Virtuti Militari: Sequence of Play

Virtuti Militari is a turn-based game, each turn representing about 2 months of real time.

Each turn is divided into following phases:

  • Weather Phase. This phase is automatic. The game will determine weather in each region on the map. Region’s climate zone and season of the year are taken into account when determining weather.
  • Strategic Phase.
    • Both players secretly select a Card they want to play for Production Points modifier. Cards are revealed simultaneously and players collect PP from all sources they own on the map, modified by the PP modifier from the played card
    • Both players secretly select a Card they want to play for Air Support tokens. Cards are revealed simultaneously and players collect Air Support tokens, per played card Air Support value.
  • Production Phase. In this phase, players can:
    • Deploy newly built units on map
    • Strengthen or upgrade units on map
    • Buy new units and special Order Tokens
    • Advance on the Logistics Track, to improve their Faction’s stacking limits
    • Invest in new technologies research
  • Planning Phase.
    • Both player assign Orders to their units on map. Order Tokens can be put in regions where players have land or naval units. Only one Order Token per region is allowed. When both players confirm their selections, all orders are revealed simultaneously and the game advances to next phase
  • Operations Phase. It is a main phase where orders are executed, and units can move and fight. It is divided into following segments:
    • Feint Attack Orders. In order of Initiative, each Faction (Axis, Western Allies, USSR) executes a single Feint Attack Order. This type of order allows to burn opponent’s order in an adjacent region. When there is no more Feint Attack orders to execute, the game advances to the next segment
    • Movement Orders. In order of Initiative, each Faction executes a single Move, Maneouver or Amphib Landing order. Move Orders allow to move own units (including sea transport between friendly controlled ports) & initiate battles. Maneuver Orders allow to move without initiating battles, but Armored units can move up to 2 regions with this order.  Amphib Landing order allows moving units over sea to capture enemy Areas.
    • Strategic Transport Orders. In Order of Initiative, each Faction executes a single Strategic Movement order. This type of order allows to move units any distance, over a continuous path of friendly controlled areas
  • Supply Phase. This phase is automatic. Game calculates supply for each region on map. Units which are Out Of Supply have limited capabilities next turn. Units which are OOS for 2 consecutive turns are eliminated.
  • Diplomatic Phase. In this phase players can declare wars on neutral countries or influence them to bring them closer to joining war on their side.
  • Summary Phase. This phase is automatic, and includes the following:
    • General clean-up (Order Tokens left on the map return to faction’s pools, used Air Support Tokens return to faction’s pools, etc.)
    • Convoy raiding mini-game is played. Submarines and Fleets present in Areas with enemy convoys have a chance to raid convoys and damage War Economy. Fleets in Areas with enemy Submarines have a chance to damage or destroy Submarines.
    • A check is made for each Faction if they made a progress on each Technology where they have Research Points.
  • Victory condition check.
    • Decisive victory:
      1. Axis player achieves a Decisive Victory if he controls areas worth 18 or more Victory Points. 
      2. Allied player achieves a Decisive Victory if he controls London, Paris, Moscow, Leningrad, Stalingrad, Rome and Berlin.
    • If no Decisive Victory is achieved, the game ends in Winter 1945 with the following result: 
      1. If any players controls areas worth 15 or more VP (out of total 26 VPs present on the map), that player achieves a Minor Victory.
      2. Otherwise the game ends with a draw.

 

 

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