The End of Time >> Different End Game Conditions
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There were a couple of posts recently that got me thinking about the end of the game. Many games end when someone achieves the victory conditions, but not all of them do. The way a game ends can have a strong effect on strategy, play time, and variance in play time between different groups or sessions of the same group. I've listed a few different endings I'm familiar with, but I'm sure there are many more out there (my game collection and experience are tiny compared to some of yours).
As you add items, please talk about how the end game affects strategy and play time and how it relates to the victory conditions.

PS: Not only did I use the Ynnen trademark >> but I stole the entire title from him when I asked him if he'd done a list like this (he hadn't).
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1. Board Game: Kung Fu Fighting [Average Rating:6.15 Overall Rank:3124]
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End Condition: Player Elimination
This one is most commonly found in card games I think. The object of the game is to eliminate all other players and the game ends when someone wins. This tends to have a big impact on strategy as ruthless or aggressive players will quickly gang up on a wounded player to force him out of the game. The playing time impact can be extreme, particularly if kind-hearted players choose not to eliminate opponents or are able to aid the wounded player to help them avoid elimination in some way.
 
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2. Board Game: Risk 2210 A.D. [Average Rating:6.70 Overall Rank:963]
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End Condition: Finite Number of Turns
The original Risk fell into player elimination but Risk 2210 uses a limit on the number of turns. The game end is not specifically tied to the victory conditions. This helps with the timing because the goal is clear - be winning on turn 5 when the game ends. It also makes timing more consistent within a group since their AP factors are probably consistent (by that I mean that if an experienced group plays this in 3 hours, it will probably take about 3 hours next time). More open-ended games may have longer play times.
 
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End Condition: Individual Resources
Many games end when a player exhausts his supply of resources or shortly thereafter. In Ticket to Ride there's one more turn for each player after any player has fewer than 3 trains left. In this case, the ending condition doesn't determine who will win. This tends to make games more consistent in length than a more wide-open ending condition.
In other games, running out of pieces may end the game and make you the loser (the first player who can't play a piece loses in Batik)
 
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End Condition: Group Resources
Santiago (and many other games) end when some group resource is depleted. Usually these are cards or tiles of some sort. The end of the game does not identify the winner and the play time tends to be consistent since the tiles are used up each turn.
 
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End Condition: Stalemate
Not sure if stalemate is the right term for this, but Blokus ends when all players agree they have no further moves to make. This can happen because one or more of them are out of pieces, but (at least when I play) usually happens when there are no open spaces where the pieces left to the player will fit. Again, the ending condition (last player passing) doesn't always identify the winner. Because the pieces are identical and finite, the game usually plays in a fairly consistent time.
 
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End Condition: Victory Points
Many games end when one player achieves a particular number of victory points. It seeem like these games should be fairly consistent in play time, but that's not always the case. The more ways there are to achieve victory the harder it can be to gauge the amount of time the game will take.
 
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End Condition: Territorial Objective
One could argue that Diplomacy is similar to a victory point game since you need 18 resource centers to win but the mechanics of it feel very different. In Territorial Objective games you either have to control a certain number of territories or a specific combination of territories to win and trigger the end game.

(edited based on Richard Irvings excellent suggestion)
 
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End Condition: Player Choice
Brawl has kind of a strange condition in that the game ends when all the stacks are "frozen". Since the "Freeze" cards are on the bottom of each players deck and play is as fast as you'd like, it becomes a strategy to try to run through your deck quickly if you think you're winning. Brawl is a very fast game, so it's hard to say what impact this has on timing - perhaps there's a better example.
 
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End Condition: Player Choice (semi-random)
Grave Robbers ends when someone plays the "Roll Credits" card. There are several in the deck and playing one isn't mandatory, so players hold them until they think they're winning. From a timing standpoint, this can either shorten or prolong the game depending on the position of the person who draws the card. It also makes kingmaking pretty easy.
 
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End Condition: The Finish Line

While reaching a certain VP threshold (as outlined above) is certainly a type of race condition (be the first to reach XX), racing games have a very literal take on this... Be the first to cross the finish line. How many turns/resources/rolls it takes is irrelevant, so long as you're the first one across that line.
 
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End Condition: Minimum Threshold

In some games with depleting resources (in this case, your characters), the end may be triggered once a minimum sustainable threshold has been reached. In Mall of Horror, the game ends if there are ever 4 or fewer survivors left alive at the end of the round. So it could end with a wide range of results within this trigger -- 4, 3, 2 or possibly even zero survivors remaining after a round.

After which, scores are tabulated and the winner is villified for his treachery.
 
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Completion of a specifed winning position.

Also found in games like Connect 4, Pente (though you can also win by capture), almost any connection game, Chess, etc.
 
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End Condition: Increasing Odds/Inevitability

I like games that tempt players with a chance that the game {i]might[/i] end before it actually does end. With Evo, after a certain number of turns have passed, you reach a stage in the game where there is an "X in 6" chance of the game ending -- the longer into the game you go, the greater the likelihood that the game will end, creating some interesting, tense late-game choices.
 
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End Condition: Maximum Threshold

Here, the game ends as soon as one game condition maxes out. There's some information available to try and guesstimate when this may occur, but once a certain maximum level is crossed, the game ends. A subtle, but distinct difference between Minimum Threshold or Inevitability... For example, in High Society, the game ends once the last Red Card has been flipped -- the game environment can only support 4 of them. So it could happen very, very early on in the game, or end up lasting until the very last round.
 
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Multiple Victory conditions:
- Sudden Death victory by leading by more than 20 points.
- Play the Wargames event.
- Opponent's triggering of Nuclear War. Whooops! (One of the worst TV series ever--featuring the lighter side of nuclear war.)
- "Controlling" Europe when a scoring card is played.
- If the game lasts a full 10 turns, then each region is scored one last time to determine the winner.

Wargames might often have this type of Victory condion, you win if you complete certain victory conditions, but automatically lose if you take too many losses.
 
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Game End
The game ends when either of these conditions occurs:
1. There are only 1 or 2 treasures left on the board.
2. A player is unable to refresh his tiles from the bag (not necessarily when the bag is empty).

 
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17. Board Game: Barbarian, Kingdom & Empire [Average Rating:6.96 Overall Rank:4893]
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End Condition: Player agreement

The Open scenario in Barbarian, Kingdom and Empire has no set ending condition, theoretically the game could continue forever. In practice players will usually agree to play for a set amount of time, or until player X ends their next cycle, or until everyone wants to go home, etc. Victory points are accumulated each turn, and the rate at which VPs were accumulated (i.e., total VPs/ # turns played) determines the victor. And since the game allows players to join or leave at any time, often victory goes to a player who didn't play the entire time.
 
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18. Board Game: The Ungame [Average Rating:2.81 Overall Rank:14078]
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Endgame Mechanic: Boredom

Everyone quits when they realize that this is not a game and there is no reason to play it.
 
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19. Board Game: Atmosfear: The DVD Board Game [Average Rating:5.52 Overall Rank:12924]
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End Game Condition" Pre-Set Time Limit.
Straight-up "timer". This is a somewhat rare end-of-game mechanic for the type of games that are usually on the Geek, but it can work very well.
 
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20. Board Game: Ice Pirates of Harbour Grace [Average Rating:5.88 Unranked]
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End Condition: Escape with the treasure

One of our first four games--released in 2005

Players search through the icebergs of Conception Bay to find three parts of a treasure map in order to dig up the legendary Pirate Admiral's treasure.

To win, a player must not only find the treasure, but also carry it to safety--either Harbour Grace or out into the Atlantic, meanwhile every other player is trying to stop them. This makes for epic, multi-player battles and a very 'romancing the stone' feel to the end game as players collaborate to try and stop the current holder of the treasure getting away.

 
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