Victory in the Pacific is a simple strategic wargame covering the Pacific Theater of WW2. It is a successor to the system developed in War at Sea which covers the Battle of the Atlantic.
The game divides the Pacific into 13 sea areas. Each turn the players move their ships, land based air and marines from the ports and bases (which are located on the borders of sea areas) to one of the areas.
Ships can either be patrollers (the only ships that will take control of area after battle, but they must commit their move first) or raiders.
After all ships have been moved, the players dice off determine whether a day battle (where air power is decisive) or night battle (when ship board gunnery rules) is fought. After a number of rounds, until one side or the other retreats or loses all of his ships, the player with patrolling ships left takes control of the area and a scores a number of "Points of Control".
The Japanese will almost always take a large lead that will be inevitably turned back by the Americans as they get large numbers of carriers as the game goes on.
A sister game to WAR AT SEA, this version added much sophistication while maintaining the simple game mechanics which made WAS so popular. The elements of carrier warfare and island hopping are excellently portrayed in a very playable game system.
There are four cards. Two day action and two night action cards. Each player takes one of each at the start of the game. When combat is to be resolved each player places one of his cards face down for his preferred action. Both are flipped at the same time and combat is resolved as per the rules.
My clumsy stab at making a flowchart for VitP. Should make teaching people the game a little easier or refreshing the old memory circuits when you haven't played for awhile. Do not hesitate to let me know of any errors, I tried to be thorough, but I'm sure I screwed something(s) up.
The file is intended to help players maintain a running total by turn and for the game as this helps show victory conditions. Also, the score sheet can help show control and point totals in case of marker misplacement. Lastly, this can help show control from turn to turn to determine island and port control as a result of controlling the surround sea zone(s).