Non-coop games where everyone can lose
Robert Seater
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Ashland
Massachusetts
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These are games where it is possible for everybody to lose, even though the game is not cooperative. This create an interesting tension, where there are really 3 tiers of success:
- survive and win
- survive but don't win
- lose

It is often hard to convince players that 'lose' is not the same as 'draw'. And thus it is hard to convince players not to throw the game (force a loss for everyone) if they fall behind. How much should a player value guaranteed survival versus a chance to win big? However, when it works, there ends up being a lot of really interesting politics and game theory.

edit: some rough statistics are given in the comments section
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1. Board Game: Tomorrow [Average Rating:6.39 Overall Rank:3945]
Robert Seater
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The theme encourages players to not let all of humanity get wiped out, just because you aren't the most influential nation. The rulebook also emphasizes that 'survive' is really a win and 'win' is just winning by more. This works for some people, but not for others.

The right theme, by itself, can help a lot of players follow the spirit 'survival is your first priority' even when the rules don't explicitly enforce it.

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2. Board Game: Zombie in my Pocket [Average Rating:5.86 Overall Rank:5595]
Robert Seater
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Players receive 'game points', collected over a series of games.

If the team wins, then all survivors get either 3 or 4 game points. If you lose, then everybody gets either 0 or 1. So, there is pressure to try to survive as part of a team win over be the best loser amongst a team defeat. However, if you only play one game, this approach breaks down.
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3. Board Game: Hero Must Die! [Average Rating:7.30 Unranked]
 
Robert Seater
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The theme encourages players (representing monster lords) to not let the heroes conquer the dungeon. Only the person currently at the top of the dungeon has an incentive to protect the dungeon, but if he/she does a bad job (and nobody else did anything), then the entire dungeon can fall in one turn.
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4. Board Game: Ecolandia [Average Rating:0.00 Unranked]
Andrea Angiolino
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1989. The first game where I saw this principle applied (while I was contributing to the design, by the way). Players gain green point for solving ecological problems and the winner will be the one with nore points at the end, but if they do not cohoperate (trading resources for points) Italy will be totally covered by problems and they will all loose.
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5. Board Game: Fair Play [Average Rating:6.93 Unranked]
Andrea Angiolino
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Every player produces cotton goods. At the start each one will do that in a non-ecological way, so black points will be produced. Your process can get better, making green points instead that will let you win (or be traded with previous black points). Trading resources can help in the process. If too many black points are produced, everybody loses - so totally selfish play can bring to disaster and some cohoperation to help others to get their production better is adviceable.
 
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6. Board Game: Cutthroat Caverns [Average Rating:6.58 Overall Rank:1145]
Dave
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Summerville
South Carolina
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What daring! What outrageousness! What insolence! What arrogance!... I salute you.
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Conan! What is best in life? Crush your enemies. See them driven before you. Hear the lamentations of their women.
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Every player is working together to take down monsters, but only the killing blow scores VPs. Victory goes to the hero who "Lived" and has the most points.
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7. Board Game: Archipelago [Average Rating:7.40 Overall Rank:284]
Dave
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Summerville
South Carolina
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What daring! What outrageousness! What insolence! What arrogance!... I salute you.
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Players discover the Archipelago and must work together to ensure the natives do not get restless from lack of goods or unemployment (unless that is your secret end game condition) devil
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8. Board Game: Mansions of Madness [Average Rating:7.36 Overall Rank:258] [Average Rating:7.36 Unranked]
Darth James
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We just played this over the weekend and this very nearly occurred. In some scenarios, if certain events occur all players (the keeper and the investigators) lose the game. The "everyone loses" condition varies from scenario to scenario, though.

In fact, the rulebook makes a point of ensuring players are aware of this fact. It even goes so far as to advise players who find it impossible to win to aim for an "everybody loses" outcome.
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9. Board Game: CO₂ [Average Rating:7.25 Overall Rank:536]
Curt Collins
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Pretty sure this is a good example.
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10. Board Game: The Republic of Rome [Average Rating:7.54 Overall Rank:338]
Andy Foulke
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Bethel Park
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Perhaps one of the first
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11. Board Game: Chrononauts [Average Rating:6.22 Overall Rank:1946] [Average Rating:6.22 Unranked]
Chris Miller
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Louisville
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If there are ever 13 un-patched paradoxes on the board at the same time, the fabric of the space-time continuum unravels and everyone loses.
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12. Board Game: Monopoly [Average Rating:4.39 Overall Rank:15339]
Al Washburn
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Greenfield
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Just playing this game is an automatic loss. devil
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13. Board Game: Chaos in the Old World [Average Rating:7.68 Overall Rank:95]
Alan Gaskell
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Lancashire
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If you do not corrupt the land thoroughly enough by the time the Old World deck depletes, the forces of goodness rise up and defeat you all as you're obviously rubbish Chaos Gods and need some practice at being evil.
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14. Board Game: Nuclear War [Average Rating:6.21 Overall Rank:2303] [Average Rating:6.21 Unranked]
Bill Gallagher
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Torrance
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Thanks to (perhaps) multiple retaliatory strikes, it's possible that everyone will be wiped out.
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15. Board Game: Kremlin [Average Rating:6.98 Overall Rank:853]
Doug pseudonym
United States
Bristow
Virginia
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Only one can get the three waves to win, but all can lose.
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16. Board Game: DungeonQuest [Average Rating:6.70 Overall Rank:1281]
the manatee
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Thread over. What do I win?
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17. Board Game: Antiquity [Average Rating:7.89 Overall Rank:216]
Rob Steward
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Meridian
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Any game where it's possible for a player to be eliminated but the game's object is not to be "last man standing" would seem to qualify.

In Antiquity, you can be overrun with pollution and graves and be eliminated from the game. (This is guaranteed to happen if you leave yourself with no way to produce or gain wood.) But eliminating all other players is not a win condition. All players could theoretically eliminate themselves.

Another example, if I'm recalling correctly, is Alba Longa.

(I don't believe it's at all common for there to be any players eliminated in these sorts of games, much less all players, but it's possible.)

Edit: I found this, too... looks pertinent:

Competitive Games Where Everyone Can Lose
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18. Board Game: Supremacy [Average Rating:5.59 Overall Rank:13131]
Albert Baker
United States
Sunnyvale
California
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Too many nuclear bombs going off will end this risk-like in nuclear winter!
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19. Board Game: Divided Republic [Average Rating:6.72 Overall Rank:4115]
eric hogan
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Salem
Oregon
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If the south secedes, everyone loses. This can happen a few different ways.
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20. Board Game: Union Pacific [Average Rating:7.24 Overall Rank:468]
いい竹やぶだ!

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Ohio
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Under the two-player rules, at the end of the game, the unused shares become the holdings of an imaginary third player. It is possible for the imaginary player to win.
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21. Board Game: Martian Fluxx [Average Rating:6.18 Overall Rank:3292]
Bob Bob742
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There is an Ungoal that can be played and if the requirements are met, no one wins.


I'm pretty sure there is a similar Ungoal in Cthulhu Fluxx too, but I don't remember so I won't post it as an item because of this.
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22. Board Game: Nuclear War [Average Rating:6.21 Overall Rank:2303] [Average Rating:6.21 Unranked]
Scott Smith
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Duncan
South Carolina
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Everyone can be atomized in the infamous Solar System Explosion; wiped out by Super Virus; or more likely nuked to oblivion in the classic Rolling Chain Reaction of Final Retaliation...zombie

Edit: Darn it. Didn't see #14, above...blush
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23. Board Game: The Witches: A Discworld Game [Average Rating:6.13 Overall Rank:3037]
Lutz Pietschker
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Berlin
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All players lose when all crisis markers are in use. In co-op or solitaire mode there are additional possibilities to fail.
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24. Board Game: The Hobbit [Average Rating:6.04 Overall Rank:3289]
Just Lucky
United Kingdom
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In some variants if the dragon thingy gets to whatsitsname town then everyone losses.

I am sure that lord-of-the-finger-jewelery fans will be able to fill in names in the above
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25. Board Game: Chaosmos [Average Rating:7.01 Overall Rank:2000]
TJ
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Burbank
California
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New game currently on Kickstarter.

Player holding The Ovoid card when the game ends is the winner of the game. If nobody is holding it, everybody loses (there is a stretch goal faction that would win in this scenario).
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