Hey, everyone. I'm having trouble thinking of different ways to end a game based on battlefield combat. For the sake of simplicity, assume the game is a traditional war in a medival setting, complete with knights, calvary, catapults, and of course the occasional dragon.This would be a multiplayer game where each player is a general, commanding their forces like any good general would do.
The game is based around building your army and engaging in combat many times over the course of the game. I dislike the idea of having "life" like in traditional trading card game conflict.
Knowing life isn't used (the reduction of an opponent's score to zero), what additional victory conditions would be appropriate for a war setting?
A friend had the idea of warring over territory and whoever controls the most territory at the end of the game wins. But if a reduction of a score to zero isn't used as the battle win condition, what else could be?
Thanks for all of the replies! Really appreciate the feedback.
Having spent a lot of time playing deck building games and drafting trading card games, I've really developed a love for the non-traditional approaches (not simply drawing cards) of acquiring cards. I'd very much like to build a non-traditional approach like one of the previously mentioned methods into this game. The problem I see is that 1) There are already one hundred deck builders out there and 2) Using the units/allies/troops to generate income and/or generate battlefield presence could be quite clunky. Hmm...
Any experience with something like this?