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Mechanic of the Day, 9.26.08 End Game Triggers

Today's mechanic is another that is oft overlooked: end game triggers. They can be straightforward (Candyland), or allow random game length (Palazzo). Lets has a look...

-First to victory. In a game where is victory is a pre-set thing, such crossing the finish line in a race game, the game can end when one player wins. It is straightforward and can cause much jostling in close games. It can also be utilized as 'first to X points'. When one player starts getting close to winning, there will usually
be a desperate grab for points in an attempt to outdo the leader. Good stuff.

-Set number of turns. When a set number of turns have passed, the game ends. This, coupled with limited actions during a player's turn, can create serious tension. A set number of turns also helps keep play time down, as well.

-When 'X' happens. ...'X' being some event in the game; be it a player runs out of pieces, builds a big monument, etc. This end game trigger lends itself to variable game length well; as players will play different from one game to another.

-When no further actions are possible. Allow the players to continue until they can go no further. This lends itself more to games where actions involve placing pieces on the game board in some fashion. As space on the board runs out, so do available actions.

That's about it for now. Keep on designing, yo!

Phil

Comments

Some others

Although any end condition is "Play until X happens" for some value of X, here are some other specific possibilities:

Play for a set amount of real time. This is common for party games, with a sand timer or buzzer.

Play until everyone but one player concedes. This is a bad idea if you are playing with stubborn people. For some games that would take a very long time to play given the official rules, however, this is the de facto end condition. Backgammon with a doubling cube is a bit like this.

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