Rating: -
Traded in Math Trade.
Constantinople
Rating: -
1998 Columbia Games
have maps: 1,2,3,4,5,6,7,8,9,10,11,and 12


2011 1 yes 1 auction ORIGINS
Boots01
Rating: -
Traded for ASLSK #1
appb1
Rating: -
all elite blocks,maps and logistics set.
The beauty of this game is the possibilities of house rules and the endless options of battles. Either historic or fictional. No rating since without house rules it is a 6 with them a 9 or higher
johnconlon02
Rating: -
Rules downloaded to iPad
johnpnewman
Rating: -
"Like New." The blocks have almost no wear. Have multiple expansions available.
Hierax
Rating: -
Block-Game - WWII - Generic Toolkit
Andy Pain
Rating: -
£11 Manchester 2010
gregz
Rating: -
Unused. Stickers have not been applied to blocks yet.