The year is AD 79. Seers have learned of the imminent eruption of Mount Vesuvius, and those versed in the mystic arts have made invocations to stop the calamity from claiming thousands of lives. However, these actions have angered Pluto, god of the underworld, who vows to usher in even greater destruction unless the earth’s strongest champions accomplish a series of tasks in a realm of grueling combat.
Hoplomachus: Victorum is a standalone title from Chip Theory Games. It uses CTG's acclaimed combat system from the Hoplomachus games, adding new twists with a focus on heroes and campaign play. Victorum is a solo-only experience, offering an in-depth, rewarding adventure with deep strategic decisions and exciting combat. Set in the more epic and mythical world of Hoplomachus: Victorum, this edition will pair the combat mechanisms fans know and love with beautiful updated lore, art and design.
- Enjoyed the original Hoplamachus, and this solo-only version is a great experience.
- An expansion significantly reduced the game's playtime (from ~12 hours to ~6).
- Features Chip Theory quality components.
- Brings in the mythological theme, fighting arenas, and challenges.
- Great solo game.
- Originally the game was extremely long.
- Expansion components don't fit the original storage solution (grandstands for chips).
- Arena combat, mythology
- Mythological world
- Campaign-driven
- Hoplamachus
- Too Many Bones
Mechanics (from transcript analysis)
- action selection — Players select actions for characters staying at the campfire and those going into battle.
- arena combat — Players take on challenges and arenas.
- Campaign — The game features a campaign structure, progressing through acts.
- Character progression — Players level up characters.
- Dice rolling — Players roll dice based on their characters.
Video topics + discussion points
Quotes (from this video)
- It turns into one big puzzle because there's just a line of enemies that you have to defeat.
- So much stuff.
- And Vantage is just a masterpiece. It's so [ __ ] cool.
- Just the scenario ingenuity of these games is so cool because of different stuff just popping up and happening.
- Um this one [clears throat] is a a super and and this is the reason this is the sole reason why this game beat out Elder Scrolls when we were doing that comparison.
- It's just a masterful achievement.
References (from this video)
- Adds varied content through arenas, Tyrant/Scion encounters, and Dark Days events
- Arena mechanics introduce variety and new tactical considerations
- Rivals and event decks increase replayability and spice
- Quick-play / reduced act length shortens time to table
- Print-and-play rules and trackers lower barriers to trying the mode
- Increases complexity and potential length if players don’t adopt quick-play rules
- Expansion price ($50) and shipping considerations may deter some
- Not all content may be essential for every group; perceived optionality
- Remastered content limitations may affect compatibility for some players (not blocking base play)
- Power progression, risk-reward, and brutal encounters in a gladiatorial setting
- Arena-based fantasy/sci-fi combat against tyrants in a modular campaign world
- Too Many Bones
Mechanics (from transcript analysis)
- Arena cards — New arena-specific modifiers and goals with dual-sided cards
- Dark Days event deck — Adds tyrant/scion-related events to standard encounters for added spice and difficulty
- Mercury boots / quick play variant — Halves act length to speed up campaigns and reduce overall playtime
- Navigation stat — Map movement is accelerated as navigation skills improve
- Opportunities and blessings — New economy to boost hero stats and recruit units; blessings are spent permanently
- Primus encounters and rivals deck — Rival-focused encounters with fresh variability and challenges
- Rule print-and-play resources — Printable rules and tracking sheets to facilitate quick setup and play
- Tyrant encounters and Scion encounters — New encounter types that affect progression and difficulty across the campaign
Video topics + discussion points
Quotes (from this video)
- Chip Theory has built up for me a ton of trust I absolutely love their games and I can't help myself
- I'm definitely going to get it
- Chip Theory is freaking awesome
- I do now have an understanding of what I will be buying and I like it
- print out the rules right this second
- free shipping
- I love the arena mechanics
References (from this video)
- Great solo puzzle with deep strategic choices
- Significant variety in arenas, events, and opponents
- Effective progression with upgrades and new units
- Rich flavor and thematic consistency with Haplomachus lineage
- Spectate/recover mechanic adds tension and risk management
- Rule complexity and learning curve can be intimidating
- On-tabletop simulator, setup and shuffling can be fiddly
- Some rule interactions (e.g., tactics, bane) may be unclear without reference
- Campaign length for a full act is substantial
- Power, conquest, and survival through combat and upgrades
- Gladiatorial arenas across a mythic world; Pluto's refugees and local gladiator communities
- Four-act campaign with escalating primus battles and random arena configurations
- Hoplomachus Origins
- Lost Cities
- Rise of Rome
Mechanics (from transcript analysis)
- Act/week/time tracking — Acts comprised of 12 weeks; time management to reach next confrontation; travel and events consume time.
- Arena and beast mechanics — Beasts on beast cages; different arenas have unique rules; local vs non-local units affected by beasts.
- Bane tokens and scion influence — Bane chips added based on scion influence track; certain events impose permanent penalties.
- Character and leaderboard stats — Health, movement, range, and special abilities for champions and units.
- Combat: Dice — Different dice (green, yellow, black, red) with varying hit chances and outcomes determine damage and hits.
- Dice-based combat — Different dice (green, yellow, black, red) with varying hit chances and outcomes determine damage and hits.
- Harbors and long-distance travel — Harbors allow teleportation to other harbors at the cost of a week.
- Leaders/Leadership and troops — Leadership points or shields enabling deployment of more units.
- Opportunities, tactics, and recruitment — Opportunity cards provide quests and rewards; tactics are finite-use bonuses; can recruit enemy lineup units.
- Spectate vs participate at events — Option to spectate an event to heal or recruit, with consequences; or participate and potentially risk HP.
- Time track — Acts comprised of 12 weeks; time management to reach next confrontation; travel and events consume time.
Video topics + discussion points
Quotes (from this video)
- this is my second favorite game after mage night
- this new version is so so so good
- it's been a rough year for me and this is bringing me joy at a time when i really really needed it
- the variety in the gameplay is going to be great
- i personally am extremely excited about this
- there's a lot of variety in the sporting events
- i'm actually going to call this video however i hope it gives you just a sense of flavor of play