Board Game: Endgame
Today I want to look into win conditions and the end game of various board games. I’m hoping to uncover some insight to apply to Elemancer, because like Stephen King I’m struggling to create a proper conclusion. For reference I’ll restate the impetus for Elemancer: a deckbuilding game with RPG aspects including PvE combat, map movement, and resource management.
Increasing Resource
Often represented by ‘victory points’ this is a resource that ticks up as the game goes on. This is the go-to win condition of many games, rewarding players for accomplishing favorable goals within the game. Sometimes that goal is tautological: gain victory points. However, I’ve found while writing that in many cases these resources must be limited in some way so that the game actually ends.
Limited Increasing Resource
I realized this should be its own category, and could encompass Dominion in some ways. In this case the resource is hard capped, which signals the end of the game as it depletes. Such resources are transferred from a limited pool to the players. The share that each player gets varies, which is why I view it as an increasing resource that (often) directly represents the player’s standing in the game.
Risk is the classic game of world domination, and the win condition is just that: conquer the world. Filled with big swings and lots of dice, all players are fighting for the same resource: territories. As such, it can be simple to determine who is ahead at any one point of the game. More armies, better distribution, and a bit of luck will gain you an advantage, but to win the game you need to conquer your opponents’ territories. It’s as simple as that. The addition of Secret Missions (I’ll admit I’ve never used them) gives you a separate condition to declare victory, but base Risk is a straightforward fight.
Decreasing Resource
Some examples of decreasing resources include life totals and turn timers. Both impose a hard cap on the game length in some way, presuming that there’s a way to deplete the pool as the game moves forward. I ran into a bit of an issue with this in my early card game designs, where players had a certain amount of life but the games varied in length due to inconsistent damage or strong healing effects.
7 Wonders is played over three Ages, and the winner is determined by victory points accumulated in that time. That is a vast oversimplification of the game, but the limited number of turns add an extra axis to the resource management within the game. Each player has their own faction with specific advantages. Combined with a shifting selection of cards available each Age and each game, this increases replayability and variance between and within games.
Meet a Condition
This is basically a catch-all category, but I’ll go into the specific conditions to see how they differ.
Pokémon Master Trainer is a beloved but flawed game. I disliked a lot of aspects to the game such as forced trading and (importantly/ironically) the victory condition. The disconnect from the main series video games also spurred me to ‘improve’ the rules and mechanics to make a much more time-consuming adventure/experience. But other aspects were very fun, for example uncovering different Pokémon and specific die rolls for capture. There are some simple requirements to reach the Elite Four, including traversing the board and acquiring just enough Pokémon. Winning itself often feels unsatisfying and abrupt, unrelated to the core tenet of the early Pokémon franchise: “gotta catch ‘em all.” This rubbed me the wrong way, because all you needed to do was get lucky on the attack roll, hit an easier Elite Four member, and accumulate more of the good attack bonus cards (+5/+4) to get you over the threshold. It helps to have a strong Pokémon with an evolutionary bonus, but you don’t technically need to catch a bunch of Pokémon to win. In my updated rules, among other things players have to beat each Elite Four member in order, which means the attack bonuses get cycled more often. This was a bit excessive, but is definitely closer to the video game experience. I also introduced gyms and type-based tiebreakers. The Gen 1 Master Trainer game is definitely a good example of what not to do to end the game.
So after all this, what is the takeaway? First, there are not many games without a built-in limit of some sort. Often something becomes depleted and this triggers the end of the game, be it time or VP chips or cards. Cooperative games in particular often have turn limits, with the notable exception of Pandemic which has multiple imminent loss conditions. That said, I’ve definitely focused on a particular subset of board games, namely ones that I’ve played multiple times and (mostly) enjoy. Elemancer needs a way to signal the end of the game is imminent. I’ve been looking to implement a multi-part quest to give players direction throughout the game. It’s a bit heavy-handed but the first implementation of an endgame was an unbounded VP system, and that was both unsustainable and likely abusable. Of course I still have an issue of determining who actually wins the game.
A faceoff between players or a damage check of some sort requires very careful balancing of each Element. It’s doable, but restricts the power trip aspect reserved for a purely PvE game. Alternatively, there could be a final boss associated with each Tier 3 zone or each Element. This would allow for some Elemental builds to have a higher max or expected damage, but still be equally difficult. But even then, how should you determine who wins? I’ve moved away from a VP system that rewards players for fighting monsters, but I think reintroducing VP at the end of the game to represent relative standing could be acceptable.
What about an Arena with a number of stipulations/bonuses to attenuate the damage check? Each Tier 3 zone would have an associated Arena, then one would be randomly selected. That is in some ways an uninteresting coin flip, leaving too much up to fate and hoping you get a favorable Element. Depending on how deep I go into this Arena mechanic, there could be 3-5 static Arenas that grant different bonuses depending on what Elements are played (or not played) by each player in the final showdown. Winner is the one with the highest damage, which will be attenuated by the effects of the Arena. The Arena bonuses/penalties are an extra knob that can be adjusted to balance the Elements against each other, though some Arenas will likely be favorable to particular strategies.
Hopefully you’ve found this piece as enlightening as I have. I certainly have more work ahead of me, but this has been a fruitful dive into signaling the end of the game and determining a winner. As satisfying as the journey of a board game is, it is important not to leave a sour taste in players’ mouths at the final hurdle.