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a very small compny. On top of that, the fact they have all been<br />

seperated from the casting sprue and sorted for you is a huge<br />

plus in my book just from a standpoint of being able to get right<br />

into the game without having to do hours of labor just to get to<br />

play.<br />

The hexes that make up the game board are sturdy enough for<br />

many plays and while they are not as thick or as large as the<br />

tiles in Twilight Imperium 3, they are colorful and well done.<br />

The size of the board depends on the number of players in the<br />

game and a 2-player board ends up being less than 18" x 18"<br />

and can fit on pretty much any table. I could even play a 2-<br />

player game on one of the end tables in my living room.<br />

I was least impressed with the player aid sheets though. They<br />

are in black & white on thin cardstock and while they are perfectly<br />

functional they would have been better if they had been<br />

done in color and on the same thick cardstock as the map tiles.<br />

If the publisher had to choose a place to cut back a bit then they<br />

made the right choice because the miniatures and map tiles are<br />

really nice and the player aid sheets are really the least important<br />

of the three.<br />

The rulebook was easy to follow and you can get to playing<br />

pretty quickly. At the start of each game you'll create the map<br />

first. This consists of building the perimeter pieces that will<br />

hold all of the other tiles in place. The rest of the tiles are then<br />

mixed up and put into place on the map upside-down. Each<br />

player will uncover their three adjacent starting tiles and will<br />

have to explore the rest of the map to reveal what's there. I was<br />

a bit concerned about the hexes being too tightly packed together<br />

and that flipping them over would be problematic, but it<br />

was not because there's s bit of space between each tile and the<br />

whole board ends up having a bit of flexibility to it while still<br />

remaining contained within the outer tiles. You'll have a capital<br />

and one infantry unit by the end of the first turn and then get to<br />

exploring and putting the boots, or eventually cannons, to the<br />

other players.<br />

Units, the number and type, are tied directly to how many<br />

towns and cities that you have and what kind of hex (planis,<br />

grasslands, mountains, or forests) where they are built. For<br />

example, each town (regardless of its location) will give you<br />

one infantry while a City on a mountain will get you an infantry<br />

and a cannon. How you use your military units is certainly<br />

important but deciding on where to build your cities is also vital<br />

because that will dictate the units that you get to use. Movement<br />

is very straightforward with the expenditure of movement<br />

points to move across terrain, some of which slow your progress.<br />

Combat favors groups of varried units (infantry, cavalry,<br />

and artillery) because this will get you more dice to throw during<br />

the engagement. As an example, if player A has moved<br />

into a hex containing troops from player B's army a battle will<br />

ensue. If player A had 2 infantry, 1 cavalry and 1 cannon he<br />

would attack with 4 dice (1 for the infantry, 2 more for the cavalry<br />

and 1 more for the artiller, he'll also get a pre-battle artillery<br />

barrage). Let's say that player B has 6 infantry in the hex<br />

and 2 cannons. He gets just two dice to defend with. Player B<br />

might have some staying power and be able to soak up more<br />

casualties than player A, but since player A is throwing more<br />

dice out there, at least until his units start being depleted, he'll<br />

have a better chance of success. There are modifiers to combat<br />

like cavlary only getting one defensive die contrasted with two<br />

attacking dice, terrain bonuses, and naval support but nothing to<br />

make it the process cumbersome. Your dead troops are tossed<br />

back into your reserve and you'll be able to deploy them in a<br />

city on your next turn unless enemy units are camped out in the<br />

hex adjacent to where you want to deploy the units. In that case<br />

they just sit in your deployment box waiting to join the fight but<br />

since there's an enemy right outside the city it's likely to fall and<br />

thereby reducing the number and type of units that you get.<br />

Losing units in battles is not what directly leads to you losing<br />

the game because they can be recycled on your next turn and as<br />

long as your cities are intact you'll have the same units available<br />

as last turn. Losing units leads to the enemy moving into your<br />

territory and that leads to losing cities and losing cities leads to<br />

a depletion of units which means that you can attack and defend<br />

less and then you lose more cities and you see where I'm going<br />

with this. You need to expand your empire, build new cities,<br />

which gets you more military units, so you can continue to expand<br />

and continue that cycle.<br />

If you're a fan of military conquest games like Risk and Axis &<br />

Allies then I think you'll like Viktory II very much. The random<br />

map setup for each game and the fog of war add a lot of<br />

re-playability. That along with a reasonable playing time definitely<br />

gives you a lot of things to like.<br />

Review by Mark Theurer<br />

Title: Battlestations<br />

Designer: Jeff & Jason Siadek<br />

Type: Board / Tile / Sci-Fi / RPG<br />

Manufacturer: Gorilla Games<br />

MSRP: $59.95<br />

From turn two on each player will follow a sequence of play<br />

that has you building new towns or upgrading an existing one to<br />

a city and then moving and fighting with your military units and<br />

then finally bringing reserves onto the board.<br />

29<br />

Battlestations is a cooperative multi-player game where one<br />

player, the referee, sets up a scenario for the other players to<br />

play through. If it sounds a lot like a role-playing game to you<br />

it did to me to when I picked it up. I saw the game when I was

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