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Endgame and victory conditions for a wargame

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simons
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Joined: 12/28/2008

Hey everyone,

I have been working on this wargame on and off for forever called "Escape From Illeria." Basically, it is a skirmish-sized wargame (like Necromunda, HeroScape, or I think Chainmail), where your party of <10 characters fights another party of <10 characters. It is dark fantasy, and the theme is fighting for survival on an island with limited resources.

My problem is that I don't have a good end condition or victory condition for the game. So far it has mostly been that the the game ends when one party has been wiped out. This tends to make the endgame drag a bit, and isn't very elegant. I have tried a few other ideas (which I could post if you'd like), but nothing has worked yet.

What else could I do? What other ideas are out there? I am looking for something that adds to the strategy of the game, and stops it from dragging, but doesn't feel arbitrary. If anyone can help me brainstorm, it would be much appreciated.

If it helps, here are a few details to put things into context:
-Parties contain one leader, a small number of heros, and several soldiers.
-Each player will have the same number of strong and weak characters (though, one party could be strong and weak wizards and another strong and weak archers or warriors).
-Controlling certain zones makes your party stronger by giving you energy points that you can spend on things.
-Each character is represented by a corporeal character and a spiritual character. They share powers, and hurting one can affect the other.
-If your spirit character dies, it can come back, but if your corporeal character dies, it and its spirit are gone.

Thanks in advance!

Simon

CrazyAlbin
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Joined: 12/15/2013
Hi Hmm. Not sure about what

Hi

Hmm. Not sure about what you tried, would be great if you post it.

In warmachine (never played it) I think if the leader dies you lose the game, might be an option? The other in the party scatter and flee.

Other ideas could be have a more scenario based system with victory points, kind of like warhammer/40k. Grab the artefact, take a position etc. Escape from Illeria sounds like they want to escape. How? What then, when they killed the other team? what happens? Will a helicopter pick them up? Can you escape by taking the last boat? gathering enough resources to build components to the thing that will make them escape.

I dunno, but this is my fast ideas I got when I read your text. he game would probably benefit from a more advance victory system.

best regards.

//Albin

pelle
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Joined: 08/11/2008
kill x units. exit map

kill x units.
exit map somewhere with x units.
control some area.
drive all enemy units beyond some line.
survive for x turns.
kill specific unit.
secure path across map.
bring something somewhere.
destroy something.

Or use VP to allow mixes of goals. Possibly combine with sudden-death rule. Time-limits can speed things up.

simons
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Joined: 12/28/2008
Albin- I skipped this

Albin- I skipped this earlier, because I was worried about length. Basically my attempts so far have been:
1) Play until everyone dies, but make killing the leader a big deal. (however, the way I made the leader important was needlessly complicated)
2) Play until everyone dies. (see problems above)
3) Every turn, add up your morale points. If you are loosing, roll 2d4, and if this is less than the difference between you and your opponent, you lose (again, this had the problem of being needlessly complicated, or else I would have a system that didn't really capture what it meant to be winning).
4) (one I am just starting) Each turn, whomever controls the most zones gains 1 VP, and whomever reaches 5 first wins (also, use the leader's health as a tie-breaker).

My original goal for this game was for it to be possible to run multi-game campaigns, and escaping would be based on either surviving a really long time, or gathering enough resources. Good suggestion though, I'll need to think about ways to draw that theme in more...

Pelle- I like your list. I guess I have never been a big fan of time limits, since they seem a little arbitrary. Although, maybe making a sudden death rule with enough victory points might work.

CrazyAlbin
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Joined: 12/15/2013
Hi I think you really should

Hi

I think you really should enhance the importance of the leader more. A leader is a big deal and should make a huge difference winning or not (but not all the difference). It's not a real leader if he's just a regular soldier with a golden medal attached on his chest. Losing your leader should give you a big negative boost.

Try to incorporate the theme and the units you have more. Then I think alternate victory options/ victory points will come to you not feeling just pasted on.

No 4 is quite a usual concept and might work I think

good luck!

//Albin

Corsaire
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Joined: 06/27/2013
I agree that theme seems to

I agree that theme seems to be the place to derive your victory conditions. Water and food seem to be the focus in most types of survival, and holding those resources exclusively should decimate the other team.

simons
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Joined: 12/28/2008
I think that I agree that I

I think that I agree that I would like the death of a leader to play a big role, I guess I have had trouble coming up with what to do. Originally, my game allowed each player to take only a limited number of actions each turn (i.e. only move 4/7 of your soldiers), and losing your leader reduced those actions. However, I eventually decided to let everyone act each turn, and so couldn't continue that. Under the most recent system, I'm making it the tie-breaker for area control (i.e. if we control the same number of zones, but my leader is dead, you get it). I'm not sure what more I can do, given that I don't have some kind of panic system built into my game (like they do in Games Workshop games), and I don't want it to be that the game ends of most of the troops die (like in Warmachine).

What else is out there?

And my idea for area control: In the game, there are certain places that are basically magic hotspots, and the battles will be about controlling those areas. Each time you have more of them at the start of the turn, you get a VP, and the first person to 5 wins. I'm not sure if that is thematic enough, and maybe stealing food/resources would be better (although, if you think of magic as a resource, maybe it makes more sense). What do you think?

Thank you all so much again,

Simon

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