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VIKTORY: Terror in Europe Rules & Resources

We have prepared the following resources to help you make the most of your gaming experience.

Download the VIKTORY: Terror in Europe Rules (posted 2/21/14):

VIKTORY: Terror in Europe Rules in PDF Format

Video Tutorials:

Game Overview: Explains the basics of the game with an overview of the components and discussion of strategies.

Typical Turn Explained: Explanation of a typical turn, going through sample actions taken by each player.

Movement: Demonstrates how the operatives and terrorist are able to move by road, railroad, sea, or airports.

Operative & Terrorist Combat: Overview of combat between the Operatives and Terrorist, including combat modifiers to die rolls and how group combat works.

Bombs, Traps and Recruiting Cells: Discusses the differences between the three types of covert ops tokens that the Terrorist may play: Bombs, Traps and Recruiting Cells and explains how the Operatives have to deal with them in the game.

Cards Explained: Overview of the cards used in the game.

Use of Traps Discussed: Review of the types of situations when the Terrorist should consider playing a trap.

When to Attack as the Terrorist: Discussion of the conditions and factors that the Terrorist should take into account when deciding to attack an Operative.

25 Minute Demo Game: A complete 25 minute demonstration game is recorded to show the flow of the game and discuss the rules in the context of playing an actual game.

Quick Rules Explanation:

This is a quick method of explaining the rules to someone that hasn't played before, using the "Incremental Approach" technique:

1. Set up the board and get out all the pieces.

2. Distill the game down to a few sentences. (Less than a minute.) For example:

"One player will be playing as the terrorist and trying to survive and gain points. If he gets to 18 points he wins a Major Viktory. The other players will play as operatives and an informant network to try to catch and defeat the terrorist before he can win."

3. Paint an overview of a basic turn. (1 to 3 minutes.) For example:

"Each turn the terrorist moves by placing a card that corresponds to a city on the map as part of his movement trail. He also places a token that can be either a trap, bomb, or recruiting cell. Then each operative gets to move and hopes to try to find out where the terrorist has been and is currently located. If an operative moves into a city in the terrorist's trail, then he has to deal with the trap, bomb, or recruiting cell. If the terrorist is there, combat begins. After each operative has moved, the informant network gets to ask the terrorist a question to try to narrow down where the terrorist is located."

4. Expand the overview using details-the finer points. For example:

"The terrorist gets points from bombs going off or killing the operatives. The number of points for a bomb varies depending on the type of city. Small cities (which are round circles on the map) are worth one point. Large cities (which are squares on the map) are worth two points. Capital cities (which are squares that have a plane symbol inside them) are worth three points.

The terrorist's trail consists of his current location and the previous two locations that he's been. Each turn when the terrorist puts down a new card for his current location, the cards representing his older location all are moved to the side by one. There are at most three cards in the terrorist's trail. When a card comes off the trail, because it has to move to make room for the newer cards, if there is a bomb on the card, then the bomb is set off and the terrorist is awarded points for it based on if it's a small, large, or capital city.

When an operative moves into a city that has a trap, bomb, or recruiting cell, the operative has to roll a die. A roll of 1-3 defeats the bomb or recruiting cell. A roll of 4-5 activates the bomb or recruiting cell. A roll of 6 activates the bomb or recruiting cell and kills the Operative. Against a trap, whatever an operative rolls is the amount of strength that the operative loses. If an operative dies from a trap, bomb, or recruiting cell, the terrorist gets 1 point.

If the terrorist is currently in the city that the operative moved into, then after any trap, bomb, or recruiting cell is dealt with, there is combat. Combat involves the terrorist and the operative involved rolling one die. The difference in the die rolls (after adjusting for modifiers) is the amount of strength lost by the lower rolling player. If there is a tie in the die rolls (after adjusting for modifiers), then there is a break in combat. If the terrorist had initiated the combat and there is a break, then the terrorist gets to immediately move again. If the operative initiated the combat, then the operative's turn is over. If an operative dies from combat against the terrorist, then the terrorist gets 3 points.

There are four types of movement that the terrorist and operatives can use:

1. Road (from one city to an adjacent city connected by a black line)
2. Railroad (from one city to a city up to two cities away connected by a railroad lines)
3. Sea (from one city on a sea zone (the sea zones are defined by the darker blue lines in the water) to another city on the same sea zone
4. Airport (from one city that has a plane symbol to another city that has a plane symbol)

There are modifiers for combat die rolls:

  • Secret Agents, Bomb Squad, and the Terrorist get a +1 modifier when attacking
  • Special Forces gets a +2 modifier when attacking or defending
  • Operatives get a +1 modifier for EACH additional LIVE Operative in the City where Combat takes place
  • Terrorist gets a +1 modifier for EACH DEAD Operative in the City where Combat takes place
  • Terrorist gets a +1 modifier if Combat takes place in Turkey or North Africa (dark green regions)

5. Provide a battle example.

If the Terrorist attacks Special Forces in ISTANBUL (and Secret Agents is already dead in ISTANBUL), then the Terrorist would get a +3 die roll modifier (+1 for attacking, +1 for a dead Operative in the City where Combat takes place, and +1 because ISTANBUL is in a dark green region). Special Forces would still get his +2 modifier, which means that effectively the Terrorist would have a +1 modifier.

6. Cover the exceptions.

Bombs may not be placed in North Africa or Turkey (dark green regions). Only Traps or Recruiting Cells can be placed in Cities in North Africa or Turkey.

Recruiting Cells activated in North Africa or Turkey (dark green regions) have a double yield. For example, a Recruiting Cell activated in ANKARA would add 8 to a Terrorist's Strength, instead of the usual 4 for being a Large City.

7. Teach basic strategies and offer "fair warning." (1 or 2 minutes.)

Typically the Operatives start in an airport so they can quickly move around the map. It's best for the Terrorist NOT to start in an airport (if the Operatives start in an airport) as he may get caught on the first move.

It's good to keep the Operatives, especially Secret Agents & Bomb Squad, where they can support one another in battle. If they get separated, the Terrorist might attack and easily kill Secret Agents & Bomb Squad (who are weaker in combat). A good strategy is to limit sending Special Forces into places where it will take multiple turns for him to get back in position, if the hunch about the Terrorist's location is wrong. One technique is to keep Special Forces primarily on the railroads and in airports, providing backup to the other two Operatives and also able to easily reposition into another region when necessary.