ABSTRACT

Goals and end-game points are frequently intertwined in games. Many games allow players to collect points from several different activities. An event causes the Game State to be evaluated relative to some scoring condition. Player Action triggers can be highly strategic or quite tactical, depending on implementation. The decision of whether to have the number of Victory Points each player has as public or private information can have a big impact on the play experience. It is particularly dependent on the method for ending the game and the overall amount of hidden and public information. Player Elimination can be effective if it fits into the narrative and theme of the game. The Exhausting Resources mechanism is a nice balance between driving the game toward a conclusion and giving the players some control over the pacing. Games with the Elapsed Real-Time mechanism have an overall timer that is independent of the actions the players are taking.