Featured image of post End game

End game

Trying to make the end game not lacklustre

Endings are important

How important you say?

Hell.. so important that I’ll come back to this many times. When I first started designing this game I literally had no idea how it was going to end. I just wanted volcanoes and a shifting board of sorts.

I’m a good two months in now and I’m still not happy.

I want the glory of being able to come from behind in a 0-150pt turnaround in a game of Pass the Pigs where you have nothing to lose if you’re coming last, but you get an fibonacci spiralling small chance of winning the further in front they get…but it could still happen.

Some ideas

  • Once the final tile is laid, anyone can trigger a volcano? Count up score
  • Once one player’s final critter is placed, everyone gets one more turn?
  • Final critter, one final turn to move and place additional critters?
  • Final critter out, add 3 to that critter total.
  • On tile -player count x 2 left (e.g. 4 tiles for 2 player, 6 tiles for 3 player etc), count scores, leader score gets +x, this becomes target score, then first to that score wins?
  • Supervolcano triggered, everyone gets one more go?
  • Luck of the volcanos + migration powers + movement powers but no additional tiles?
Licensed under CC BY-NC-SA 4.0
Last updated on Jul 24, 2024 00:00 AEST

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I acknowledge the Wurundjeri Woi-wurrung people as the Traditional Owners of the lands and waterways on which this idea was brought to life, and pay my respect to the wisdom of their Elders past and present.

A boardgame designed by Alex Barnes-Keoghan
Built with Hugo, Theme Stack designed by Jimmy
Parallax stars effect by Sarazond, hexagonal background by Temani Afif
GAME TESTED BY// Ruby Benjy Amy Toby Hugh Liam Kumal Ben Sam Huon Jonathan The Melbourne Incubator Sonya Joseph Daarsya Jess Ryan Zach Sarah and many more