Victory System

How the game ends. The victory system declares the terminal state — which player(s) win, on what condition, and how that condition is measured against the game state. Every other pillar bends toward serving this one.

Schema path: pillars.victory.type. Single-valued (one value per game). Back to the framework page.

area-control-victory

Most owned territory at end-of-game (or threshold).

No games currently use this value.

co-op-completion

All players win or all lose together based on a shared objective.

cumulative-progress

Accumulated progress on a track wins when a target is hit.

elimination

Reduce another player below a survival threshold (HP / influence / lives).

first-to-empty-hand

Empty your hand / deck before anyone else.

high-score-at-timer

When the timer / wave count expires, highest score wins.

knockout-by-score

Penalty points accumulate; first past the cap loses; lowest wins.

last-faction-standing

Eliminate every rival faction; the last to fall wins.

No games currently use this value.

objective-completion

Complete every mission card / objective set declared at setup.

race-to-extract

Reach an extraction node / state alive — exit beats elimination.

score-target

First past a fixed score threshold wins (cumulative across rounds).

threshold-collapse

Survive a collapse condition — the longest survivor wins.

No games currently use this value.

trick-target

Take a target number of tricks (with under / over penalties).

No games currently use this value.