Triumph is a classic board game of global domination. Players must make strategic choices about when and where to attack, re-enforce or withdraw in order to expand and defend their territory. Victory is only yours when you have eliminated all opposing players.
Most K.R. Engineering games have a variety of options or “house rules” that can be turned on and off by the game owner to change how the game plays. These options can include changing the winning criteria for a game, adding new rules or disabling other rules, or just placing time limits on how long you can be away before the game skips you. It is often helpful to know what house rules you are playing with when you sit down at a game. You can touch the game logo on any K.R. Engineering game to see a list of which options are enabled and which are not.
For owners/administrators wishing to change these options, please see the Administration section of this article.
If you are new to owning a K.R. Engineering game or have upgraded from an older game version, then you may have questions about your new table. Please see this FAQ for answers to some of our most common beginner questions.
Bug Fixes and Upgrades
Most owners of K.R. Engineering games are entitled to free upgrades to newer versions of the game. If a new update is available, then following the updating instructions for your game will result in a new copy of the most recent version being sent to you by the update server. This process is not automatic. You must request an update manually.
If you are having problems with your game, please search this knowledge base or contact us for product support. If the problem you are having has not previously been encountered, a new game version will be released with a fix as soon as possible, and you may qualify for a bug bounty.
DISCLAIMER: The appearance and feature set of games are subject to revision between versions as the capabilities of Second Life change over time. Please see the detailed ChangeLog for your particular game before upgrading. By upgrading. you are agreeing to accept any and all changes that have been imposed on the updated version of the game.
Joining the Game
Most K.R. Engineering games can be played simply by right-clicking on a chair and choosing “Play.”
K.R. Engineering games can be played on a variety of themed furniture objects, and the “chairs” may not always look like chairs. For example, on the Chess theme, the “chairs” are the giant chess pieces. If you are unsure what is a chair and what isn’t on a particular theme, that’s okay! You can right-click and select “Play” on any part of a theme and it will automatically place you in an available chair, even if you didn’t click on a chair specifically.
Important: K.R. Engineering games use a rezzing system. This means that the game (buttons, dice, cards, game boards, etc) is a separate object from the furniture/rezzer/theme. You must right-click on the theme to play, not the game itself, as you cannot sit on the game pieces (such as dice, game boards, cards, etc). You must sit on the furniture around the game to play, not the game pieces.
While most game themes include furniture that you can sit on, there may be some exceptions. The Pocket theme, for example, cannot be sat on, as it has no chairs. Instead, you can join a game on a Pocket theme by clicking the MENU button on the game.
Once all players are seated, one of them may press START to begin the game. The game play is divided into three phases, as described below.
In this phase, all available territory on the board will be assigned a starting owner. There are two ways in which the game can begin, depending on options chosen in the administration menu.
- Manual Start – This is the default. Players take it in turns to select a territory to claim. Once all territories have been claimed, the game moves on to the next phase. To claim a territory, simply touch it.
- Random Start – This option allows for a much quicker start to the game, as all territories are assigned randomly and equally to the players. After which, the game will automatically move on to the next phase.
In this phase, players will take it in turns to place the remainder of their initial armies 1 at a time. This ensures that all players are given the option to counter any buildup of force by opposing players.
The amount of armies you receive at the start of the game will depend on how many players are playing.
- 2 players: Each receives 40 armies.
- 3 players: Each receives 35 armies.
- 4 players: Each receives 30 armies.
- 5 players: Each receives 25 armies.
- 6 players: Each receives 20 armies.
- 7 players: Each receives 15 armies.
- 8 players: Each receives 15 armies.
After all players have placed all of their starting armies, the game will progress to the next phase.
This is the final and longest phase of the game. This phase will last until the game has been won. The game is won only when a single player has conquered every territory on the board.
At the start of every turn in the Conquer phase, players will be automatically awarded some new recruits (armies) that they may place wherever they like, as long as it is on a territory they already own. The number of armies you receive at the start of your turn will depend on how many territories you own on the board. The number of recruits you are awarded is calculated by taking the total number of territories you own and dividing that number by 3. The exception to this rule is that you will always receive at least 3 new recruits at the start of your turn.
Additionally, you may be awarded extra recruits at the start of your turn if you control one or more entire regions or continents. Continents are usually grouped, color coded, or bear some other indication that a collection of territories belong together. The board should also display how much a particular continent is worth, so you know how many bonus recruits to expect from controlling the entire area.
Your first task on each turn will be to place these new recruits. You can do so by simply touching any territory you already own. By default, the game will assign 1 recruit at a time to each territory you touch. You can touch the same territory multiple times to assign additional troops. This can be tedious with large numbers of recruits, however, so another option is available. To the right of the game board is a button labeled “Assign x1.” Touching this button will cause it to cycle between x1, x5 and ALL. When on x5, touching any territory you own will assign 5 new recruits at a time, instead of 1. When on ALL, touching any territory you own will assign all available new recruits to that territory.
Once you have placed all of your new recruits on territories, you can choose a turn action. The available actions are ATTACK, MOVE, RECRUIT, and END TURN.
To attack another territory:
- First touch the ATTACK button below the game board.
- Next, touch the territory that you wish to attack FROM. This is your attacking army. It must be a territory you own.
- Finally, touch the territory that you wish to attack. This must be a territory that is adjacent to the attacking territory, and is not owned by you.
The game will roll up to 3 offense dice for your attack automatically, as well as rolling up to 2 defense dice for the defending territory automatically.
- The amount of offense dice used depends on the size of the attacking army. You must have at least 4 armies on the attacking territory to use all 3 offense dice. If you only have 3 armies, you will be limited to rolling 2 offense dice. If you have 2 armies, you will be limited to rolling a single offense die. If you have 1 army, you will not be able to attack with it.
- The amount of defense dice used likewise depends on the size of the defending army, but without the overhead. This means if the defender has 2 armies, they will roll 2 defense dice. If they have 1 army, they will roll a single defense die.
There are five possible outcomes from an attack:
- The attacking army loses 1 army.
- The attacking army loses 2 armies.
- The defending army loses 1 army.
- The defending army loses 2 armies.
- The attacker and defender each lose 1 army.
If only a single offense die is rolled or a single defense die is rolled, then only the highest die from each is counted. If at least 2 defense dice and at least 2 offense dice are rolled, then highest 2 dice from each set is counted. The highest offense die will be compared to the highest defense die, and the second highest offense die will be compared to the second highest defense die. Ties go to the defender.
Once an attack has been made, you can either call off the attack by choosing a different action, or continue the attack by touching the territory you wish to attack again. You may keep clicking it to continue the assault so long as you have more than a single army on the attacking country. At any time, you can choose to attack a different country or attack with a different army by touching the ATTACK button and repeating the same process as before.
If your attack destroys the last remaining armies on the defending territory, the territory becomes yours, and a portion of your attacking army will automatically move into it. If you wish to move a greater portion of the attacking army into your new territory, simply touch the new territory again and more troops will be transferred. The ASSIGN x1/x5/ALL button mentioned at the beginning of this phase applies to troop transfers as well.
This is known as a strategic move, it gives you the option of moving reinforcements between two adjacent territories that you own.
IMPORTANT: Once you have made a strategic move, you will no longer be able to attack. This should only be done at the end of your turn, if you wish to use it. You may only make a single, one-way strategic move per turn.
To move armies between territories:
- First, touch the MOVE button below the board.
- Second, touch the territory you wish to move armies OUT OF.
- Finally, touch the territory you wish to move the armies INTO.
The ASSIGN x1/x5/ALL button mentioned at the beginning of the Conquer phase also applies to strategic moves.
The Recruit option must be used prior to making any attacks or strategic moves on your turn. Selecting this option will attempt to trade in a set of your victory flags for a one-time boost in new recruits at the beginning of your turn. Victory flags are accumulated by conquering territories on your turn. You can only gain a single victory flag per turn, regardless of how many territories you conquered.
- Conquering no territories means you will not earn a flag on that turn.
- Conquering a single territory means you will earn a random victory flag for that turn.
- Conquering 2 or more territories means you will still only earn a single victory flag for that turn.
There are three types of flags. To turn in a set requires that you have 3 of any single kind of flag, or 1 of each.
The number of new recruits you will gain by turning in a set of flags is shown to the right of the game board, under the label NEXT RECRUIT.
Each time a set of flags is turned in, the number of recruits gained by successive flag sets increases. Thus, it can be advantageous to procrastinate on turning in flag sets until other players have done so. However, once you reach 5 flags, you will be forced to turn in a set on your following turn.
The number of victory flags you have is displayed in front of you on the table. At any time, you can touch the flags in front of you to find out how many of each of the three types of flags you have.
End Turn Action
When you have finished all you wish to do on your turn, touch the END TURN button to allow the next player to play. Upon ending your turn you will be awarded a victory flag if you conquered at least 1 territory on your turn.
If you conquer the last territory owned by an opposing player, then that player is eliminated. As a prize, you get to collect all of the victory flags they possessed at the time of their defeat. If adding their victory flags to your own gives you more than 5 flags, you will automatically and immediately turn in a set for more recruits, which must be placed before you can continue with your turn.
Neutral can be enabled as an option. A neutral country is represented by a grey army piece. Neutral countries will never attack other players, but will defend their territory if attacked. If the optional Fortified Neutral Countries feature is enabled, neutral countries may have as many as 10 armies on them that you must conquer. Eliminating all neutral countries does not count as eliminating a player.
Winning The Game
To win the game, simply eliminate all opposing players. This means you must conquer and hold every single territory on the game board.
Each territory will have a single miniature representing the occupying force there, but the appearance of that miniature will change the larger the force is. For the default map:
- 1-4 armies are represented by a soldier.
- 5-9 armies are represented by a tank.
- 10+ armies are represented by a fighter plane.
Both the types of miniatures used and the threshold at which they switch can vary depending on the map used. The numbers above are only guaranteed to be accurate with the default map.
For information on switching out tables and themes, please see this FAQ entry. For an overview of the theme/table administrative menu, please check out our Game Rezzer Administration article. For detailed information on customizing animations and camera views, please see our Player Experience Customization article.
Triumph supports Map pack add-ons! Click here for more information.
Gaming.SL Live Integration
Gaming.SL Live (also known as Gaming.SL or G.SL) is gaming platform and services system developed by K.R. Engineering, which brings a variety of enhanced features to games in Second Life that are not possible with Second Life alone. In addition to the features described in this article, G.SL can integrate with your table in the following ways.
Gaming.SL connected games have a grid-wide top score database that allows players to compete and have a pervasive record of their high scores. These high scores can be viewed by using a Top Scores display board in Second Life or by accessing the Top Scores page on the Gaming.SL website. Scores can be filtered down by region, specific game tables, dates, and other criteria.
In addition to recording high scores, games keep a running tally of the total number of times players have won on a game. This information can be viewed on a Top Winners display board in Second Life or by accessing the Top Winners page on the Gaming.SL website. Winners can likewise be filtered by region and other criteria to see a more specific list of winners.
On supported games, players will also be assigned a rank that compares their performance to other players who have played the same game. Players can improve this rank by playing well against other players. Rank information can be viewed on a Top Ranked display board in Second Life or by accessing the Top Ranked page on the Gaming.SL website.
Gaming.SL includes support for Achievements in participating games, where-in you can unlock trophies by performing miraculous or mundane feats of gameplay. Achievements are awarded automatically and announced in Second Life when they are unlocked. Players can check their own achievements by visiting the Achievements page on the Gaming.SL website.
Gaming.SL supports the option to have ongoing recurring Jackpots where players can win cash prizes just for playing, no purchase necessary! Visit the Jackpots page on the Gaming.SL website to see the current jackpot standings, and who you need to defeat to win a prize. Prizes are based on ranking on a leaderboard that is erased during each jackpot period. Players must play during each period to be eligible to win during that period.
Gaming.SL connected games utilize a licensing system that allows scores, ranks, winners, and other attributes to persist between rezzes of the same game, regardless of location in Second Life. This licensing system also allows games to have COPY permissions while still offering instancing control.
Games that use Gaming.SL Live can also optionally be specified as a PUBLIC game by the game’s owner. This will display the game on the Gaming.SL Live Games page, including game status, options, and location, and a button to let a user teleport straight to the game to play. All games default to PRIVATE unless explicitly changed by the owner of the game.
To access the game’s administrative menu, simply click and hold your mouse button down on any part of it for two seconds. A menu will pop up on your screen displaying current settings and providing options to change them. (In slow simulators, this may take slighter longer than two seconds, just hold the mouse button down until you see a menu.)
On certain rezzer versions, depending on where you click, you may open the REZZER’S administrative menu instead of the GAME’S administrative menu. This is okay! If you are in the rezzer admin menu, you can switch directly over to the game admin menu by pressing the “Game ↗” button. Likewise if you open the game menu by mistake, and wish to switch over to the rezzer menu, you can simply press the “↙ Rezzer” button.
Some elements of the administration menu are accessible only by the owner, while others can be accessed by anyone who is considered an administrative user, either explicitly added or implicitly through the Group Admin feature.
There are too many options to fit in a standard dialog window, so the window has been divided into pages. You can use the <<< and >>> buttons at the bottom of the admin menu to change which page of options you are currently viewing. If you don’t see the option you want, it’s on another page!
Many options that were formerly in the game admin menu have been moved to the table/theme/rezzer admin menu. These are options that are game-independent, such as admin users, branding, sound volume, and updating. These options are now set on the table/theme/rezzer and apply automatically to whatever game is being played on that table or theme. For details on accessing the rezzer admin menu and what options are in it, please see the Game Rezzer Administration article.
- Indicators: A menu for changing the color of the turn indicator lights on the game board.
- Color: An alternate way to access the color/theme menu for the table. This is the same as pressing the Color button on the table top.
- Maps: Access the map set selection menu. This will change the game board and the miniatures on which the game is played.
Administrative User Options
- ↙ Rezzer: This button will directly open the rezzer’s administrative menu instead of the game’s menu.
- Players: Access the player management menu to skip or evict players from the game.
- Abandoned: Select this button to change the number of seconds the table waits to reset an abandoned game after all players have left.
- Timeout: Select this button to change the number of seconds the table waits for idle players to begin their turn. If they don’t roll before the timeout occurs, the game will skip them for this round.
- Quiet: Enable quiet mode, reducing the amount of chatter that the game will send to local chat.
- Chatty: Disable quiet mode.
- Evict On: Turn on evicting of players who are idle on their turn, as dictated by the Timeout function above.
- Evict Off: Turn off evicting of players who are idle on their turn. Players who are idle will be skipped instead.
- Random On: Enable random assignment of territories at the start of a game.
- Random Off: Disable random assignment of territories at the start of a game.
- Neutral On: Enable neutral countries.
- Neutral Off: Disable neutral countries.
- Fort. On: (only visible when Neutral is enabled) Enable fortified neutral countries.
- Fort. Off: (only visible when Neutral is enabled) Disable fortified neutral countries.
If you have more questions, please use the search tool on our main page to browse our many helpful articles and FAQ entries. If you can’t find the answer you’re looking for, you can contact us for assistance.
You can find the ChangeLog for Triumph by visiting this article.