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.