Games with hidden objectives
Brian Bankler
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So I'm reading The Guns of August and the flight of the Goebon and Breslau. Time and again the British Navy (and 1st Lord of the Admirality, Winston Churchill) misguess how to best intercept and engage, because they mistakenly assume the assume that the ships are going to Bombard French Forts and harrass French convoys.

In fact, they do a bit of bombarding, but then the German War Office orders them to go entice Turkey to enter WWI. Since Britain (like the rest of Europe) dismisses Turkey as a power, they can't conceive the German plan and so miss numerous opportunities to stop Turkish entry in the the war.

This got me thinking about one of my grail game ideas ... a game where you know the capabilities of your opponent, but not the objectives. In short, games where the fog of war are hidden in the motivations, not the mechanics.
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1. Board Game: Combat Commander: Europe [Average Rating:7.92 Overall Rank:124]
Brian Bankler
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One way to do this is to have numerous map objectives, but to make it unclear which ones are valuable. Combat Commander does this with objective chits.

This isn't a great example, since the objectives are desirable pieces of terrain in any case, and the VP awarded are often fairly minor (compared to the VP gained for killing/exiting). No great game changers here.
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2. Board Game: Battlestar Galactica: The Board Game [Average Rating:7.74 Overall Rank:66]
Brian Bankler
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Games with the traitor mechanic flip the equation. The Cylons objectives are known, but who they are operating through ("Who is the cylon?") isn't. Still, even that amount of tension in objectives can make a compelling narrative in a game. (In fact, prior to BSG I made a variant for Shadows Over Camelot that gave all the normal knights another objective they had to fulfill).
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3. Board Game: Diplomacy [Average Rating:7.05 Overall Rank:552]
Brian Bankler
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Unsurprisingly, the most famous game dealing with WWI does cover this. Unlike Combat Commander, there are enough supply centers and enough possible alliances that the game does boil down to "Where will they strike?"
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4. Board Game: Tribune: Primus Inter Pares [Average Rating:7.23 Overall Rank:540]
Brian Bankler
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Having multiple different routes to victory does give some ability to maneuver. However, they don't have the "unexpected." Everyone knows what the ways to win are.
 
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5. Board Game: Agricola [Average Rating:7.98 Overall Rank:26]
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One way to have hidden objectives is to have a single goal (VP), but to have a handful of cards that enhance/extend/modify how you get them. Obviously Agricola doesn't usually have many twists and turns, because here the VPs you can get from your hand are going to be dominated by the non-card VPs. But it shows the idea.
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6. Board Game: Metropolys [Average Rating:7.03 Overall Rank:717]
Andrew Brown
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Morristown
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I think there are numerous examples of Euro games with hidden objective VP cards. Here is one that I have been wanting to play for some time.
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7. Board Game: Troyes [Average Rating:7.77 Overall Rank:67]
Andrew Brown
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Maybe not the best example because there are only 6 hidden role cards and it can often be easy to figure out which one your opponent(s) is holding. However, I do like that every player scores these bonus VP at the end of the game so deducing your opponents' cards can be essential to winning the game.
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8. Board Game: Mission: Red Planet [Average Rating:6.94 Overall Rank:815]
Andrew Brown
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Secret bonus cards given out at the beginning of the game affect scoring by meeting certain objectives on Mars' surface. Using the Engineer throughout the game can give players the opportunity to gain more of these bonus cards as well. Bonus cards earn VP but are not revealed until the end of the game.
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9. Board Game: Clans [Average Rating:6.56 Overall Rank:1274]
Brian Leet
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Burlington
Vermont
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At some level this is the only hook for Clans. You get points along the way for some formations, but huge bonus at the end for collecting the right color. With every move you are considering "Why did my opponent do that?"
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10. Board Game: TransAmerica [Average Rating:6.66 Overall Rank:990]
Andrew Brown
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Each player secretly chooses 5 cities in America (randomly). The first to connect all 5 cities to his/her train station wins the round. Played this one with some of my middle school students this weekend. A good time was had by us all.
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11. Board Game: Nuns on the Run [Average Rating:6.53 Overall Rank:1458]
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I think this aligns with your description of known capabilities vs. objectives meeple Each Novice moves towards a "secret wish" then races to her room, prayin not to be detected by the Abbess/Head Nun. The sorts of moves/actions are known, but not the destination or whereabouts...unless a Novice is within sight/hearing. Another great Geeklist!
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12. Board Game: Careers [Average Rating:5.81 Overall Rank:5226]
Klaus Brune
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Torrance
California
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Choose your objective (money, fame, or happiness) at the beginning.
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13. Board Game: Risk: 40th Anniversary Collector's Edition [Average Rating:6.35 Overall Rank:4031]
Klaus Brune
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Torrance
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One of the sets that includes the secret missions cards, revealed only at the end of the game.
 
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14. Board Game: Discworld: Ankh-Morpork [Average Rating:7.22 Overall Rank:424]
Italian Seismologist
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Norfolk
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everyone has a different character but it is kept hidden. each one has a victory condition for you to work towards.
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15. Board Game: Mali Powstańcy: Warszawa 1944 [Average Rating:6.57 Overall Rank:4345]
Tom P
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You take objective cards at the start which remain hidden till the end.
 
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16. Board Game: Risk [Average Rating:5.58 Overall Rank:16808]
Tom P
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Um..
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17. Board Game: Soldiers: Man-to-Man Combat in World War II [Average Rating:6.82 Overall Rank:6979]
Darrell Hanning
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Jacksonville
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In this 1987 John Butterfield gem, many (or maybe even all, though I have not looked at it in several years) of the scenarios give one side several objectives from which to secretly pick, prior to the start of the game, leaving the other player not only trying to successfully engage the enemy, but also to ferret out what he needs to do (contain, slow down, divert, or destroy) in order to prevent the other player from gaining the victory.
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18. Board Game: World in Flames [Average Rating:7.56 Overall Rank:1086] [Average Rating:7.56 Unranked]
Wendell
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Yellow Springs
Ohio
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I like the idea of hidden objectives. An earlier version of World in Flames had both sides secretly select objectives before the game began.
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19. Board Game: Great War at Sea: The Mediterranean [Average Rating:6.87 Overall Rank:4462]
Rich Payne
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South Yorkshire
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Going with the original statement... I would argue all of the GWAS series meet the requirement to a greater or lesser degree. Because you don't know what ships make up an enemy fleet until you are engaged with it, you can never be sure if you're approaching an invasion fleet, a cruiser squadron, or maybe the entire enemy battle fleet, and you will not necessarily know what they're doing even after you engage. Are they screening the invasion force? Moving to bombard your coastline? Or planning to lure you back onto the guns of the battleships?

So even if the over-arching objectives are known - land troops at Zone X, bombard Zone Y, sink merchantmen etc, you don't know how your opponent will achieve them and must spread your forces to address all eventualities...
 
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20. Board Game: Castle of Magic [Average Rating:6.18 Overall Rank:6656]
 
David
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While not a great game, this is the best example I can think of for hidden objectives.

There is a big deck of objectives and everyone gets one randomly. The game is spent tweaking the monster summoning ritual to give the result you want, or at least one close to it. Not all of the objectives are directly connected to the ritual so you can't exactly deduce someone's objective based on their actions. For example, an objective might be "Faction A must not be king". You might do this by helping faction B become king or by using the ritual to have the monster kill the person from faction A.

Unfortunately the game has bland components and a long playing time without much to do between turns. Once you get past that you can see the dynamics of random hidden objectives in play.

Having random asymmetrical objectives means things are not perfectly balanced, but it's not as wild as, say, Cosmic Encounter. One disadvantage of the factions being hidden is that it magnifies the problems of having a large faction. For example, if a normal five player game had one Faction A, one Faction B, and three Faction C, the only way for A or B to win is to have Faction C fight among themselves."Hey, C buddy.. Mr. A is getting powerful. Why don't you stop him?" "Nah, if I turn my back you will influence the court and get my good appointments". In a hidden objective game, you don't know you are part of the powerful faction so by the time you realize that you should be fighting with your partners, the weaker factions are already decimated.

All in all, Castle of Magic is a great place to start looking for the hidden objective dynamic and it's a shame that such mundane problems as long turns and boring components prevent a deeper look at the very interesting core mechanic.
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21. Board Game: A Line in the Sand: The Battle of Iraq [Average Rating:5.93 Overall Rank:10425]
Flying Arrow
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This is the game you are looking for.

6 player wargame. Each player has 3 possible objectives. One of them is chosen at the beginning of the game. At the end of the game, a player wins if they achieved their objective. Thus, multiple players may win. I don't think it's possible for everyone to win or for everyone to lose, though. Some players may have the exact same objective, or compatible objectives. Others may not.

As an example, one player is USA and another is Israel. One of USA's objectives is to keep Israel within its borders. One of Israel's objectives is to expand. Those two are in conflict, but unless those two exact objectives are drawn, USA and Israel will have compatible goals. (In fact, one of Israel's other two goals is simply to help the USA reach its goal.) But there's a 1-in-9 chance that the person you expect to be an ally winds up being an enemy.
 
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22. Board Game: Power Struggle [Average Rating:7.01 Overall Rank:1036]
Sean Tompkins
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This one has the "achieve four of the seven" type of victory condition that is similar to Tribune - but adds in one secret victory condition for each player. Because of this you can't simply block the "one thing" that the leader is closest to finishing - you have to work a little to divine of it's the secret agenda that is their last item...
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23. Board Game: Twilight Imperium (Third Edition) [Average Rating:7.86 Overall Rank:57]
 
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This has them in it IIRC.
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24. Board Game: Ticket to Ride [Average Rating:7.44 Overall Rank:148] [Average Rating:7.44 Unranked]
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Technically speaking all your scoring cards "tickets" are hidden objectives.
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25. Board Game: Railways of the World [Average Rating:7.69 Overall Rank:106] [Average Rating:7.69 Unranked]
Judit Szepessy
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London
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At the beginning of the game you get two Baron's cards and you have to keep one. The cards have various objectives on them such as ending the game with the most money, or connecting certain cities, etc.
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