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{{trope}}
[[File:91 3752.jpg|link=Magic: The Gathering|rightframe]]
 
{{quote|'''''"Checkmate"'''''}}
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{{examples}}
== [[Film]] ==
 
== Board Games ==
 
* [[Risk]].You're whittled down to a handful of tanks and a couple territories?If you finish off the player whose defeat was your winning condition, you've won.
* [[Chess]]. Take a look at [[wikipedia:Immortal game|the immortal game]]. It's an excellent example of this trope. White wins, by the way.
** For those unfamiliar with the chess rules: you win by putting your opponent in checkmate, which is when the opponent's king cannot escape a threat. This wins the game even if you have two pieces left against your opponent's sixteen (though pulling ''that'' off would require [[Epic Fail]] from your opponent).
** And of course, there's the [[wikipedia:Fool's mate|Fool's Mate]]: 1. f3 or f4 e6 or e5 2. g4 Qh4++ . That's about as instant as chess gets!
* In ''Zombie Plague'', the humans win by barricading every window and door, with no zombies in the house. 4 zombies can break down any barricade. Human victory often comes with the sealing of an unimportant window somewhere, while a fourth zombie joins the group of 3 about to break down the front door.
* The board game [http://www.boardgamegeek.com/boardgame/20134 End of the Triumvirate] is designed around this trope. With three players and three completely different victory conditions, the winner is usually the one who can keep all three fronts up in the early game, then suddenly throw two of them away for the third when he knows he can win.
* In the Lovecraft themed board game ''[[Arkham Horror]]'', there are ''tons'' of instant fail conditions (Doom Track fills up, Too many gates are open at once, all three acts of the King in Yellow are performed...), and the normal ways to win are to either seal gates or [[Did You Just Punch Out Cthulhu?|kill the Ancient One after he awakens]], which is difficult for most (and ''impossible'' for Azathoth, since his attack is ''Destroy the Universe''). But if you manage to use all six elder signs on the board, even if the Ancient One would awaken the next turn, you win instantly.
* In the original versions of ''(The Game of) Life'', if you reached the Poor House with "little or no money", you could pick a number from 1 to 10 and spin the wheel, and if it landed on your number, you became a "Millionaire Tycoon" and won the game instantly.
* In the Discworld board game, [[Ankh Morpork]], each player has a secret identity with instant win conditions depending on factors such as the property they own, how much Trouble is being caused etc. If you are Commander Vimes, all you have to concentrate on is stopping these conditions happening, as if you reach the end of the draw pile with no one else winning, you've won!
 
== Film ==
 
* The final action scene in ''[[Star Wars]]: [[A New Hope]]'' in which Luke Skywalker uses the force to defeat the Death Star's one weak point in the nick of time with his comrades dying on either side of him is an example of this trope.
** In ''[[Return of the Jedi]]'', the battle is basically won once the rebels on Endor's surface blow up the shield generator. Despite being pincered between the Death Star and a huge Imperial fleet, and taking serious losses, the battle's basically won as soon as a few fighters and the Millennium Falcon conduct an [[Airstrike Impossible]].
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* In ''[[The Avengers]]'' film, the Chitauri armies keep coming and would eventually wear the team and earth's defenses down, except for {{spoiler|Black Widow shutting down the tesseract and closing the portal, stopping the invasion cold}}. A secondary Instant Win Condition is invoked by {{spoiler|Iron Man when he pulls a nuke into the portal and destroys the Chitauri mothership, breaking the control over the Chitauri army on earth and shutting them all down.}}
 
== [[Literature]] ==
 
* In ''[[Ender's Game]]'', by [[Orson Scott Card]], Ender realizes (or remembers from his time at Salamander) that he doesn't have to disable all of the opposing soldiers in order to win the Battle Room situations, like everyone had assumed—he just had to get five of ''his'' to the designated goal. [[Obvious Rule Patch|The rules are promptly changed]].
** This comes up again in the final training level at Command School. Ender rightfully figures that the entire enemy fleet, outnumbering his own by hundreds to one, is worthless compared to {{spoiler|the planet they defend}} and instead {{spoiler|launches a suicidal attack to destroy that planet}}. That the fleet ended up getting shredded ''anyway'' was just a bonus.
** Both scenarios were pretty much [[Unwinnable]] with the conventional approach and thus required the lateral—and very much desperate—thinking to win. It's also worth noting that in the second example, Ender has crossed the [[Despair Event Horizon]] and is ''trying'' to get kicked out by doing the unthinkable. (And in the first example, he's on the very edge of the horizon and he just wants to mock the instructors.)
* Applies to ''[[The Lord of the Rings]]'', where the strategy to defeat Sauron is not to beat him in direct battle, but to sneak the Ring of Power into Mordor and destroy it. The destruction of the Ring kills Sauron, unmaking things made with his power (his fortress Barad-dur), and confusing and thusly incapacitating the parts of his armies which were more directly controlled by him.
* An interesting variation ''almost'' occurs in the [[Discworld]] novel ''Interesting Times''. {{spoiler|Cohen the Barbarian successfully usurps the throne of the Agatean Empire simply by sneaking into the Forbidden Palace ''and sitting on it.''}} Unfortunately, while this works for most of the cowering population, the Agatean warlords are none too happy and he ends up having to fight a war anyway.
* In the post-Apocalypse novel ''[[Malevil]]'', relying on an Instant Win Condition becomes the plan of attack near the end of the novel. {{spoiler|The [[Bigger Bad]] is marching his army toward the hero's castle, he rules his men with fear and bad luck has cost him his two best lieutenants. If they can kill him and his last second-in-command then his army should disband. They have to succeed because while he can't take the castle in a single battle, they won't be able to win a prolonged guerrilla war against him.}}
 
== [[Live -Action TV]] ==
* In ''[[Run for Money Tousouchuu]]'' (the original Japanese version of ''[[Cha$e]]''), all you had to do to win the grand prize was avoid getting tagged by a Hunter until the time limit runs out. Even if you're running as fast as you can with a Hunter right behind you and gaining, you still win as long as the countdown hits zero before you get tagged (and at least one player has won this way on the show).
 
* In ''[[Run for Money Tousouchuu]]'' (the original Japanese version of ''[[Chase|Cha$e]]''), all you had to do to win the grand prize was avoid getting tagged by a Hunter until the time limit runs out. Even if you're running as fast as you can with a Hunter right behind you and gaining, you still win as long as the countdown hits zero before you get tagged (and at least one player has won this way on the show).
* In ''[[Robot Wars (TV series)|Robot Wars]]'' you can be battered, smashed, running on the last bit of engineering, and if you can put your opponent in the pit of oblivion, you automatically win.
 
== Video[[Tabletop Games]] ==
* Often occurs in ''[[Warhammer 40,000]]'' in missions where the objective is to hold more strategic locations than the enemy. You only need one troop to hold the location, so often the game ends up being determined by some small squad holding an objective far from the main battle.
** Although this is more of just a win condition, not an Instant Win Condition. Completely tabling your opponent means that you win, regardless of whether the game was supposed to be about capturing objectives.
*** However this can lead to the quite possible situation where the last two remaining models on the board simultaneously kill each other, resulting in both players instantly winning.
**** And that, good sir, is called a draw.
** Also, a popular tactic in objective games is to have your most mobile units charge forward at the last second to contest enemy-held objectives. Since contesting an objective denies your opponent an extra point, it is possible for you to win, even if what's left of your army is about to be wiped off the table.
** Thanks to Kill Points, your whole army can be wiped out but still win as the other player was using an horde army that had twenty kill points compared to your five (you know this to be true, Guard players).
*** Not ''strictly'' true - it's stated that the complete extermination of one side is considered a victory by the only side to still have people on the field.
** Necrons. As soon as specific portion of them is killed, the rest will disappear, thus the Necron player will lose, even if his Nightbringer and Monolith are in perfect position to wipe out the entire army.
* [[Warhammer Fantasy]] can have this too, in regard to the Vampire Counts and Tomb Kings. Being undead, the army is held together by the will of it's general (or Hierophant with Tomb Kings). As a result, if the general is killed, the army begins to fall apart at that exact instant and at the beginning of each turn after. As a result, if you can kill the (usually heavily guarded and well protected) general, you can gain such an absurdly huge advantage that, even if your opponent is in an amazing position, you can still win. And if the Vampire Counts or Tomb Kings player is in a poor position when the general falls, they usually [[Rage Quit|just surrender.]]
* ''[[Magic: The Gathering]]'' has several flavors of this:
** The concept of "racing" is when each player just attacks with their creatures and doesn't block for any number of reasons.
** Magic has cards that change the victory condition, allowing you to do this. There is one card that lets you win if it is the only card you have in play and you have no cards in your hand. Play it at the last second and a curb-stomp victory for the other guy can be snatched away by non-linear planning.
** Other conditions from other cards include but are not limited to: Having 50 or more life, having 200 or more cards in your library, winning 10 coin flips, controlling 20 or more creatures, having 20 or more cards in your graveyard, having a land of each basic land type and a creature of each color, or having exactly 1 life remaining.
*** Then there's the flip side, cards that instantly cause someone to ''lose'' the game. Doorway to Nothingness is an example, in that it will (if you're able to satisfy its ''very'' high mana cost) instantly cause someone to lose the game. Phage the Untouchable is another example, in that if she deals combat damage to a player, they lose. There are also the creatures that give players poison counters, and a player has 10 poison counters they lose.
** Many infinite combo decks win by sacrificing large amounts of life, cards in deck, cards in hand, or cards on the board in order to set up a winning game state. The first famous (as in, dominating a full season of tournaments) combo deck, Pros-Bloom, went so far as to go down to a '''negative life total''' before fatally draining the opponent. This was only possible with the rules at the time.
** One of the early combos, the ChannelBall, is also a [[Disc One Nuke]]. If you have the following cards in your starting hand, you can win the game in your first turn: Mountain, Black Lotus, [[Cast from Hit Points|Channel]] and Fireball. When performed successfully, you're left with one hitpoint.
*** Of course, if the other guy has a Force of Will (a counterspell which can be cast without mana), you're pretty much hosed.
** A more recent combo involved spells that you had to pay for next turn; if you didn't, you'd lose the game. The deck would play more of these than they could hope to pay for, then use the benefits of those spells to win before the next turn ever started.
** Cards have actually been designed around this trope, the most explicit being Final Fortune. The card's effect: "Take an extra turn after this one. At the end of that turn, you lose the game." The nearly identical card Last Chance has the helpful reminder text [[Captain Obvious|"You don't lose if you've already won"]].
** And, of course, there's "decking", the original alternate win condition: If you're told to draw from an empty library, you lose. This is harder to do than getting your life to 0, though, so it's rarer to end a game by decking.
*** Unless you've deliberately set up your deck to "mill" the opponent into submission. Cards such as [http://gatherer.wizards.com/Pages/Card/Details.aspx?name=millstone Millstone], [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=197129 Halimar Excavator], [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193441 Rise of the Eldrazi's Keening Stone] and any other Ally card are all useful unless your opponent has a card that allows them to shuffle their graveyard back into their hand. (Even if they do, the original [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=109694 Feldon's Cane] has to be exiled from the game after use, and the fancy mythic rare Eldrazi that can do this for free are, well, mythic rare.)
*** And ''then'' there's a recent card, Laboratory Maniac, that turns the instant ''lose'' condition into an instant ''win'' condition. If you would lose the game by being "decked" with the Maniac out, you win instead.
** A rather hilarious combo uses Ashnod's Coupon, a joke card that says "Target player gets you target drink. You pay any costs for the drink." to force your opponent to either surrender or give you an obscene amount of [[Real Life]] money. First you use a card to switch Ashnod's Coupon to being under your opponent's control. Then you play a card that allows you to take their turn for them. Force them to activate Ashnod's Coupon, targeting a drink you brought with you. Since it's your drink, you can name your own price for it. All you have to do is make it a price your opponent wouldn't pay.
* The ''[[Yu-Gi-Oh Card Game]]'' loves this. The Cyber Dragon era of the card game consisted of gambling that your one attack would go through, and win the duel. Of course, more advanced players would only do that after getting rid of potential traps with the card Heavy Storm.
** An interesting twist are a series of illegal cards that state that, when used to end the duel, you win not only the duel but the entire match (typically best 2 out of 3)
** Yu-Gi-Oh's specific win-condition cards include: Successfully inflicting damage with "Vennominaga the Deity of Poisonous Snakes" three times (but it's tricky enough to summon), "Final Countdown," a stall victory condition that activates after 20 turns, a faster victory condition called "Destiny Board" which nonetheless requires stalling and hoping your opponent can't remove the cards on your back row, the iconic getting all five pieces of Exodia in your hand, and the now-banned "Last Turn" which has one of your monsters and one of your opponent's of their choice duke it out for a last battle. When playing a match with someone, perhaps in a tournament, where the winner is determined by best of 3 games, the aptly named card "Victory Dragon" automatically wins you the entire match if you win just one game with it striking the finishing blow.
*** In addition, if you can create a chain so that you get a win condition before your opponent, their win condition seems to magically disappear - for example, activate Ring of Destruction when your opponent gets the last piece of Exodia or "Spirit Message - L", knock their Life Points to 0, and you win instead because chains resolve in reverse of the cards being activated. So your effect happens first, unless they can stop it.
** There are also many decks based on stalling until the right cards are available in your hand for a sudden and usually completely unexpected turnaround win in one turn. An example of this is the "Armed Samurai Ben Kei" deck based on amassing field clearers like "Heavy Storm", "Giant Trunade", and "Dark Hole" as well as enough equip cards to reduce the opponent's life points by at least 8000 in one turn while exposed. Variations with other cards capable of this damage exist.
* And in just about every CCG, you can cause a player to lose by fixing it so that they run out of cards in their deck before you do; if it's their turn to draw, and they can't draw any cards due to there being none left, they lose, no matter how far ahead they were at the time.
** An exception to these is Magi-nation, where, due to the nature of the game, games can last a very long time indeed, the rules indicate that when you run out of cards in your deck, you shuffle your discard pile, and set it as your deck. The only way to win is to have the opposing Magi hit 0 energy without any creatures on the field, so it's entirely possible for both players to lose if they aren't careful.
* [http://www.computerandvideogames.com/article.php?id=161570 This] [[Let's Play]] of ''[[Galactic Civilizations]] II'' describes an attempt to wriggle out of a deathtrap via Technology Victory:
{{quote|This will result in many research centers, and a plummeting economy, but we'll be dead or Gods in thirty weeks, so what are the loan sharks going to do? Pray threateningly?}}
** This resulted in a truly ''epic'' bungling of the game's economic system that stopped his research dead in its tracks. His victory was ''in spite'' of this funding idea.
*** Basically, that player was a lucky idiot that time around. (Let's hope he learned from his mistakes.)
*** He did. [http://www.computerandvideogames.com/article.php?id=195920&site=pcg His next game] he's going for cultural victory (is it?), but several problems changed him to start liberally blowing up suns instead. Then he won a Alliance victory.
{{quote|''Jenna Casey, cornered after Sol was destroyed'': "...While we know we cannot defeat you, we shall have the last laugh. We have surrendered to the Dominion of Korx!"
''Tom Francis'': That is pretty funny. [http://www.computerandvideogames.com/article.php?id{{=}}198344&site{{=}}pcg They're my ally]. }}
* ''[[Chrononauts]]'' has three separate ways to win: alter the timeline in the right ways, fulfill your mission by collecting a certain combination of three artifacts, or have ten cards in your hand at the end of your turn.
** ''Fluxx'', from the same developers, can have up to two victory conditions, depending on the cards in play, and they may or may not be mutually exclusive. Sold separately are packs of blank cards that allow people to make up cards which could do this.
** ''We Didn't Playtest This At All'' is made of this trope. For an example, here are a few ways you can win by playing a single card: Being the only girl, being the only one without points, having an even number of players in the game, having five or more cards, owning a pony... The game works by stint of it being possible for anyone to win at any time, and all players accepting that the game will, probably, only take a few minutes to play.
* The [[BYOND]] Game ''Space Station 13'' subverts this by having the victory conditions be to get onto an escape shuttle. Even if the station is about to explode, any crew on the shuttle when it leaves win the game. Played straight in Traitor mode sometimes, because of the objectives. You can be on the shuttle, surrounded by security officers and high personnel with tasers, and (if the objective doesn't require solitary escape) you will win the round when the shuttle leaves.
* Games with a timer to survive work like this, including some [[Tower Defense]] games (Lock's Quest even made it a sort of plot point). You can be surrounded by mooks who have destroyed your defenses and are about to overrun, but if the time runs out and you're still alive, you win!
* The original ''[[Lord of the Rings]]'' collectible card game. You win by having the most points after a certain amount of time - but if you manage to destroy The One Ring, you win immediately, regardless of score.
** And, for that matter, the newer game (based more on the films). As long as your ringbearer survives all skirmishes at site 9, you win, even if he's an inch from death and the rest of the fellowship died turns ago.
* The ''[[Legend of the Five Rings]]'' CCG was made of this trope. There were three victory conditions: Military (wipe out your opponent's territories), Honor (Gain a large amount of Honor points), or Enlightenment (play all 5 elemental rings). Some VERY Successful decks were designed around making a suicidal dash for max honor or enlightenment while paying just enough attention to the opponent's attacks to not be ''completely'' wiped out before winning.
* ''[[Eye Of Judgment]]'' has this built into the core rules. First person to get 5 creatures onto the field wins, period. So theoretically, you can win just by summoning weak weenie monsters onto the field, who can't even fight, as long as your opponent can't get rid of them fast enough. Or your opponent can have some super high cost death machine on the field and be ready to destroy your mons, but if you slam a 5th mon on the field, you win, period.
** Of course, there are numerous ways to prevent such a strategy built into the rules. Monsters can't attack the turn their summoned, and only deal damage first with a specific ability when attacked (if they're attacked first and wiped out, they don't get to counterattack, obviously), so summoning a weak monster in an indefensible position will get them killed. In addition, it costs mana to summon, attack and ''turn'' monsters (they can only attack in specific directions), and if you turn, you can't attack. The layers of strategy that go into a three-by-three board where the ''only'' requirement is getting five monsters on the board is immense.
* Getting a rabbit to the back rank (or finishing the last of your opponent's) in [[Arimaa]]
* Pops up in official Dungeons&Dragons adventures from time to time; any group of adventurers worth their salt that ends up in a [[Bolivian Army Ending]] situation should immediately begin looking for the leader of a group (without which they'll break and run); the source of power; or the secret compartment leading to their goal. Of course this is usually up to [[Rule Zero|GM discretion]]: the rules might *say* that an enemy force will break and run if more than 50% of their troops are killed, but if that number only gets to 51% because the pacifist cleric broke his vow and scored a critical hit while having 5 HP and defending the fallen bodies of his comrades, well, even kobolds aren't that dumb.
* There are several alien powers in Cosmic Encounter that allow for new win conditions. Notable are the Masochist (win by having all your ships die), Sadist (win by destroying enough of your opponents' ships), Tick-Tock (win by having enough time pass) and Genius (win by having 20 cards in your hand). All of them can win by the standard method also, but they generally have no useful ability in game.
* ''[[Risk]]''. You're whittled down to a handful of tanks and a couple territories?If you finish off the player whose defeat was your winning condition, you've won.
* [[Chess]]. Take a look at [[wikipedia:Immortal game|the immortal game]]. It's an excellent example of this trope. White wins, by the way.
** For those unfamiliar with the chess rules: you win by putting your opponent in checkmate, which is when the opponent's king cannot escape a threat. This wins the game even if you have two pieces left against your opponent's sixteen (though pulling ''that'' off would require [[Epic Fail]] from your opponent).
** And of course, there's the [[wikipedia:Fool's mate|Fool's Mate]]: 1. f3 or f4 e6 or e5 2. g4 Qh4++ . That's about as instant as chess gets!
* In ''Zombie Plague'', the humans win by barricading every window and door, with no zombies in the house. 4 zombies can break down any barricade. Human victory often comes with the sealing of an unimportant window somewhere, while a fourth zombie joins the group of 3 about to break down the front door.
* The board game [http://www.boardgamegeek.com/boardgame/20134 End of the Triumvirate] is designed around this trope. With three players and three completely different victory conditions, the winner is usually the one who can keep all three fronts up in the early game, then suddenly throw two of them away for the third when he knows he can win.
* In the Lovecraft themed board game ''[[Arkham Horror]]'', there are ''tons'' of instant fail conditions (Doom Track fills up, Too many gates are open at once, all three acts of the King in Yellow are performed...), and the normal ways to win are to either seal gates or [[Did You Just Punch Out Cthulhu?|kill the Ancient One after he awakens]], which is difficult for most (and ''impossible'' for Azathoth, since his attack is ''Destroy the Universe''). But if you manage to use all six elder signs on the board, even if the Ancient One would awaken the next turn, you win instantly.
* In the original versions of ''(The Game of) Life'', if you reached the Poor House with "little or no money", you could pick a number from 1 to 10 and spin the wheel, and if it landed on your number, you became a "Millionaire Tycoon" and won the game instantly.
* In the Discworld board game, [[Ankh Morpork]], each player has a secret identity with instant win conditions depending on factors such as the property they own, how much Trouble is being caused etc. If you are Commander Vimes, all you have to concentrate on is stopping these conditions happening, as if you reach the end of the draw pile with no one else winning, you've won!
 
== [[Video Games]] ==
* This trope sees abundant use in the [[Super Mario Bros.]] series.
** In the original ''Super Mario Bros.'', jumping behind Bowser and touching the axe destroys the bridge and sends him tumbling into the lava pit below.
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** Partially averted in ''Brawl'', where a bug in the code can result in either an instant victory or Sudden Death, depending on controller order. The "Suicidal KO" rule used in tournament play fixes this.
* In ''[[Civilization]]'', you can snatch victory from the jaws of defeat (and your rivals) simply by accomplishing a victory condition - ''any'' victory condition - before they do. Enemy at the gates? Get that ship to Alpha Centauri and you win. Another Civ about to colonize the stars? Stomp him flat and conquer the globe. Diplomatic and cultural victories are also possible in the later games, allowing even Civs with weak militaries and backwards technological development to come out ahead of their competition. ''Alpha Centauri'' also included an economic victory by cornering the global energy market.
** ''Civ IV''{{'}}s cultural victory conditions are a great example of this trope. A strong alliance can burn all but three of your cities to flames (and be about to take care of the last three), but if you can reach "Legendary" culture levels in those three cities, instant win.
 
** It can get even more absurd, but not less fun, in the mod ''Rhye's and Fall of Civilization'', which focuses on accomplishing specific historical goals, quite a few of which involving building something or researching a specific technology. For instance, as the Mayans, the Aztecs and Europeans may have reduced you to maybe five squares of Central America, but as long as you researched calendars and build the Temple of Kukulkan, you'll automatically win if you live to 1745.
Civ IV's cultural victory conditions are a great example of this trope. A strong alliance can burn all but three of your cities to flames (and be about to take care of the last three), but if you can reach "Legendary" culture levels in those three cities, instant win.
** Even weirder is the space race victory in the ''Civ I, Civ II'' and the ''Beyond the Sword'' expansion for ''Civ IV''. You win when the spaceship ''reaches'' Alpha Centauri (not just when you launch it). If your opponents wipe you off the map in the time it takes it there, you still lose, even though you colonists will still arrive at Alpha Centauri. Or conversely, if you opponent has already launched the spaceship, killing ''him'' quickly (nukes are your friend there) will stop him from winning.
 
It can get even more absurd, but not less fun, in the mod ''Rhye's and Fall of Civilization'', which focuses on accomplishing specific historical goals, quite a few of which involving building something or researching a specific technology. For instance, as the Mayans, the Aztecs and Europeans may have reduced you to maybe five squares of Central America, but as long as you researched calendars and build the Temple of Kukulkan, you'll automatically win if you live to 1745.
 
Even weirder is the space race victory in the Civ I, Civ II and the Beyond the Sword expansion for Civ IV. You win when the spaceship ''reaches'' Alpha Centauri (not just when you launch it). If your opponents wipe you off the map in the time it takes it there, you still lose, even though you colonists will still arrive at Alpha Centauri. Or conversely, if you opponent has already launched the spaceship, killing ''him'' quickly (nukes are your friend there) will stop him from winning.
* A common case in ''[[Supreme Commander]]'', where the default victory condition is 'assassination'. If you kill your opponent's Armored Command Unit, they're wiped out. Many games are ended by a single large wing of strategic bombers punching through a layered defence, or a single nuke, aimed to take out a single unit.
** This is [[Justified Trope]], at least in the story mode - the ACU is the only manned unit, and the other units' AI isn't sophisticated enough to continue strategic combat in its absence.
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* In ''The Bugs Bunny Crazy Castle,'' in both the NES and Game Boy versions, if an enemy kills Bugs, he can still beat the level with no penalty if his death animation collides with the final carrot of the level.
* One of the early Terran levels in ''[[StarCraft]]'' requires you to survive for a set amount of time. You can still win even if all you're completely overrun and all your units and headquarters are destroyed, as long as you take 1 random building and fly it to the corner of the map.
** Same in ''[http://www.youtube.com/watch?v=r2XCxnKKjXY Starcraft II]''.
*** There are also three missions where, after satisfying the instant win condition, you get to bypass the mostly intact Protoss base between your forces and the artifact fragment. On two of these, this is the most likely way to finish the mission.
* Collecting the last star in ''[[Glider]] PRO'' makes you a winner, even if something else kills you at the same time.
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* A mission is only finished in ''[[Alien Swarm]]'' when all surviving marines are in the exit area. Whether they're on fire, parasited, surrounded by shield bugs or up to their knees in swarm.
* In most fighting games, once your opponent hits 0 life, any attacks still on screen are nullified. (In some games, you ''can'' be killed by on-screen attacks, in which case the round is a double KO.)
* In ''[[Homeworld]]'' each side owns a single Mothership and the Instant Win Condition is to destroy the enemy one. Whether it happens a mere second before the enemy fleet destroys ''your'' Mothership doesn't matter.
* There is an Aztec mission in the ''[[Age of Empires II]]'' expansion, ''The Conquerors'', where you have to destroy the wonder in Tenochtitlan which the Spanish are somehow using to control the Aztec populace. It is possible, at least on lower difficulties, to gather all your starting units, ignore any and all enemy attacks, and march straight up to it and destroy it. You win the mission when that happens, never mind that your tiny force is surrounded in a large, well-garrisoned enemy city.
* In ''Zork Zero'', the Double Fannucci minigame can be won instantly if you undertrump three cards after your opponent discards a trebled fromp. This effectively the only way to win, seeing as the rules of this card game are never explicitly stated and are just about impossible to derive from context (intentionally).
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* ''[[Aerobiz]]'': Regardless of size or overall passenger totals, the first airline to meet all the goals, wins. This can lead to some odd situations where a large airline, dominating the passenger totals, profits by big margins, loses to a much smaller airline that happen to dominate their home region and expand into three otherwise ignored regions.
* In the Razor Rendezvous mission of ''[[Rogue Squadron]] II'', the mission is automatically completed once the Star Destroyer is destroyed even if you did so by crashing into the bridge Arvel Crynyd style.
* One of the victories in a standard ''[[World of Tanks]]'' random battle is capturing the enemy base. Even if you are alone in capturing, most or all of your team is dead, you have one hit point left, as long as you are in their base for the required time, you win, even if there is no way you could possibly hold the base.
* In ''[[Bridge Builder Series]]'' games, if the last vehicle reaches its destination, the level is completed, regardless if the bridge was single-use only.
* ''[[Grim Grimoire]]'': You can theoretically end the [[Hold the Line]] missions early by destroying enemy runes, but this becomes practically impossible in higher difficulties.
* In single player mode of ''[[Mario Party]] 9'', you go against either one or two AI characters on the board and losing to them is an instant loss to you, even if you finish in 2nd. However, some boards put you with one or two friendly AI characters and if those characters win the game instead of the evil characters, you still clear the board, even though you didn't win.
 
== [[Western Animation]] ==
* In ''[[The Legend of Korra]]'', a Pro Bending team wins if all the opposing benders are [[Ring Out|knocked out]] of the arena, regardless of how many rounds they've lost.
 
== Tabletop[[Web GamesComics]] ==
 
* Often occurs in ''[[Warhammer 40,000]]'' in missions where the objective is to hold more strategic locations than the enemy. You only need one troop to hold the location, so often the game ends up being determined by some small squad holding an objective far from the main battle.
** Although this is more of just a win condition, not an Instant Win Condition. Completely tabling your opponent means that you win, regardless of whether the game was supposed to be about capturing objectives.
*** However this can lead to the quite possible situation where the last two remaining models on the board simultaneously kill each other, resulting in both players instantly winning.
**** And that, good sir, is called a draw.
** Also, a popular tactic in objective games is to have your most mobile units charge forward at the last second to contest enemy-held objectives. Since contesting an objective denies your opponent an extra point, it is possible for you to win, even if what's left of your army is about to be wiped off the table.
** Thanks to Kill Points, your whole army can be wiped out but still win as the other player was using an horde army that had twenty kill points compared to your five (you know this to be true, Guard players).
*** Not ''strictly'' true - it's stated that the complete extermination of one side is considered a victory by the only side to still have people on the field.
** Necrons. As soon as specific portion of them is killed, the rest will disappear, thus the Necron player will lose, even if his Nightbringer and Monolith are in perfect position to wipe out the entire army.
* [[Warhammer Fantasy]] can have this too, in regard to the Vampire Counts and Tomb Kings. Being undead, the army is held together by the will of it's general (or Hierophant with Tomb Kings). As a result, if the general is killed, the army begins to fall apart at that exact instant and at the beginning of each turn after. As a result, if you can kill the (usually heavily guarded and well protected) general, you can gain such an absurdly huge advantage that, even if your opponent is in an amazing position, you can still win. And if the Vampire Counts or Tomb Kings player is in a poor position when the general falls, they usually [[Rage Quit|just surrender.]]
* ''[[Magic: The Gathering]]'' has several flavors of this:
** The concept of "racing" is when each player just attacks with their creatures and doesn't block for any number of reasons.
** Magic has cards that change the victory condition, allowing you to do this. There is one card that lets you win if it is the only card you have in play and you have no cards in your hand. Play it at the last second and a curb-stomp victory for the other guy can be snatched away by non-linear planning.
** Other conditions from other cards include but are not limited to: Having 50 or more life, having 200 or more cards in your library, winning 10 coin flips, controlling 20 or more creatures, having 20 or more cards in your graveyard, having a land of each basic land type and a creature of each color, or having exactly 1 life remaining.
*** Then there's the flip side, cards that instantly cause someone to ''lose'' the game. Doorway to Nothingness is an example, in that it will (if you're able to satisfy its ''very'' high mana cost) instantly cause someone to lose the game. Phage the Untouchable is another example, in that if she deals combat damage to a player, they lose. There are also the creatures that give players poison counters, and a player has 10 poison counters they lose.
** Many infinite combo decks win by sacrificing large amounts of life, cards in deck, cards in hand, or cards on the board in order to set up a winning game state. The first famous (as in, dominating a full season of tournaments) combo deck, Pros-Bloom, went so far as to go down to a '''negative life total''' before fatally draining the opponent. This was only possible with the rules at the time.
** One of the early combos, the ChannelBall, is also a [[Disc One Nuke]]. If you have the following cards in your starting hand, you can win the game in your first turn: Mountain, Black Lotus, [[Cast from Hit Points|Channel]] and Fireball. When performed successfully, you're left with one hitpoint.
*** Of course, if the other guy has a Force of Will (a counterspell which can be cast without mana), you're pretty much hosed.
** A more recent combo involved spells that you had to pay for next turn; if you didn't, you'd lose the game. The deck would play more of these than they could hope to pay for, then use the benefits of those spells to win before the next turn ever started.
** Cards have actually been designed around this trope, the most explicit being Final Fortune. The card's effect: "Take an extra turn after this one. At the end of that turn, you lose the game." The nearly identical card Last Chance has the helpful reminder text [[Captain Obvious|"You don't lose if you've already won"]].
** And, of course, there's "decking", the original alternate win condition: If you're told to draw from an empty library, you lose. This is harder to do than getting your life to 0, though, so it's rarer to end a game by decking.
*** Unless you've deliberately set up your deck to "mill" the opponent into submission. Cards such as [http://gatherer.wizards.com/Pages/Card/Details.aspx?name=millstone Millstone], [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=197129 Halimar Excavator], [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193441 Rise of the Eldrazi's Keening Stone] and any other Ally card are all useful unless your opponent has a card that allows them to shuffle their graveyard back into their hand. (Even if they do, the original [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=109694 Feldon's Cane] has to be exiled from the game after use, and the fancy mythic rare Eldrazi that can do this for free are, well, mythic rare.)
*** And ''then'' there's a recent card, Laboratory Maniac, that turns the instant ''lose'' condition into an instant ''win'' condition. If you would lose the game by being "decked" with the Maniac out, you win instead.
** A rather hilarious combo uses Ashnod's Coupon, a joke card that says "Target player gets you target drink. You pay any costs for the drink." to force your opponent to either surrender or give you an obscene amount of [[Real Life]] money. First you use a card to switch Ashnod's Coupon to being under your opponent's control. Then you play a card that allows you to take their turn for them. Force them to activate Ashnod's Coupon, targeting a drink you brought with you. Since it's your drink, you can name your own price for it. All you have to do is make it a price your opponent wouldn't pay.
* The ''[[Yu-Gi-Oh Card Game]]'' loves this. The Cyber Dragon era of the card game consisted of gambling that your one attack would go through, and win the duel. Of course, more advanced players would only do that after getting rid of potential traps with the card Heavy Storm.
** An interesting twist are a series of illegal cards that state that, when used to end the duel, you win not only the duel but the entire match (typically best 2 out of 3)
** Yu-Gi-Oh's specific win-condition cards include: Successfully inflicting damage with "Vennominaga the Deity of Poisonous Snakes" three times (but it's tricky enough to summon), "Final Countdown," a stall victory condition that activates after 20 turns, a faster victory condition called "Destiny Board" which nonetheless requires stalling and hoping your opponent can't remove the cards on your back row, the iconic getting all five pieces of Exodia in your hand, and the now-banned "Last Turn" which has one of your monsters and one of your opponent's of their choice duke it out for a last battle. When playing a match with someone, perhaps in a tournament, where the winner is determined by best of 3 games, the aptly named card "Victory Dragon" automatically wins you the entire match if you win just one game with it striking the finishing blow.
*** In addition, if you can create a chain so that you get a win condition before your opponent, their win condition seems to magically disappear - for example, activate Ring of Destruction when your opponent gets the last piece of Exodia or "Spirit Message - L", knock their Life Points to 0, and you win instead because chains resolve in reverse of the cards being activated. So your effect happens first, unless they can stop it.
** There are also many decks based on stalling until the right cards are available in your hand for a sudden and usually completely unexpected turnaround win in one turn. An example of this is the "Armed Samurai Ben Kei" deck based on amassing field clearers like "Heavy Storm", "Giant Trunade", and "Dark Hole" as well as enough equip cards to reduce the opponent's life points by at least 8000 in one turn while exposed. Variations with other cards capable of this damage exist.
* And in just about every CCG, you can cause a player to lose by fixing it so that they run out of cards in their deck before you do; if it's their turn to draw, and they can't draw any cards due to there being none left, they lose, no matter how far ahead they were at the time.
** An exception to these is Magi-nation, where, due to the nature of the game, games can last a very long time indeed, the rules indicate that when you run out of cards in your deck, you shuffle your discard pile, and set it as your deck. The only way to win is to have the opposing Magi hit 0 energy without any creatures on the field, so it's entirely possible for both players to lose if they aren't careful.
* [http://www.computerandvideogames.com/article.php?id=161570 This] [[Let's Play]] of ''[[Galactic Civilizations]] II'' describes an attempt to wriggle out of a deathtrap via Technology Victory:
{{quote|This will result in many research centers, and a plummeting economy, but we'll be dead or Gods in thirty weeks, so what are the loan sharks going to do? Pray threateningly?}}
** This resulted in a truly ''epic'' bungling of the game's economic system that stopped his research dead in its tracks. His victory was ''in spite'' of this funding idea.
*** Basically, that player was a lucky idiot that time around. (Let's hope he learned from his mistakes.)
*** He did. [http://www.computerandvideogames.com/article.php?id=195920&site=pcg His next game] he's going for cultural victory (is it?), but several problems changed him to start liberally blowing up suns instead. Then he won a Alliance victory.
{{quote|''Jenna Casey, cornered after Sol was destroyed'': "...While we know we cannot defeat you, we shall have the last laugh. We have surrendered to the Dominion of Korx!"
''Tom Francis'': That is pretty funny. [http://www.computerandvideogames.com/article.php?id{{=}}198344&site{{=}}pcg They're my ally]. }}
* ''[[Chrononauts]]'' has three separate ways to win: alter the timeline in the right ways, fulfill your mission by collecting a certain combination of three artifacts, or have ten cards in your hand at the end of your turn.
** ''Fluxx'', from the same developers, can have up to two victory conditions, depending on the cards in play, and they may or may not be mutually exclusive. Sold separately are packs of blank cards that allow people to make up cards which could do this.
** ''We Didn't Playtest This At All'' is made of this trope. For an example, here are a few ways you can win by playing a single card: Being the only girl, being the only one without points, having an even number of players in the game, having five or more cards, owning a pony... The game works by stint of it being possible for anyone to win at any time, and all players accepting that the game will, probably, only take a few minutes to play.
* The [[BYOND]] Game ''Space Station 13'' subverts this by having the victory conditions be to get onto an escape shuttle. Even if the station is about to explode, any crew on the shuttle when it leaves win the game. Played straight in Traitor mode sometimes, because of the objectives. You can be on the shuttle, surrounded by security officers and high personnel with tasers, and (if the objective doesn't require solitary escape) you will win the round when the shuttle leaves.
* Games with a timer to survive work like this, including some [[Tower Defense]] games (Lock's Quest even made it a sort of plot point). You can be surrounded by mooks who have destroyed your defenses and are about to overrun, but if the time runs out and you're still alive, you win!
* The original ''[[Lord of the Rings]]'' collectible card game. You win by having the most points after a certain amount of time - but if you manage to destroy The One Ring, you win immediately, regardless of score.
** And, for that matter, the newer game (based more on the films). As long as your ringbearer survives all skirmishes at site 9, you win, even if he's an inch from death and the rest of the fellowship died turns ago.
* The ''[[Legend of the Five Rings]]'' CCG was made of this trope. There were three victory conditions: Military (wipe out your opponent's territories), Honor (Gain a large amount of Honor points), or Enlightenment (play all 5 elemental rings). Some VERY Successful decks were designed around making a suicidal dash for max honor or enlightenment while paying just enough attention to the opponent's attacks to not be ''completely'' wiped out before winning.
* ''[[Eye Of Judgment]]'' has this built into the core rules. First person to get 5 creatures onto the field wins, period. So theoretically, you can win just by summoning weak weenie monsters onto the field, who can't even fight, as long as your opponent can't get rid of them fast enough. Or your opponent can have some super high cost death machine on the field and be ready to destroy your mons, but if you slam a 5th mon on the field, you win, period.
** Of course, there are numerous ways to prevent such a strategy built into the rules. Monsters can't attack the turn their summoned, and only deal damage first with a specific ability when attacked (if they're attacked first and wiped out, they don't get to counterattack, obviously), so summoning a weak monster in an indefensible position will get them killed. In addition, it costs mana to summon, attack and ''turn'' monsters (they can only attack in specific directions), and if you turn, you can't attack. The layers of strategy that go into a three-by-three board where the ''only'' requirement is getting five monsters on the board is immense.
* Getting a rabbit to the back rank (or finishing the last of your opponent's) in [[Arimaa]]
* Pops up in official Dungeons&Dragons adventures from time to time; any group of adventurers worth their salt that ends up in a [[Bolivian Army Ending]] situation should immediately begin looking for the leader of a group (without which they'll break and run); the source of power; or the secret compartment leading to their goal. Of course this is usually up to [[Rule Zero|GM discretion]]: the rules might *say* that an enemy force will break and run if more than 50% of their troops are killed, but if that number only gets to 51% because the pacifist cleric broke his vow and scored a critical hit while having 5 HP and defending the fallen bodies of his comrades, well, even kobolds aren't that dumb.
* There are several alien powers in Cosmic Encounter that allow for new win conditions. Notable are the Masochist (win by having all your ships die), Sadist (win by destroying enough of your opponents' ships), Tick-Tock (win by having enough time pass) and Genius (win by having 20 cards in your hand). All of them can win by the standard method also, but they generally have no useful ability in game.
 
== Western Animation ==
* In ''[[The Legend of Korra]]'', a team wins if all the opposing benders are [[Ring Out|knocked out]] of the arena, regardless of how many rounds they've lost.
 
== Webcomics ==
 
* In ''[[Erfworld]]'', the death of a side's leader - generally a Royal King or Queen - will cause that side's entire population to [[Critical Existence Failure|Disband.]]
** Only if they have no heirs. It's not just one person, the ''entire royal family'' has to be dead.
 
== [[Real Life]] ==
 
* Most fighting sports are like this. If you knock out/pin your opponent or make him submit to you, you win right then and there and don't have to sweat out the judge's score cards. Though generally, the fighter who gets more points is doing a better job in the fight and more likely to KO/pin his opponent.
 
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