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victory conditions for war between two factions

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blackorse
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Joined: 09/06/2012

hello
I am planning a battle card game between two factions. One of them will be more flexible and mobile, other more brute force type stronger but less mobile. I planned some place cards(sth like places of interest) to bring resources to armies, these resources will be used to deploy soldiers on places
movement between places are allowed. Each player deploys two place cards at start. (from a pool of 9 cards)
I want to give losing player some comeback chance so he will be allowed to deploy an extra place card if his army at his place is exterminated. (max allowed place cards will be 4) (if a place is occupied, that place's owner get less resources thus crippled)

I am kinda stuck at ending the game. I dont want the game run too long and want everygame different from each other. Any recommendations for victory conditions? In the games I know like risk/catan, victory consitions depend on sth which is always present in game (like capture some particular land or make longest trade route)
but here not all place cards will be in game

thanks in advance for your valuable comments

MarkKreitler
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Joined: 11/12/2008
Help a noob?

Hey 'Orse,

Hate to come across as a thickie, but what does 'sth' stand for?

M.

Impudent Mortal
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Joined: 08/10/2012
Battle

If this game represents a battle of some type, the winner should probably be the player who did the best in combat. Your combat mechanic will give you the results you need for victory conditions.

As for ending the game, if this is a card game the game could end when the deck runs out. Or the game could end when a player is defeated.

Without knowing much about the game, I can only give vague suggestions. If you want scenario-based VC, then you'll have to relate your combat mech to scenario conditions; as combat resolves, scenario-dependent VC emerge.

To know how to end/win the game, you have to know the point of the game. If the point is to kill all the enemy soldiers, then the VC is killing all the enemy soldiers and the winner is the player who killed all the enemy soldiers. I hate to state the obvious, but sometimes when one is in the depths of game design, one doesn't see the forest for the trees.

blackorse
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Joined: 09/06/2012
hi thanks for valuable

hi
thanks for valuable comments

by "sth" I meant "something", a shorthand notation I am used to from a very old text based mud

Players can deploy soldiers from their decks so soldiers running out before deck running out is impossible.

Some places are very inaccessible in game by opposing player (think it like a very entrenched fort which is very hard to attack). If there are no victory conditions, a griefing and losing player can minimize on using the cards, staying at very defensive position and go on playing the game to a crawl

By using victory conditions, I want to discourage situations like this

Would you please elaborate on scenario-based VC ? What can be scenario based VCs can be? Some examples in similar games maybe.

thanks again.

Impudent Mortal
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Joined: 08/10/2012
VC

Scenario-based VC come into play when the victory conditions for each player differ. If the players aren't trying to wipe each other out so much as achieve a strategic goal, you can base your VC around these goals.

An example would be a stronghold defense scenario. One player is trying to keep the fort from being overrun, while the other is trying to get in. You can have a VC for the defender be something like "Defending player wins if no opposing forces make it into the fort in 10 turns". The offensive player wins if he invades the fort before the 10th turn.
How you implement this specifically will depend on the scenario of your game.

To avoid the problem you mention of the game slowing to a crawl under certain conditions, you could add a clause along the lines of "Any player unable to field x amount of forces loses the game". This essentially represents a loss by morale.

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