Victory at Sea.pdf
During each turn of Victory at Sea, players will make many tactical decisions and ships will move and then launch devastating attacks upon
one another. Due to the huge range of options and strategies available, each turn is split into four distinct phases to make the process of naval
combat a lot easier. Players will run through each phase together and, when each turn is complete, every ship on each player’s side will have
had a chance to act and affect the outcome of the battle.
The four phases are played in order – Initiative Phase, Movement Phase, Attack Phase and End Phase. When the End Phase has been
completed, the turn ends and the next one begins with the Initiative Phase.
The Initiative Phase is used to resolve any actions that do not require players to make any choices and to decide who will have the initiative
for the turn – in other words, who has gained a position of tactical advantage.
At the start of each turn, both players roll for initiative using 2d6. Any ties are re-rolled.
If a fleet has any civilian shipping, it will suffer a –1 penalty to its initiative roll. If a fleet is comprised entirely of civilian shipping, it will
suffer a –2 penalty.
The player who wins the Initiative Phase by rolling higher than his opponent will decide whether to move a ship first or force his opponent
to do so. Players then alternate moving their ships. First, a player nominates one of his ships and moves it, then his opponent nominates
one of his own and moves that. This continues until all ships have been moved. Note that a particularly large fleet may still have ships to
move after its enemy’s ships have finished moving. In this case, the larger fleet will carry on moving ships until they have all had a chance
Once ships have been moved into position, they are allowed to fire their weapons in an effort to destroy their enemies. Players then alternate
firing their ships. The player who wins the Initiative Phase nominates one of his ships and then attacks with it, immediately resolving all
damage dealt. His opponent then nominates one of his ships and attacks. This continues until all ships have attacked, or had a chance to
attack. Note that it is not compulsory for a ship to attack, even if it has a viable target. The player may simply nominate it and choose not
to fire. However, he may not select it again within the same turn and choose to fire – he must make the decision to attack then and there,
and not hold back!
The End Phase is used to ‘tidy up’ the battlefield and make sure all players know what is happening. This is the time Damage Control and
other book-keeping tasks are performed. Once the End Phase is complete, a new turn begins.
Jean-Louis FAUCHON (order #4216215)