Different Victory Conditions: Mother List
David J
United States
Waterville
Maine
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The Mother List for a family of lists of games in which the players have different victory conditions.

If you don't feel like reading nall of this, just add your game to the Mother List (this one!) and I will make sure it gets on the right Daughter List.

This description is quite broad. There are two-player games, like Hnefa-Tafl, where forces of different sizes and abilities are arrayed against each other. Some of the games with two unequal sides have a "Mr. X" quality in which one player is arrayed against all the others, like Scotland Yard and Betrayal at House on the Hill. (Hex-and-Counter Wargames also feature two unequal forces, although these games are a genre all to themselves.) There are games in which the players choose their VC's at the beginning of the game and keep them secret from the players, but other than this, the players are identical: Careers is (or was) a popular family game of this archetype. Then there are games in which the VC's are mutually exclusive, and again secret - typically they are assigned at random from a deck of "VC" cards, and they are mutually exclusive due to the fact that each VC card is unique and we cannot, naturally, be dealt the same card. Mission Risk is a well-known example of this archetype. All of these archetypes have their own daughter list. If a game you would like to add fits any of these categories, please add it to the appropriate daughter list.

This Mother List is for all of the games that do not fall into one of the above categories.

Specifically, it includes games like Illuminati and Dune, in which each player plays a different role, and that role determines not only their unique victory condition, but also some special powers, or ways in which they may break the rules everyone else must observe. It is these types of games that I am primarily interested in, but it is hard to define the boundaries of this type of game; hence, this family of lists.

All submissions that fit the basic criteria (different victory conditions) will be retained, although they may be moved to a different list. If you have added a game that has been deleted, I may have added it to one of the daughter lists. The Mother List also contains games that may go on a yet-to-be-distinguished daughter list. You are welcome (encouraged!) to add suggestions for daughter lists in the Comments section. Finally, the Mother List may contain games that belong on one of the daughter lists, but I haven't noticed this yet. If you do, please add a comment under that game.

Thanks to all who help participate in this project!

Daughter Lists:
Games In Which Players Have Different Victory Conditions

A. Two-Player Games

- - 1. Players have different resources/rules (Hnefa-Tafl Archetype):
- - - http://boardgamegeek.com/geeklist/5923/different-victory-con...

- - 2. Players have same resources/rules: (no geeklist yet)

B. Games for Two or More Players

- - 1. One player is unique (Mr. X Archetype):
- - - http://boardgamegeek.com/geeklist/5944/different-victory-con...

- - 2. All players are equally unique

- - - i. Victory Conditions are Secret

- - - - (1). Nonmutually Exclusive, Secret VC's:
- - - - - - http://boardgamegeek.com/geeklist/5928/different-victory-con...

- - - - (2). Mutually Exclusive, Secret VC's:
- - - - - - http://boardgamegeek.com/geeklist/5941/different-victory-con...

- - - ii. Victory Conditions are Not Secret

- - - - (1). Players have same resources/rules: (no geeklist yet)
- - - - (2). Players have different resources/rules: (games appear on this Mother List)

C. Hex-and-Counter Wargames (that I don't really want to keep track of in this collection):
- - http://boardgamegeek.com/geeklist/5926/different-victory-con...


Finally, here are two examples of games that do not belong anywhere in this list family.

1. Magic: The Gathering. This game has MULTIPLE BUT NONEXCLUSIVE VICTORY CONDITIONS: reduce your opponent to 0 life, or force them to attempt to draw from an empty library; additional victory conditions are printed on some cards. However, all of these victory conditions are available to all players, so this doesn't count. I'm looking for games in which each player has a DIFFERENT, UNIQUE victory condition that the other players DON'T have.

2. Cosmic Encounter. Each player has different special abilities (like Illuminati). But, unlike Illuminati, all players SHARE THE SAME VICTORY CONDITION. ("Asymmetrical Games" is the ordering principle for a different list not maintained by me; see below.)

------Reference: similar lists-------------
Note: all these links got broke over the years as BGG changed things. They are not yet all fixed.

Modern Asymmetrical Strategy Games: http://www.boardgamegeek.com/geeklist.php3?action=view&listi...

Alternate Victory Conditions:
http://www.boardgamegeek.com/geeklist.php3?action=view&listi...

Means to an End >> Games With Multiple Victory Conditions:
http://www.boardgamegeek.com/geeklist.php3?action=view&listi...
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1. Board Game: Illuminati [Average Rating:6.17 Overall Rank:2452]
David J
United States
Waterville
Maine
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You play one of eight different secret societies, each with its own victory condition (e.g., collect one card of each alignment, collect 120 megabucks, etc.). In fact, one of the illuminati is so secret that even its victory condition is secret! (it can be selected from any of the others and is written down at the beginning of the game) True, there is one common victory condition that everyone can achieve - I think it's a certain number of total cards. That's OK - it still satisfies my criteria that each player has a unique way to win.
 
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2. Board Game: Dune [Average Rating:7.62 Overall Rank:215]
Eric "Shippy McShipperson" Mowrer
United States
Vancouver
Washington
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Anyone wins by controlling a cerntain number of sietches, depending on alliances and the number of players, but each player ALSO has alternate victory conditions that are specific to his/her faction.
 
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3. Board Game: The Mystic Wood [Average Rating:6.49 Overall Rank:3400]
Default User
United States
Unspecified
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Each knight (assigned to a player at the start of the game) has a different Quest within the wood.
 
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4. Board Game: A Line in the Sand: The Battle of Iraq [Average Rating:5.90 Overall Rank:9363]
Tom Grant
United States
Washington
DC
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Each side has a different goal--and, in fact, you select secretly from among three possible goals per side. Only after Operation DESERT STORM finishes do you find out who really won.

A neat idea that someone needs to use again.
 
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5. Board Game: Britannia [Average Rating:7.22 Overall Rank:541]
Ray
United States
Carpentersville
Illinois
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What of the games where anyone wins by getting the most victory point -- but each players position is unique and has unique VPs that only they can earn?
 
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6. Board Game: Attack! Expansion [Average Rating:6.53 Unranked] [Average Rating:6.53 Unranked]
Joe McKinley
United States
San Jose
California
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When I heard the learn’d astronomer; When the proofs, the figures, were ranged in columns before me; When I was shown the charts and the diagrams, to add, divide, and measure them; When I, sitting, heard the astronomer, where he lectured with
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much applause in the lecture-room, How soon, unaccountable, I became tired and sick; Till rising and gliding out, I wander’d off by myself, In the mystical moist night-air, and from time to time, Look’d up in perfect silence at the stars. W.W.
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Each type of government is scored differently when determining the winner.
 
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7. Board Game: Origins of World War II [Average Rating:5.87 Overall Rank:7511]
Ralph Reinert
United States
Seattle
Washington
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I love the different objectives of the 5 major pre-powers, United States, France, Britain, Russia, and Germany. In this game, there are four conditions each nation can have with each other nation: Understanding, Control, No Understanding, and No Control.

In the historical scenario, all the French and the British want is "Understanding" from most countries. (Well, the French still have that thing about Alsace-Lorraine.) The Russians also want understanding from people, but they also want conquer the Baltic states, Poland, and Romania. The U.S. would rather just stay out of the whole European mess by not having formal "Understandings" with any one. Of course the Germans want to conquer just about everyone, although they would settle for simply having "Understandings" with Britain, France, and Italy.

The game also offers several "what-if" variants. What if England and France were more concerned about the Russian Bolshevics, what if Britain had wanted to punish Germany for beaking the 1918 Versailles Treaty, what if France had wanted to punish Germany for beaking the 1918 Versailles Treaty, and what if Britain and France had teamed up early?

Origins of World Was II is an unusual "war game" in that the goal of some (but NOT all) of the participating nations is to prevent war. To put it in the language of game theory, this is not a zero sum game.
 
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8. Board Game: Was sticht? [Average Rating:6.96 Overall Rank:2017]
SH W
Singapore
Singapore
Singapore
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Trick taking game where you choose your victory conditions every round.
 
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9. Board Game: 7 Ages [Average Rating:7.08 Overall Rank:1459]
Joseph Acker
United States
Carrollton
Texas
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Although everyone wants glory points, each empire achieves them in different ways: having more cities, more money, more ships, more artefacts, more conquests, control of more areas, etc.
 
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10. Board Game: Holy Roman Empire [Average Rating:6.35 Overall Rank:7787]
June Hwang Wah
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Not played this myself, but from the description of a friend, this fits in nicely.
 
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11. Board Game: Revolution: The Dutch Revolt 1568-1648 [Average Rating:7.33 Overall Rank:1256]
Lorenzo Mele
Italy
Milano
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Here players share the goal to take control of cities and provinces, but each one has also a specific and unique objective.
 
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12. Board Game: Antiquity [Average Rating:7.89 Overall Rank:216]
Christian Becker
Germany
Herne
NRW
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Every player has to chose his victory condition during the game when building a cathedral.
 
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13. Board Game: Chariot Lords [Average Rating:6.66 Overall Rank:4320]
Jim Scheiderich
United States
Liverpool
New York
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Chariot Lords where you all score points but for a wide variety of conditions. Though I have only managed to get the family through half a game the mechanic of specific scoring conditions on each empire struck me as a realistic protrayal of the era (admiited a bit scripted). No "gather your forces and try to drive everone off the board".
 
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