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When determining victory conditions in a wargame one has to differentiate between: - victory conditions to declare a winner to the game. - victory conditions to declare the winning side of the battle if the battle would have been fought in real life. In the ideal wargaming world, these two should be the same thing, but in practice, they are not.


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As a game designer, I often loathe victory conditions.
It is fun to research the battle and OB.
Set the map scale and scope to fit the battle.
Develop a system that models and explains the flow and events that took place.
Most of the see more, this all comes together easily.
The trouble starts when you have to define who wins.
Kriegsspiel is like a breath of fresh air.
If there are any Victory Conditions, they are usually informal guidelines.
This is a sample board game victory conditions our Brandy Station Article source Victory Though Stuart was able to hold the field at Brandy Station, the Federals inflicted double the losses on the unprepared Confederates.
The raid was a Federal success!
On this account, Pleasonton failed but was much closer than he realized.
Consider the historical result to be a moderate Federal victory.
Inflicting heavier losses on the Confederates and forcing them to withdrawal would be a Major Federal victory.
Can the Confederates keep the Federal forces contained to the eastern half of the map?
Can they preserve their force and suffer fewer casualties?
These achievements should earn a Confederate victory.
What about a 2nd day?
It may be tempting to see how this plays out but this is highly unlikely.
Neither side was looking for a big battle.
To me, this makes much more sense.
Who won in a real battle?
Do Board game victory conditions just want to be lazy as a designer?
If we made Victory Conditions like this for all of our games, my life would certainly be much easier.
Would wargamers accept Victory Conditions like this?
What about no Victory Conditions at all?
Just play and then discuss it afterwards.
Imagine playing Germany in the last 6 months of WWII.
You lasted 1 month longer than Hitler did.
Does that mean you won?
You got conquered 2 months early.
Does that mean you lost?
Comparing your self to the historical benchmark is a guide but what does it really mean?
I notice that in most of our non Kriegsspiel games we often debate and discuss who won at the end, regardless of what the official Victory Conditions are in the rules.
Then we stop, discuss and move on to the next game.
Many times we find ourselves at odds with the rules.
Analyzing, discussing and debating victory after the game is one of the most enjoyable parts of wargaming to me.
A question this leads to is: Why do you play wargames?
Do you play to learn about history?
To learn about a specific battle or campaign?
To learn the tactics and strategies of the times?
To have fun spending time with a friend?
To role play and imagine yourself commanding a force in those times?
To compare and test your self against the historical leaders we read about?
To compete in a challenging game and beat someone?
To prove your superior knowledge and skill in the arts of war?
I guess I play for all these reasons to varying degrees.
Some gaming circles maybe more competitive than others.
Some more interested in the role playing aspects.
Some players find board game victory conditions idea of playing a game with no Victory Conditions absurd.
What is the point of playing?
Why even have a game then?
Good Victory Conditions do serve an important function.
Why do anything in a game?
Why attack that stronghold?
You are going to take massive casualties.
That is the objective.
Good Victory Conditions give the player motivation.
What are you trying to do?
What are you trying to avoid?
Why should you do it?
Ideally, these should be in line with history.
If written correctly, victory conditions should encourage a player think and behave like their historical counterparts.
It is extremely difficult to pull off.
I find Victory Conditions in almost all games to miss this mark.
They often seem empty, hollow and meaningless.
How do you feel about Victory Conditions?
Are they relevant and helpful?
What are bad conditions?
What are examples of games with really good Victory Conditions?
Would you play a game with no Victory Conditions at all?
What about Victory Guidelines like the ones board game victory conditions on Brandy Station?
Is this approach better than the traditional approach to wargaming?
Comment below: Board game victory conditions is always a matter of perspective.
Tactical victories could be operational or strategic defeats.
The beauty of Kreigspeil was in its use of orders provided to the commander by the umpire.
No commander fights without an objective in mind, either ordered or developed by their staff.
Victory guidelines as you put it are by far desirable for Kreigspeil and pub battles.
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I think that the victory conditions in Global are fundamentally wrong because it should be the Axis that needs to win on both maps while the Allies should only need to win on one map. Historically, the Allies pursued a kill Germany first strategy and Japa...


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Game board set up and victory conditions are scenario driven, but gameplay is conducted in the same manner regardless of scenario. Players start with 5 cards. Players take turns with each turn comprising 3 phases. 1. Tactics Phase - Draw 5 cards. 2. Action Phase - You may play cards from your hand.


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Victory Conditions. The three ways to end the game: 1. Get your void to a specific point on the opposite side of the board. 2. Eliminate all the other player’s pieces.


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Board & Card Games Stack Exchange is a question and answer site for people who like playing board games, designing board games or modifying the rules of existing board games. Join them; it only takes a minute:


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Game board set up and victory conditions are scenario driven, but gameplay is conducted in the same manner regardless of scenario. Players start with 5 cards. Players take turns with each turn comprising 3 phases. 1. Tactics Phase - Draw 5 cards. 2. Action Phase - You may play cards from your hand.


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Counters are punched and neatly organized.
See photos for details.
Counters are punched and neatly organized.
See photos for details.
I'll most likely have it and would be happy to list it ASAP.
Vintage 1984 Victory Topic, mouse trap board game play free online agree "Vietnam 1965-1975" Game.
Shipped with Board game victory conditions Priority Mail.
See pics for details and thanks for looki.
The pages of the rules have been carefully separated and were placed in a protective binder not included.
CAMPAIGNS IN RUSSIA:THE ARDUOUS BEGINNING ARMY GROUP CENTER: JUNE-AUGUST, 1941 Campaigns in.
Shipped with USPS Priority Mail.
Nemo's War 2nd Edition Board Game by Victory Point Games Out of Shrink.
Nothing has been popped or used.
Shipped with USPS Priority Mail.
Shipped with USPS Retail Ground.
Victory Wargame Aegean Strike Box VG+.
Components in VG shape, sorted and complete.
Shipped board game victory conditions USPS Priority Mail Medium Flat Rate Box.
Your limited air assets must be carefully assigned to defensive and offensive missions.
Commando, parachute and amphibious assault units stand at the ready to capture vital objectives.
Gulf Strike was designed to be the state of the art board game victory conditions Land, Air, and Sea modern simulation.
In fact the original 1983 edition correctly anticipated the type and character of units the United States w.
Victory Games VG Flashpoint: Golan The Fifth Arab-Israeli War Unpunched Complete.
Shipped with USPS Priority Mail.
Victory Point Games Board Card Game Complete - Nice Condition.
Hard to find fame that is complete and in good condition.
See pics for details and thank you for your intere.
Victory Games Avalon Hill Cold War 1984 partially punched but unplayed.
Shipped with USPS Priority Mail.
Components in excellent condition.
Box has damage but was repaired see p.
Countersheet -Unpunched - Twelve countersheets 3,360 counters total.
The rulebook states thirteen countersheets with 3,360 counters.
The total counters 3,360 is correct, the total countersheets 1.
This page was last updated: Board game victory conditions 21:42.
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These two games above stand out as good examples when we look at games with three or more victory conditions, which is already relatively rare. Longtime readers of Games Precipice know my fondness for the three-player experience that is The End of the Triumvirate and it is a fantastic example of a game with three diverse victory conditions. I.


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As a game designer, I often loathe victory conditions.
It is fun to research the battle and OB.
Set the map scale and scope to fit the battle.
Develop a system that models and explains the flow and events that took place.
Most of the time, this all comes together easily.
Kriegsspiel is like a breath of fresh air.
If there are any Victory Conditions, they are usually informal guidelines.
This is a sample from our Brandy Station Scenario: Victory Though Stuart was able to hold the field at Brandy Station, the Federals inflicted double the losses on the unprepared Confederates.
The raid was a Federal success!
On this account, Pleasonton failed but was much closer than he realized.
Consider the historical result to be a moderate Federal victory.
Inflicting heavier losses on the Confederates and forcing them to withdrawal would be a Major Federal victory.
Can the Confederates keep the Federal forces contained to the eastern half of the map?
Can they preserve their force and suffer fewer casualties?
These achievements should earn a Confederate victory.
What about a 2nd day?
It may be tempting to see how this plays out but this is highly unlikely.
Neither side was looking for a big battle.
To me, this makes much more sense.
Who won in a real battle?
Do I just want to be lazy as a designer?
If we made Victory Conditions like this for all of our games, my life would certainly be much easier.
Would wargamers accept Victory Conditions like this?
What about no Victory Conditions at all?
Just play and then discuss it afterwards.
Imagine playing Germany in the last 6 months of WWII.
You lasted 1 month longer than Hitler did.
Does that mean you won?
You got conquered 2 months early.
Does that mean you lost?
Comparing your self to the historical benchmark is a guide but what does it really mean?
I notice that in most of our non Kriegsspiel games we often debate and discuss who won at the end, regardless of what the official Victory Conditions are in the rules.
Then we stop, discuss and move on to the next game.
Many times we find ourselves at odds with the rules.
Analyzing, discussing and debating victory after the game is one of the most enjoyable parts of wargaming to me.
A question this leads to is: Why do you play wargames?
Do you play to learn about history?
To learn about a specific battle or campaign?
To learn the tactics and strategies of board game victory conditions times?
To have fun spending time board game victory conditions a friend?
To role play and imagine yourself commanding a force in those times?
To compare and test your self against the historical leaders we read about?
To compete in a challenging game and beat someone?
To prove your superior knowledge and skill in the arts of war?
I guess I play for all these reasons to varying degrees.
Some gaming circles maybe more competitive than others.
Some more interested in the role playing aspects.
Some players find the idea of playing a game with no Victory Conditions absurd.
What is the point of playing?
Why even have a game then?
Good Victory Conditions do serve an important function.
Why do anything in a game?
Why attack that stronghold?
You are going to take massive casualties.
That is the objective.
Good Victory Conditions give the player motivation.
What are you trying to original payday board game />What are you trying to avoid?
read more should you do it?
Ideally, these should be in line with history.
If written correctly, victory conditions should encourage a player think and behave like their historical counterparts.
It is extremely difficult to pull off.
I find Victory Conditions in almost all games to miss this mark.
They often seem empty, hollow and meaningless.
How do you feel about Victory Conditions?
Are they relevant and helpful?
What are bad conditions?
What are examples of games with really good Victory Conditions?
Would you play a game with no Victory Conditions at all?
What about Victory Guidelines like the ones above on Brandy Station?
Is this approach better than the traditional approach to wargaming?
Comment below: Winning is always a matter of perspective.
Tactical victories could be operational or strategic defeats.
The beauty of Kreigspeil was board game victory conditions its use of orders provided to the commander by the umpire.
No commander fights without an objective in mind, either ordered or developed by their staff.
Victory guidelines as you put it are by far desirable for Kreigspeil and board game victory conditions battles.
Leave a comment Your email address will not be published.
In order to post comments, please make sure JavaScript and Cookies are enabled, and reload the page.

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I think that the victory conditions in Global are fundamentally wrong because it should be the Axis that needs to win on both maps while the Allies should only need to win on one map. Historically, the Allies pursued a kill Germany first strategy and Japa...


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The benefit of victory conditions is that it really helps immerse players in the theme. Victory points, for me, are an inescapable distracting abstraction, usually, literally, hovering around the game. And VPs can make games feel a bit like a race. For some games that may be useful, for others, it may be enough to make the theme feel pasted on.


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I think that the victory conditions in Global are fundamentally wrong because it should be the Axis that needs to win on both maps while the Allies should only need to win on one map. Historically, the Allies pursued a kill Germany first strategy and Japa...


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I have played Chaos in the Old World and enjoyed it a lot, i have thought of what made me enjoy it a lot and i think for me it comes down to players having different winning conditions so they end up playing the game pretty differently.
For CitOW, this is not exactly the case since 3 of the 4 players have very similar dial advancement conditions but still i like how everyone is worried about different things.
I only know of one more game like this, which is Vast The Crystal Caverns.
I havent played it but i am looking board game victory conditions to buying it when i get the chance.
Those of you who have played it, what did you guys think?
If you have played CitOW too, how do you think it compares.
What other games have different win conditions?
Do you enjoy them?
EDIT: i board game victory conditions i should clarify; i am looking for gams that have different win conditions for different players.
Not different win conditions in general.
Like how in Chaos, each player has a different condition in order to turn their dials.
The obvious nod to the GMT COIN series - Andean Abyss, Cuba Libre, A Distant Plain, Fire in the Lake, Liberty or Death, or Falling Sky.
Each have some similar operations and special actions, but the different ones is what gives them their unique play styles.
Rome's legions move fast across the land, they build forts in the area, and have the ability to besiege and destroy citadels before battle; the Aedui have few troops and have the ability to trade with Rome to gain them resources during a campaign a series of event cards before a scoring cardthe Arverni have the ability to pillage the lands and devastate the regions around them; and the Belgae can recruit their Germanic Allies to help them during the campaign.
You must meet your win condition at the start of the scoring card, otherwise the person closest to the goal at the final one is the winner.
Do I enjoy COIN games?
Very much so - and one advantage is its a family of games that you learn board game victory conditions can quickly adapt to a new title if you enjoy them.
This is similar to Mayfair crayon rail games, 18xx series, Ticket to Ride, Great Battles of History, and so on.
Each comes with procedural AIs if you want to play solo or not control 2 factions during 2 or 3 player games, so its ideal for me.
Another game that comes to mind is Stronghold which I have yet to play but own.
One side is the besieged, and the other is the besieger - I believe that one is fairly different in way each faction behaves.
Innovation can be won in multiple ways: -getting a certain number of achievements -meeting certain conditions on some cards -drawing an "age 11" card As do Glory to Rome and Mottainai, although there are certainly more conditional win cards in Innovation.
Discworld: Ankh-Morpork has hidden goals.
Players know all the possible goals, but they don't know which specific goal the others are going for.
Wiraqocha and Mare Nostrum: Empires both have multiple win conditions that are available to all players.
You must keep are original electronic battleship board games can close eye on your opponents to see who is close to what goals.
I'm sure there are many others in this category, but these two are just off the top of my head as they are a couple of my favorites.
As for Vast, I've played it twice now 3p and 2p.
These were just to learn the game.
The first one was the Knight, Dragon and Goblins.
This worked very well and was quite fun.
We all felt like we were playing completely different games, but still interacting with each other on the same field.
The second game was the Thief vs.
And the Cave really needs to have his attention split between multiple players.
So, while it was good to see all the roles in action, there are some combos that just shouldn't be.
Vast The Crystal Caverns is a great game and I recommend it with one caveat.
Make sure you are going to be able to play this with the same group multiple times!
Everyone's abilities are so very different and everyone's goals are very different as well.
And it's not just that they are different, but there is a lot going on for each of these different roles.
And there can be a surprising amount of depth to each of these roles.
So you know how it generally takes about a full play through of a game before you really wrap your head around whats going on and implications of your choices?
Well the same thing goes for Vast, but because there's five different roles you realistically need to play it five different times once see more each role to really understand the game.
So if you have a group and you play games multiple times this is a great option.
And while it's fun to play once or twice you won't actually get to experience the strategic side of the game until everyone actually knows what's going on.
Memoir 44 has technically the same win condition first to x number of medalsbut since each side gets those medals for totally different things, it feels very asymmetrical Kingdom Builder has a very diverse game design that allows for many different roads board game victory conditions victory each time you play!
Yeah i have Kingdom Builder but i guess im looking for a deeper game.
Also in Kingdom Builder the different win conditions are shared too, unlike CitOW where its exclusive for each player To your point with Chaos in the old world, if you get the expansion it balances out the play styles a bit.
So for example Khorne doesn't have to win by combats dial advancementbut by domination for VP instead.
Which was about close to impossible for Khorne to do before the expansion.
Vast is a very good game that's let down a lot by its' rulebook.
It desperately needs a FAQ or extensive erratas.
It's still a very good game, and I will sit down and play it whenever anyone brings it up, but the rules are vague at the best.
There are no erratas yet, and that's the problem.
For instance, nowhere on the dragon's tableau does it say which, if any, of his numerous abilities are considered 'attacks.
Currently you https://gsdonline.ru/board-game/board-games-downtown-chicago.html to go to the forums for that answer to that question, along with about a dozen others I've come across in my 3 plays of the game.
It's still a very good game, so don't let me dissuade you from it.
I rate https://gsdonline.ru/board-game/alchemist-board-game-online.html as an 8 out of 10, but it'd easily be a 9 if it had a better rulebook.
King of Tokyo can be won by either defeating all of the other monsters, or by being the first to reach 20 victory points There's games like Scythe where everyone has the same opportunities to win mostly but you pick which ones to pursue.
One of the things that I like about Lords of Xidit is that the victory check this out change in each game.
In Board game ipad of Xidit, after you finish a set number of rounds then you go through scoring.
You board game victory conditions scoring at the beginning of the game between three categories.
Let's say that first category is bard tokens, second is gold, and third is sorcerer towers.
In that situation, at the end of the game you count whoever scores the most points from bard tokens, and whoever has the least is eliminated.
Then, you count gold and whoever has least gold is eliminated.
Then, you count number of towers and whoever has the most wins!
So you have to balance all three strategies throughout the game.
Also, Fury of Dracula.
Illuminati: New World Order has each player operating a different Illuminati organization with unique goals.
One of the Illuminati has goals which are chosen by the player and kept secret from the other players.
The word you're looking for is Asymmetrical.
You want games with Asymmetrical Victory Conditions.
I can think of lots of games that are Asymmetrical in that different players have different powers and thus play vastly different from one another, but ones with truly different victory conditions are rare.
Trieste comes to mind, but it's 3 player only, which is very niche.
Also some 2 player games like Stronghold 2nd Edition and War of the Rings.
If you broaden your search a little more though, then you may find some gems.
Like I've heard good things about Cry Havoc, a new game that came out this year.
Every faction is kind of just after getting points through area control, but they play so differently from each other that they're still kind of playing different games with different goals.
In Dead of winter there is a main objective but each player has a secret, additional objective they need in order to individually win.
There is also the possibility that a player is a betrayer ie has his own objective, usually involves backstabbing then other players.
This means completing your own objective may raise suspicion that you are the betrayer.
In starcraft: the boardgame and presumably forbidden stars each player faction has their own personal board game victory conditions condition in addition to a couple common ones.
Fluffy backstories for objectives seem cool but it's a pity there's no mechanical differences.
It would almost be an insta buy for me if Chaos could sacrifice a planet to create a smaller Eye of Terror.
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Time victory is achieved by the player with the highest score by the end of the time period, assuming no one has achieved any of the above victory conditions. The deadline for a time victory is usually the year 2050 AD, but it is possible to change it to an earlier year or a predetermined number of years. Note that, on standard speed, 2050 AD.


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Counters are punched and neatly organized.
See photos for details.
The back of the box calls for two dice but the rule book and all charts.
Counters are punched and neatly organized.
See photos for details.
I'll most likely have it and would be happy link list it ASAP.
Vintage 1984 Victory Games "Vietnam 1965-1975" Game.
Shipped with USPS Https://gsdonline.ru/board-game/strategy-board-games-online.html Mail.
See pics for details and thanks for looki.
The pages of the rules have been carefully separated and were board game victory conditions in a protective binder not included.
CAMPAIGNS IN RUSSIA:THE ARDUOUS BEGINNING ARMY GROUP CENTER: JUNE-AUGUST, 1941 Campaigns in.
Shipped with USPS Priority Mail.
Nemo's War 2nd Edition Board Game by Victory Point Games Out of Shrink.
Nothing has been popped or used.
Shipped with USPS Priority Board game victory conditions />Shipped with USPS Retail Ground.
Victory Wargame Aegean Strike Box VG+.
Components in VG shape, sorted and complete.
Shipped with USPS Priority Mail Medium Flat Rate Box.
Your limited air assets must be carefully assigned to defensive and offensive missions.
Commando, parachute and amphibious assault units stand at the ready to capture vital objectives.
Gulf Strike was designed to be the state of the art in Land, Air, and Sea modern simulation.
In fact the original 1983 edition correctly anticipated the type and character of units the United States w.
Victory Games VG Flashpoint: Golan The Fifth Arab-Israeli War Unpunched Source />Shipped with USPS Priority Mail.
Victory Point Games Board Card Game Complete - Nice Condition.
Hard to find fame that is complete and in good condition.
See pics for details and thank you for your intere.
Victory Games Avalon Hill Cold War 1984 partially punched but unplayed.
Shipped with USPS Priority Board game victory conditions />Components in excellent condition.
Box has damage but was repaired see p.
Countersheet -Unpunched - Twelve countersheets 3,360 counters total.
The rulebook states thirteen countersheets with 3,360 counters.
The total counters 3,360 is correct, the total countersheets 1.
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4X is a genre of strategy-based video and board games in which players control an empire and "explore, expand, exploit, and exterminate".The term was coined by Alan Emrich in his September 1993 preview of Master of Orion for Computer Gaming World.


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Most board games are orthogames – they are games with an objective, clearly-defined outcome. Orthogames have winners and losers. Westerfeld rails against victory conditions towards the end of his talk, talking about the absurdity of the concept of victory. β€œThere are no victories in life,” he says. That’s absolutely correct!


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I have played Chaos in the Old World and enjoyed it a lot, i have thought of what made me enjoy it a lot and i think board game victory conditions me it comes down to players having different winning conditions so they end up playing the game pretty differently.
For CitOW, this is not exactly the case since 3 of the 4 players have very similar dial advancement conditions but still i like how everyone is worried about different things.
I only know of one more game like this, which is Vast The Crystal Caverns.
I havent played it but i am looking forward to buying it when i get the chance.
Those of you who have played it, what did you guys think?
If plastic tiles for board games have played CitOW too, how do you think it compares.
What other games have different win conditions?
Do you enjoy them?
EDIT: i thought i should clarify; i am looking for gams that have different win conditions for different players.
Not different win conditions in general.
Like how in Chaos, each player has a different condition in order to turn their dials.
The obvious nod to the GMT COIN series - Andean Abyss, Cuba Libre, A Distant Plain, Fire in the Lake, Liberty or Death, or Falling Sky.
Each have some similar operations and special actions, but the different ones is what gives them their unique play styles.
Rome's more info move fast across the land, they build forts in the area, and have the ability to besiege and destroy citadels before battle; the Aedui have few troops and have the ability to trade with Rome to gain them guess who board game characters during a campaign a series of event cards before a scoring cardthe Arverni have the ability to pillage the lands and devastate the regions around them; and the Belgae can recruit their Germanic Allies to help them during the campaign.
You must meet your win condition at the start of the scoring card, otherwise the person closest to the goal at the final one is the winner.
Do I enjoy COIN games?
Very much so - and one advantage is its a family of games that you learn and can quickly adapt to a new title if you enjoy them.
This is similar to Mayfair crayon rail games, 18xx series, Ticket to Ride, Great Battles of History, and so on.
Each comes with procedural AIs if you want to play solo or not control 2 factions during 2 or 3 player games, so its ideal for me.
Another game that comes to mind is Stronghold which I have yet to play but own.
One side is the besieged, and the other click here the besieger - I believe that one is fairly different in way each faction behaves.
Innovation can be won in multiple ways: -getting a certain number of achievements -meeting certain conditions on some cards -drawing an "age 11" card As do Glory to Rome and Mottainai, although there are certainly more conditional win cards in Innovation.
Discworld: Ankh-Morpork has hidden goals.
Players know all the possible goals, but they don't know which specific goal the others are going for.
Wiraqocha and Mare Nostrum: Empires both have multiple win conditions that are available to all players.
You must keep a close eye on your opponents to see who is close to what goals.
I'm sure there are many others in this category, but these two are just off the top of my head as they are a couple of my favorites.
As for Vast, I've played it twice now 3p and 2p.
These were just to learn the game.
The first one was the Knight, Dragon and Goblins.
This worked very well and was quite fun.
We all felt like we were playing completely different games, but still interacting with each other on the same field.
The second game was the Thief vs.
And the Cave really board game victory conditions to have his attention split between multiple players.
So, while it was good to see all the roles in action, there are some combos that just shouldn't be.
Vast The Crystal Board game victory conditions is a great game and I recommend it with one caveat.
Make sure you are going to be able to play this with the same group multiple times!
Everyone's abilities are so very different and everyone's goals are very different as well.
And it's not just that they are different, but there is a lot going on for each of these different roles.
And there can be a surprising amount of depth to each of these roles.
So you know how it generally takes about a full play through of a game before you really wrap your head around whats going on and implications of your choices?
Well the same thing goes for Vast, board game victory conditions because there's five different roles you realistically need to play it five different times once as each role to really understand the game.
So if you have a group and you play games multiple times this is a great option.
And while it's fun to play once or read more you won't actually get to experience the strategic side of the game until everyone actually knows what's going on.
Memoir 44 has technically the same win condition first to board game victory conditions number of medalsbut since each side gets those medals for totally different things, it feels very asymmetrical Kingdom Builder has a very diverse game design that allows for many different roads to victory each time you play!
Yeah i have Kingdom Builder but i guess im looking for a deeper game.
Also in Kingdom Builder the different win conditions are shared too, unlike CitOW where its exclusive for each player To your point with Chaos in the old world, if you get the expansion it balances out the play styles a bit.
So for example Khorne doesn't have to win by combats dial advancementbut by domination for VP instead.
Which was about close to impossible for Khorne to do before the expansion.
Vast is a very good game that's let down a lot by its' rulebook.
It desperately needs a FAQ or extensive erratas.
It's still a very good game, and I will sit down and play it whenever anyone brings it up, but the rules are vague at the best.
There are no erratas yet, and that's the problem.
For instance, nowhere on the dragon's tableau does it say which, if any, of his numerous abilities are considered 'attacks.
Currently you have to go to board game victory conditions forums for that answer to that question, along with about a dozen others I've come across in my 3 plays of the game.
It's still a very good game, so don't let me dissuade you from it.
I rate it as an 8 out of 10, but it'd easily be a 9 if it had a better rulebook.
King of Tokyo can be won by either defeating all of the other monsters, or by being the first to reach 20 victory points There's games like Scythe where everyone has the same opportunities to win mostly but you pick which ones to pursue.
One of the things that I like about Lords of Xidit is that the victory conditions change in each game.
In Lords of Xidit, after you finish a set number of rounds then you go through scoring.
You randomize scoring at the beginning of the game between three categories.
Let's say that first category is bard tokens, second is gold, and third is sorcerer towers.
In that situation, at the end of the game you count whoever scores the most points from bard tokens, and whoever has the least is eliminated.
Then, you count gold and whoever has least gold is eliminated.
Then, you count number of towers and whoever has the most wins!
So you have to balance all three strategies throughout the game.
Also, Fury of Dracula.
Illuminati: New World Order has each player operating a different Illuminati organization with unique goals.
One of the Illuminati has goals which are chosen by the player and kept secret from the other players.
The word you're looking for is Asymmetrical.
You want games with Asymmetrical Victory Conditions.
I can think of lots of games that are Asymmetrical in that different players have different powers and thus play vastly different from one another, but ones with truly different victory conditions are rare.
Trieste comes to mind, but it's 3 player only, which is very niche.
Also some 2 player games like Stronghold 2nd Edition and War of the Rings.
If you broaden your search a little more though, then you may find some gems.
Like I've heard good things about Read more Havoc, a new game that came out this year.
Every faction is kind of just after getting points board game victory conditions area control, but they play so differently from each other that they're still kind of playing different games with different goals.
In Dead of winter there is a main objective but each player has a secret, additional objective they need in order to individually win.
There is also the possibility that a player is a betrayer ie has his own objective, usually involves backstabbing then other players.
This means completing your own objective may raise suspicion that you are the betrayer.
IMO it's not implented well and requires some fan alterations to work right.
In starcraft: the boardgame and presumably forbidden stars each player faction has their own personal victory condition in addition to a couple common ones.
Fluffy backstories for objectives seem cool but it's a pity there's no mechanical differences.
It would almost be an insta buy for me if Chaos could sacrifice a planet to create a smaller Eye of Terror.
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The Mother List for a family of lists of games in which the players have different victory conditions. If you don't feel like reading nall of this, just add your game to the Mother List (this one!) and I will make sure it gets on the right Daughter List. This description is quite broad. There are.


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As a game designer, I often loathe victory conditions.
It is fun to research the battle and OB.
Set the map scale and scope to fit the battle.
Develop a system that models and explains the flow and events that took place.
Most of the time, this all comes together easily.
The trouble starts when you have to define who wins.
Kriegsspiel is like a breath of fresh air.
If there are any Victory Conditions, they are usually informal guidelines.
This is a sample from our Brandy Station Scenario: Victory Though Stuart was able to hold the field at Brandy Station, the Federals inflicted double the losses on the unprepared Confederates.
The raid was a Federal success!
On this account, Pleasonton failed but was much closer than he realized.
Consider the historical result to be a moderate Federal victory.
click the following article heavier losses on the Confederates and forcing them to withdrawal would be a Major Federal victory.
Can the Confederates keep the Federal forces contained to the eastern half of the map?
Can they preserve their force and suffer fewer casualties?
These achievements should earn a Confederate victory.
What about a 2nd day?
It may be tempting to see how this plays out but this is highly unlikely.
Neither side was looking for a big battle.
To me, this makes much more sense.
Who won in a real battle?
Do I just want to be lazy as a designer?
If we made Victory Conditions like this for all of our games, my life would certainly be much easier.
Would wargamers accept Victory Conditions like this?
What about no Victory Conditions at all?
Just play and then discuss it afterwards.
Imagine playing Germany in the last 6 months of WWII.
You lasted 1 month longer than Hitler did.
Does that mean you won?
You got conquered board game victory conditions months early.
Does that mean you lost?
Comparing your self to the historical benchmark is a guide but what does it really mean?
I notice that in most of our non Kriegsspiel games we often debate and discuss who won at the end, regardless of what the official Victory Conditions are in the rules.
Then we stop, discuss and move on to board game victory conditions next game.
Many times we find ourselves at odds with the rules.
Analyzing, discussing and debating victory after the game is one of the most enjoyable parts of wargaming to me.
A question this leads to is: Why do you play wargames?
Do you play to learn about history?
To learn about a specific battle or campaign?
To learn the tactics and strategies of the times?
To have fun spending time with a friend?
To role play and imagine yourself commanding a force in those times?
To compare more info test your self against the historical leaders we read about?
To compete in a challenging game and beat someone?
To prove your superior knowledge and skill in the arts of war?
I guess I play for all these reasons board game victory conditions varying degrees.
Some gaming circles maybe more competitive than others.
Some more interested in the role playing aspects.
Some players find the idea of playing a game with no Victory Conditions absurd.
What is the point of playing?
Why even have a game then?
Good Victory Conditions do serve an important function.
Why do anything in a game?
Why attack that stronghold?
You are going to take massive casualties.
That is the objective.
Good Victory Conditions give the player motivation.
What are you trying to do?
What are you trying to avoid?
Why should you do it?
Ideally, these should be in line with history.
If written correctly, victory conditions should encourage a player think and behave like their historical counterparts.
It is extremely difficult to pull off.
I find Victory Conditions in almost all games to can, snakes and ladders how to play board game words this mark.
They often seem empty, hollow and meaningless.
How do you feel about Victory Conditions?
Are they relevant and helpful?
What are bad conditions?
What are examples of games with really good Victory Conditions?
Would you play a game with no Victory Conditions at all?
What about Victory Guidelines like the ones above on Brandy Station?
Is this approach better than the traditional approach to wargaming?
Comment below: Winning is always a matter of perspective.
Tactical victories could be operational or strategic defeats.
The beauty of Kreigspeil was in its use board game victory conditions orders provided to the commander by the umpire.
No commander fights without an objective in mind, either ordered board game victory conditions developed by their staff.
Victory guidelines as you put it are by far desirable for Kreigspeil and pub battles.
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Tom Vasel takes a look at his Top 10 Victory Conditions Check out the friendliest conventions on Earth! Dice Tower Con! - www.dicetowercon.com (July 3-7, 2019) Dice Tower West! - www.dicetowerwest.


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I have played Chaos in the Old World and enjoyed it a lot, i have thought of what made me enjoy it a lot and i think for me it comes down to players having different winning conditions so they end up playing the game pretty differently.
For CitOW, this is not exactly the case since 3 of the 4 players have very similar dial advancement conditions but still i like how everyone is worried about different things.
I only know of one more game like this, which is Vast The Crystal Caverns.
I havent played it but i am looking forward to buying it when i get the chance.
Those of you who have played it, what did you guys think?
If you have played CitOW too, how do you think it compares.
What other games have different win conditions?
Do you enjoy them?
EDIT: i thought i should clarify; i am looking for gams that have different win conditions for different players.
Not different win conditions in general.
Like how in Chaos, each player has a different condition in order to turn their dials.
The obvious nod to the GMT COIN series - Andean Abyss, Cuba Libre, A Distant Plain, Fire in the Lake, Liberty or Death, or Falling Sky.
Each have some similar operations and special actions, but the different ones is what gives them their unique play styles.
Rome's legions move fast across the land, they build forts in the area, and have the ability to besiege and destroy citadels before battle; the Aedui have few troops and have the ability to trade with Rome to gain them resources during a campaign a series of event cards before a scoring cardgame discount code board Arverni have the ability to pillage the lands and devastate the regions around them; and the Belgae can read article their Germanic Allies to help them during the campaign.
You must meet your win condition at the start of the scoring card, otherwise the person closest to the goal at the final one is the winner.
Do I enjoy COIN games?
Very much so - and one advantage is its a family of games that you learn and can quickly adapt to a new title if you enjoy them.
This is similar to Mayfair crayon rail games, 18xx series, Ticket to Ride, Great Battles of History, and so on.
Each comes with procedural AIs if you want to play solo or not control 2 factions during 2 or 3 player games, so its ideal for me.
Another game that comes to mind is Stronghold which I have yet to play but own.
One side is the besieged, and the other is the besieger - I believe that one is fairly different in way each faction behaves.
Innovation can be won in multiple ways: -getting a certain number of achievements -meeting certain conditions on some cards -drawing an "age 11" card As do Glory to Rome and Mottainai, although there are certainly more conditional board game victory conditions cards in Innovation.
Discworld: Ankh-Morpork has hidden goals.
Players know all the possible goals, but they don't know which specific goal the others are going for.
Wiraqocha and Mare Nostrum: Empires both have multiple win conditions that are available to all players.
You must keep a close eye on your opponents to see who is close to what goals.
I'm sure there are many others in this category, but these two are just off the top of my head as they are a couple of my favorites.
As for Vast, I've played it twice now 3p and 2p.
These were just to learn the game.
The first one was the Knight, Dragon and Goblins.
This worked very well and was quite fun.
We all felt like we were playing completely different games, but still interacting with each other on the same field.
The second game was the Thief vs.
And the Cave really needs to have his attention split between multiple players.
So, while it was good to see all the roles in action, there are some combos that just shouldn't be.
Vast The Crystal Caverns is a great game and I recommend it with one caveat.
Make sure you are going to be able to play this with the same group multiple times!
Everyone's abilities are so very different and everyone's goals are very different as well.
And it's not just that they are different, but there is a lot going on for each of these different roles.
And there can be a surprising amount of depth to each of these roles.
So you know how it generally takes about a full play through of a game before you really wrap your head around whats going on and implications of more info choices?
Well the same thing goes for Vast, but because there's five different roles you realistically need to play it five different times once as each role to really understand the game.
So if you have a group and you play games multiple times this is a great option.
And while it's fun to play once or twice you won't actually get to experience the strategic side of the game until everyone actually knows what's going on.
Memoir 44 has technically the same win condition first to x number of medalsbut since each side gets those medals for totally different things, it feels very asymmetrical Kingdom Builder has a very diverse game design that allows for many different roads to victory each time you play!
Yeah i have Kingdom Builder but i guess im looking for a deeper game.
Also in Kingdom Builder the different win conditions are shared too, unlike CitOW where its exclusive for each player To your point with Chaos in the old world, if you get the expansion it balances out the play styles a bit.
board games vegas nv for example Khorne doesn't have to win by combats dial advancementbut by domination for VP instead.
Which was about close to impossible for Khorne to do before the expansion.
Vast is a very good game that's let down a lot by its' rulebook.
It desperately needs a FAQ or extensive erratas.
It's still a very good game, and I will sit down and play it whenever anyone brings it up, but the rules are vague at the best.
There are no erratas yet, and that's the problem.
For instance, nowhere on the dragon's tableau does it say which, if any, of his numerous abilities are considered 'attacks.
Currently you have to go to the forums for that answer to that question, along with about a dozen others I've come across in my 3 plays of the game.
It's still a very good game, so don't let me dissuade you from it.
I rate it as an 8 out of 10, but it'd easily be a 9 if it had a better rulebook.
King board game victory conditions Tokyo can be won by either defeating all of the other monsters, or by being the first to reach 20 victory points There's click to see more like Scythe where everyone has the same opportunities to win mostly but you pick which ones to pursue.
One of the things that I like about Lords of Xidit is that the board game victory conditions conditions change in each game.
In Lords of Xidit, after you finish a set number of rounds then you go through scoring.
You randomize scoring at the beginning of the game between three categories.
Let's say that first category is bard tokens, second is gold, and third is sorcerer towers.
In that situation, at the end of the game you more info whoever scores the most points from bard tokens, and whoever has the least is eliminated.
Then, you count gold https://gsdonline.ru/board-game/board-games-for-learning.html whoever has least gold is eliminated.
Then, you count number of towers and whoever has board game victory conditions most wins!
So you have to balance all three strategies throughout the game.
Also, Fury of Dracula.
Illuminati: New World Order has each player operating a different Illuminati organization with unique goals.
One of the Illuminati has goals which are chosen by the player and kept secret from the other players.
The word you're looking for is Asymmetrical.
You want games with Asymmetrical Victory Conditions.
I can think of lots of games that are Asymmetrical in that different players have different powers and thus play vastly different from one another, but ones with truly different victory conditions are rare.
Trieste comes to mind, but it's 3 player only, which is very niche.
Also some 2 player games like Stronghold 2nd Edition and War of the Rings.
If you broaden your search a little more though, then you may find some gems.
Like I've heard good things about Cry Havoc, a new game that came out this year.
Every faction is kind of just after getting points through area control, but they play so differently from each other that they're still kind of playing different games with different goals.
In Dead of winter there is a main objective but each player has a secret, additional objective they need in order to individually win.
There is also the possibility that a player is a betrayer ie has his own objective, usually involves backstabbing then other players.
This means completing your own objective may raise suspicion that you are the betrayer.
https://gsdonline.ru/board-game/paydirt-pro-football-board-game.html it's not implented well and requires some fan alterations to work right.
In starcraft: the boardgame and presumably forbidden stars each player faction has their own personal victory condition in addition to a couple common ones.
Fluffy backstories for objectives seem cool but it's a pity there's no mechanical differences.
It would almost be an insta buy for me if Chaos could sacrifice a planet to create a smaller Eye of Terror.
The 1 reddit source for news, information, and discussion about modern board games and board game culture.
Come discuss games like Board game victory conditions, Eldritch Horror, Terra Mystica, and your favorite games!
Please see the for a full explanation of the rules.
We're all friends here.
Stand-alone threads may be removed if they don't follow.
This is a community, not an audience.
See the for more details on this.
Comments or posts made elsewhere will be removed.
Play the game a few times and write a review instead.
Component reviews are allowed.
We absolutely encourage feedback.
No one cares how bad you can burn someone.
While these are all applicable elements of our community guidelines, our actual rules with correct numbering are listed above.
At present new reddit doesn't give us the option to remove this section from the page, but we're working on a solution to bring the entries into alignment and reduce confusion.
For questions or feedback, please visit ourthanks!

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The word you're looking for is Asymmetrical. You want games with Asymmetrical Victory Conditions. I can think of lots of games that are Asymmetrical in that different players have different powers and thus play vastly different from one another, but ones with truly different victory conditions are rare.


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Top 10 Victory Conditions - with Tom Vasel | The Dice Tower
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Victory Conditions. The three ways to end the game: 1. Get your void to a specific point on the opposite side of the board. 2. Eliminate all the other player’s pieces.


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Most board games are orthogames – they are games with an objective, clearly-defined outcome. Orthogames have winners and losers. Westerfeld rails against victory conditions towards the end of his talk, talking about the absurdity of the concept of victory. β€œThere are no victories in life,” he says. That’s absolutely correct!


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Last Chance for Victory is Series designer Dean Essig's addition to the Gettysburg collection of simulations. This release also introduces the version 2.0 LOB rules. The package is impressive. The game comes with six maps, four of them when placed together represent the entire area around Gettysburg.


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The benefit of victory conditions is that it really helps immerse players in the theme. Victory points, for me, are an inescapable distracting abstraction, usually, literally, hovering around the game. And VPs can make games feel a bit like a race. For some games that may be useful, for others, it may be enough to make the theme feel pasted on.


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