For Two Players
By Rick Mathews
In Mission Victory, each player is assigned an objective known only to himself.
A player wins immediately if his objective is fulfilled
at any time during the game. If neither player is able to fulfill his objective
in ten turns, the player with the most points gained through
controlling cities and destroying enemy units wins the game. The combination of
different objectives, maps, and units yields a
different game each time the scenario is played. Mission Victory was designed
to provide variety and a reasonable playing time
without altering the official rules of the game as published by Columbia. There
is only one non-Columbia optional rule, and it is just
that: optional. Another design goal was to allow players to use any mix of components
from the basic game and expansion sets.
Components from the expansion sets will yield additional interesting situations,
but are not mandatory for the play of Mission Victory.
Set up any four boards by mutual agreement in the following pattern.
Assign, randomly or by mutual agreement, one board to a player as that players
home board. The board diagonally opposite
becomes the other players home board. The remaining two boards are neutral
territory. Per Columbias rules for neutral territory,
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.
Supply may be traced through vacant neutral cities and towns, but not strategic
Each player chooses 40 PPs worth of units. Note that if players use the recommended
optional rules below, the number of blocks
purchased is subject to optional rule 1.
Players are randomly assigned a mission from the following list. One way to do
this is to use cards numbered 1 through 3 from two
suits of a standard deck. Each player draws a card randomly from the three cards
of one suit (thus it is possible for the players to have
the same mission). Missions are kept secret from the opposing player. The cards
are set aside face down, and are revealed for
verification when a player claims that his mission is fulfilled.
1. Control 5 city points on the enemy home board, while retaining at least 5 city
points on your own home board.
2. Control 15 city points outside of your home board, while retaining at least
5 city points on your home board.
3. Eliminate at least five enemy blocks, and more than you have lost.
Recommended Optional Rules
1. A player may not build new units if doing so would cause the number of friendly
blocks (of any strength) to exceed twice the
number of city points currently controlled. A player need not remove blocks if,
because of city losses, the number exceeds twice
the number of city points controlledhe simply cannot build new ones.
2. Use all optional rules from the basic rulebook. Rules and components from expansion
sets may be used by mutual agreement.
The game is 10 turns long. If at any point during the game a player fulfills his
mission, he wins immediately. It is possible, after the
mission card is revealed for verification, that the players discover that the
mission is not fulfilled. There is no penalty for the player
who made the mistaken claim. However, now the enemy knows his objective!
If neither player fulfills his mission by the end of the game, the player with
the most accumulated points is the winner. Accumulated
points for each player are gained during the production phase of each turn, and
are added to the total gained in previous turns. Points
are awarded for the following accomplishments:
- City points controlled outside of the players home board. City points
on the enemy home board count double (for
accumulated points only, not for mission fulfillment).
- Five points for each enemy block eliminated (even if it is later rebuilt).