"Victory is a game of maneuver and strategy. That's what they tell you on the surface, anyway. It's also a game of wit and banter, which is my very favorite part."
~
Seak Beardo Von Shmit, of
Abide and Seak's Bizarre Bazaar and six time Victory champion.
Victory is a game dating back to
Iliac's ascension to power. Some claim he invented it himself to teach strategy to his warriors, but that is almost certainly apocryphal. The game's rules are simple and a match typically lasts ten to fifteen minutes. The materials required are a square board marked with square spaces arranged 11x11. There are six pieces types denoting their movement and/or their capture method, and the number each player gets of which differs depending on which version of they game they are playing.
Pieces
Symbol |
Name |
Movement or Capture |
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Hile |
Can move three spaces in any direction, or two spaces in one direction and one in another. Can move over other pieces. |
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Gavin |
Moves two spaces in any direction. Can capture a piece alone by occupying its square. |
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Jack |
Moves one space in any direction. Cannot be captured by fewer than three pieces. |
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Tyalhe |
Moves one space in any direction. If this piece is captured, your opponent can eliminate one piece of his choice on every subsequent turn. Cannot be eliminated by less than 4 pieces. |
|
Zag |
Moves one space in any direction; can capture any one piece in an uninterrupted straight line from it. |
|
Ball |
Moves forward or to the side. In Pitch or Stand, the token "flips" if it reaches an outer edge, reversing the direction of "forward." |
Unless otherwise noted for a specific piece, to capture a piece requires either one token on opposite sides or corners of the piece to be captured, or contact between three pieces to one.
Pitch
Teams are even. Each side starts off with an even number of pieces arranged in two lines, as seen below. The goal of pitch is to totally eliminate every piece of the opposing side.
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Breakout
In Breakout, one side gets only a Tyalhe and eight Jacks while the other side has 60 Balls. In Breakout, Balls can only either move towards or parallel to the Tyalhe. The goal of the inferior side is to get the Tyalhe to the edge of the board, and the inferior side loses if this piece is lost.
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Stand
Stand is a game sometimes played alone. Like Breakout, the sides are uneven. Unlike Breakout, the inferior force is not trying to 'win' but instead attempting to acquire as many points for captures as possible. It is often a child's introduction to the game, teaching them basic movements and capture methods in a lower-pressure game. Stand is sometimes called Haikur's Cross after the battle of the same name. The inferior force has one Tyalhe, eight Jacks, four Gavins and four Hiles arranged as below. The other side (if there is one) controls the 48 balls on the board. When one Ball is eliminated, another can be placed on any edge space of the board, if any are free. The game is over when the defenders lose their Tyalhe.
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A |
N |
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If played as part of a DnD encounter, this game can be abstracted as follows.
Pitch
Add up the mental ability score bonuses of each side. Then roll 2d6 and add it to their mental score. Subtract the lower number from the higher number and consult the chart below.
Difference |
Result for Pitch |
29 |
Humiliation. Victor lost no pieces and won in under a minute. |
28 |
Blowout. Victor lost no pieces and won in under two minutes. |
27 |
Blowout. Victor lost no pieces and won in under three minutes. |
26 |
Blowout. Victor lost no pieces and won in under four minutes. |
25 |
Decisive Victory. Victor lost one piece and won in around four minutes. |
24 |
Decisive Victory. Victor lost three pieces and won in around four minutes.. |
23 |
Decisive Victory. Victor lost five pieces and won in around four minutes. |
22 |
Decisive Victory. Victor lost five pieces and won in around five minutes. |
21 |
Clear Victory. Victor lost six pieces and won in around six minutes. |
20 |
Clear Victory. Victor lost seven pieces and won in around seven minutes. |
19 |
Clear Victory. Victor lost eight pieces and won in around eight minutes.. |
18 |
Clear Victory. Victor lost eight pieces and won in around ten minutes. |
17 |
Clear Victory. Victor lost eight pieces and won in around eleven minutes. |
16 |
Clear Victory. Victor lost eight pieces and won in around twelve minutes. |
15 |
Victory. Victor lost eight pieces and won in around thirteen minutes. |
14 |
Victory. Victor lost eight pieces and won in around fourteen minutes. |
13 |
Victory. Victor lost nine pieces and won in around fourteen minutes. |
12 |
Victory. Victor lost nine pieces and won in around fifteen minutes. |
11 |
Victory. Victor lost ten pieces and won in around fifteen minutes. |
10 |
Victory. Victor lost ten pieces and won in around sixteen minutes. |
9 |
Close Victory. Victor lost ten pieces and won in around seventeen minutes. |
8 |
Close Victory. Victor lost ten pieces and won in around eighteen minutes. |
7 |
Close Victory. Victor lost eleven pieces and won in around eighteen minutes. |
6 |
Close Victory. Victor lost eleven pieces and won in around nineteen minutes. |
5 |
Close Victory. Victor lost twelve pieces and won in around nineteen minutes. |
4 |
Close Victory. Victor lost twelve pieces and won in around twenty minutes. |
3 |
Pyrrhic Victory. Victor lost thirteen pieces and won in around twenty minutes. |
2 |
Pyrrhic Victory. Victor lost fourteen pieces and won in around twenty minutes. |
1 |
Pyrrhic Victory. Victor lost fifteen pieces and won in around twenty minutes. |
0 |
Tie: both players wound up with 2 pieces at or around the twenty minute mark. |
Breakout
If playing breakout, the game can be abstracted as follows: Both players roll 2d6 and add their intelligence modifier to determine the victor.
Stand
For Stand, the defending player rolls 3d6 and adds their intelligence modifier, subtracting the opposing player's intelligence modifier. They reroll any sixes, including sixes that come up on the rerolls. That is how many pieces they took before their Tyalhe was taken.
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