Kris Hall: Endgame Mechanisms
In my last column, I wrote a little about story arcs and endgames, and this week I’d like to continue the discussion. If my list of endgame mechanisms is incomplete, I’m sure readers can fill in the gaps:
Set number of turns: The easiest way to limit the length of a game is to give the game a set number of turns. Mission: Red Planet and Struggle of Empires are two games with a pre-set number of turns. This mechanism alone can generate some suspense if only because players can see when they are running out of time.
Timing mechanism: A lot of games use a timing mechanism to determine when the game ends. Ticket to Ride ends when one player has only two train pieces (or fewer) left to play. Railroad Tycoon ends when a certain number of cities (which varies according to the number of players) no longer contain cargo cubes. The advantage of this mechanism is the game length can vary according to how fast the players are progressing toward their goals.
Goal completion: With this mechanism, the game ends when a player has accomplished a certain pre-set goal. Race games use this mechanism; the first one across the finish line wins. Another common goal is a certain number of victory points; Twilight Imperium, for example, uses a goal of ten VP.
A variation of this mechanism uses the completion of a non-player goal as a timer. In Imperial, the game ends when one nation has accumulated enough power points. Nations in Imperial aren’t identified with one sole player, and there may be several players trying to push a given nation up the point track. If France gets enough points, the game ends—but the winner may or may not be the player who controls France.
Another variation is used in co-operative games when players fight a non-player entity. In Arkham Horror, the players work together to defeat a Big Meanie. When the B.M. is destroyed, the game is over.
Defeating Opponents: Wargames and their ilk often require players to defeat all opponents to end the game. Risk may be the most famous example of this game.
Now let’s look at mechanisms that can make the endgame more interesting…
Accumulating abilities: In many games, players accrue abilities and resources that work together to generating increasing numbers of victory points. These games are usually a competition to see which player can build his point-generating engine the fastest. Puerto Rico, Caylus, and Cuba are well-known examples of this type of game. I consider this kind of mechanism relevant to the endgame because once one player really gets his engine roaring, he speeds quickly to victory.
Specialized Victory Points: Some games make special point-generating mechanisms available only at the end of the game in order to ratchet up the opportunities and competition. In Age of Empires III, special ability tiles become available only in the last two turns. Players can buy tiles which generate victory points for the buyer based on specialized conditions (number of merchant ships, or number of colonies where your nation has a presence).
Sudden Death: Some games have endgame mechanisms that kick in if certain rare conditions occur. In Liberté and King of Siam, the game can end if certain political factions are in a position to claim victory. Players can take advantage of these rules by carefully watching the game situation and exploiting the sudden end if the opportunity presents itself. In Twilight Struggle, the game can end if a player accidentally triggers a nuclear war. The opposing player may win a moral victory, but this seems like a dubious triumph to me.
Dual Victory Conditions: In War of the Ring, the Free Peoples player wins by destroying the evil Ring. The Shadow wins by conquering a certain number of Free People cities and strongholds. These dual conditions can create suspense because both players can be approaching victory simultaneously.
So, dear readers, which mechanisms have I missed?
Comments:
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The first that comes to mind, Kris, is a probabilistic game end. At some point of the game, the players check to see if the game has ended, using a randomizing device. Usually, the odds of the end condition increase with each turn, otherwise the game could theoretically last forever (although as Stven Calrberg once famously said, “I’ve never seen that happen!"). The idea is to introduce uncertainty into the players’ minds, so that the last turn won’t be too atypical. I’m the Boss is the best known game that uses this, and may well have been the first. It’s also used in Evo (and tied, of course, to a comet). I’m pretty sure it’s in some other games as well. Dirk Henn came up with an interesting twist on Goal Completion in his game Yukon Company (which features a number of innovations--I’d love to see Queen give it some additional development and rerelease it). There are some standard game ending conditions, but a player can also spend a certain number of victory points to end the game early. This number decreases as the game goes on. This is an excellent way of adding tension to the middle of the game and ensures that a lopsided contest ends quickly. It also makes for an interesting decision: player VPs aren’t totally known, so you have to decide if your lead is big enough to stand the VP cost. Posted by Larry Levy on Dec 1, 2007 at 12:16 PM | #
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It was worth writing the column just to get your comment, Larry. I’d never heard of the Dirk Henn mechanism of paying victory points to end the game. Very clever. I’d like to see that in some games. Posted by Kris Hall on Dec 1, 2007 at 02:33 PM | #
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I’d take exception to your category of “Timing Mechanism” as a subset of game ending rules. I think most of them really are a form of time limitation/timing so that title is too broad to help define important distinctions. I do like identifying component depletion and board filled as important common rules. Another key common one is ‘player has no valid/legal move’ more often seen in abstracts, but also relevant to German games. A related rule is both players can no longer score more points. I’m thinking of Go specifically. Posted by Brian Leet on Dec 1, 2007 at 05:50 PM | #
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Nice column that compliments your “story arc” column and Valerie’s article on starting player mechanisms a while back.
Posted by Jeff Allers on Dec 3, 2007 at 07:57 AM | #
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oops--I just checked and Valerie’s column was about turn order, not starting player. Posted by Jeff Allers on Dec 3, 2007 at 08:13 AM | #
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You can find much information like this in a more coherent form at Jonathan Degann’s Journal of Boardgame Design. http://www.jbdgames.blogspot.com/ Posted by Kris Hall on Dec 3, 2007 at 04:31 PM | #
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