Variable Player Goals: Difference between revisions

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A common twist on the more extreme form is that one player has no special win condition; instead, his generic win condition is made easier. A less common twist is that one player wins automatically if the game would go to final scoring or the game's equivalent.
A common twist on the more extreme form is that one player has no special win condition; instead, his generic win condition is made easier. A less common twist is that one player wins automatically if the game would go to final scoring or the game's equivalent.


{{examples}}
{{examples|Examples of the variable but formulaic win conditions}}
== Variable but formulaic win conditions ==

* ''[[Chrononauts]]'' - Each player can win by accomplishing their ID, which requires getting certain events on the timeline, their mission, which requires getting specific artifacts, or by getting 10 cards in hand.
* ''[[Chrononauts]]'' - Each player can win by accomplishing their ID, which requires getting certain events on the timeline, their mission, which requires getting specific artifacts, or by getting 10 cards in hand.
* ''The Amazeing Labyrinth'' (and related games) - each player is going for different treasures.
* ''The Amazeing Labyrinth'' (and related games) - each player is going for different treasures.
* In [[Legend of the Five Rings]], there are four possible ways to win the CCG. You can either go military victory, and destroy all enemy provinces, Honor victory, by getting your Honor above 40, Dishonor victory, by getting your opponent's honor at -19, and Enlightenment victory, by playing all Five Rings onto the field.
* In ''[[Legend of the Five Rings]]'', there are four possible ways to win the CCG. You can either go military victory, and destroy all enemy provinces, Honor victory, by getting your Honor above 40, Dishonor victory, by getting your opponent's honor at -19, and Enlightenment victory, by playing all Five Rings onto the field.
* The [[Civilization]] games have military victory (destroy all other civilizations), culture victory (get your Culture high enough to create a utopia), Technological victory (build a spacecraft to send your civilization to the stars), and a diplomatic victory (convince all your opponents to make you president of the world). No civilization is barred from achieving any win condition, but all have traits that make pursuing certain goals easier than others.
* The ''[[Civilization]]'' games have military victory (destroy all other civilizations), culture victory (get your Culture high enough to create a utopia), Technological victory (build a spacecraft to send your civilization to the stars), and a diplomatic victory (convince all your opponents to make you president of the world). No civilization is barred from achieving any win condition, but all have traits that make pursuing certain goals easier than others.

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== Examples of highly variable win conditions ==


== Highly variable win conditions ==
* ''Secret Mission [[Risk]]''.
* ''Secret Mission [[Risk]]''.
* ''[[Dune]]'' - Not every side gets a special victory condition, but includes two sides (Spacing Guild and Fremen) which win in case of final scoring; the Fremen require additional conditions to be met, however, and the Spacing Guild wins only if they are not (or if the Fremen are not playing). Also includes the Bene Gesserit, who can steal the win if they correctly guess before the game starts who will win the game and on what turn.
* ''[[Dune]]'' - Not every side gets a special victory condition, but includes two sides (Spacing Guild and Fremen) which win in case of final scoring; the Fremen require additional conditions to be met, however, and the Spacing Guild wins only if they are not (or if the Fremen are not playing). Also includes the Bene Gesserit, who can steal the win if they correctly guess before the game starts who will win the game and on what turn.
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* In one of the ''[[Star Wars]]'' novels, Luke has developed one of these games for his Jedi students. He explains that it's actually a training exercise in diplomacy for the ''referee'', who has to figure out both teams' victory conditions and, assuming they're not mutually exclusive, try to help everyone win.
* In one of the ''[[Star Wars]]'' novels, Luke has developed one of these games for his Jedi students. He explains that it's actually a training exercise in diplomacy for the ''referee'', who has to figure out both teams' victory conditions and, assuming they're not mutually exclusive, try to help everyone win.
* In the upcoming [[Discworld|Ankh-Morpork]] board game, three of the characters (Lords Selachii, Rust and de Worde) have a standard "control X areas" goal, Lord Vetinari must place X minions on the board, Dragon wins by driving the city into chaos, Chrysoprase wins by collecting enough money, and Sam Vimes wins by stopping anyone else from winning within the time limit. Of course, the players don't know which roles are in the game, let alone who holds which role.
* In the upcoming [[Discworld|Ankh-Morpork]] board game, three of the characters (Lords Selachii, Rust and de Worde) have a standard "control X areas" goal, Lord Vetinari must place X minions on the board, Dragon wins by driving the city into chaos, Chrysoprase wins by collecting enough money, and Sam Vimes wins by stopping anyone else from winning within the time limit. Of course, the players don't know which roles are in the game, let alone who holds which role.
* In the [[Battlestar Galactica]] board game, the humans win by travelling a certain distance without running out of resources, suffering too much damage, or being boarded by Centurions. The hidden Cylons win by preventing this. On top of this, one expansion adds personal goals for humans, encouraging them to take actions (often ones which hinder the team) in order to avoid penalties.
* In the ''[[Battlestar Galactica]]'' board game, the humans win by travelling a certain distance without running out of resources, suffering too much damage, or being boarded by Centurions. The hidden Cylons win by preventing this. On top of this, one expansion adds personal goals for humans, encouraging them to take actions (often ones which hinder the team) in order to avoid penalties.
* The board game Shadow Hunters is built around this. Hunters want to kill Shadows, and vice versa, but every game will also feature neutrals, whose goals include "survive to the end of the game", "be the first to die", "gather four powerful artifacts", "kill a powerful Shadow or a powerful Hunter", and others.
* The board game ''Shadow Hunters'' is built around this. Hunters want to kill Shadows, and vice versa, but every game will also feature neutrals, whose goals include "survive to the end of the game", "be the first to die", "gather four powerful artifacts", "kill a powerful Shadow or a powerful Hunter", and others.
* In the [[Mario Party]] series, most 1 vs. 3 minigames have a different objective for the single player than for the 3 players, for the reason that it would be unfair otherwise.
* In the ''[[Mario Party]]'' series, most 1 vs. 3 minigames have a different objective for the single player than for the 3 players, for the reason that it would be unfair otherwise.
* In the Global Conquest mode for ''Command&Conquer 3: Kane's Wrath'', every faction has its own victory condition: GDI wins by having their territory cover a certain percentage of the land area; Nod wins by brining a certain number of cities to complete unrest; and the Scrin win by building a certain number of strategic structures. There's also the universal win condition of simply eliminating the other factions in combat.
* In the Global Conquest mode for ''[[Command and Conquer|Command and Conquer 3: Kane's Wrath]]'', every faction has its own victory condition: GDI wins by having their territory cover a certain percentage of the land area; Nod wins by bringing a certain number of cities to complete unrest; and the Scrin win by building a certain number of strategic structures. There's also the universal win condition of simply eliminating the other factions in combat.


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