No here comes the part where Blogger fucks up my text and the words are scrunched together. But nevertheless, these cards are one way to win the game. There are numbers everywhere, there are
far too many keywords (Intrigue? Private? Transport?), there are even more for the attacker and defender,and the art is just awful.
The sins of Spycraft should be obvious and apparently
this guy hates it too. And for good reason. It's a stupid, confusing game, and with absolutely no fan support (even VS. has half a dozen sites around the web) this game will be dead shortly after "Spycraft 2.0!" ships. Mark my words.
But today's write-up has more to do with Win Conditions than anything. Quite simply, Magic has cast such a long shadow over the rest of the industry you can't help to try and get away from it. For instance, everyone has their version of "Tap" (ie, turn sideways). Sometimes they turn them over ("Stun", via VS. System), and everyone has their "Graveyard" (ie, Discard Pile).
You also have "Life Points" or Integrity Points or Missions Points, etc. And the designers base the win on some magical number of whatever keyword they choose. 30 Mission Points = win? Okay, then there's a goal. Life Points is different. Life Points is a total you must keep in the positive. While Magic has hence went against its own rules and recanted the whole "You can go below 0 Life if only for a minute" thing (you now die instantly), others such as VS. System let you drop below 0, and the person that is the MOST below 0 at the end of turn loses. Weird, huh? "I'm at -10." "Yeah, well I'm at -8! I win!"
Most CCGs design a primary win condition (Missions, get the other person to zero life) and then include at least 1-2 more conditions beyond that. Magic has, for example, the semi-abandoned "poison" mechanic, where if you get 10 poison counters you lose automatically. Now this was all great and flavorful when it debuted in Arabian Nights, but in today's times (and beyond the Ice Age block of cards), it was all but forgotten yet has been looming over the Magic design team for awhile now.
I see winning conditions as superflous to the game itself (hear me out, hear me out). While 2-3 winning conditions is fine, if you can't get the core mechanics down in terms of act/react, then the game will fall apart.
Another example of a fine mechanic that unfortunately relies on Location-based gameplay: the Shadow Pool in the Lord of the Rings CCG. Just brilliant. The more you play, the more I can play. Each good character adds tokens to the pool, tokens that the other player uses (ie, subtracts out of the pool) to play their own bad cahracters. Very cool. What I'm not thrilled about is that the game is won by either killing the ring-bearer, or making it turn Location #9 without having your party die. So there is LOTR's win conditions.
My favorite win condition and/or winning mechanic came from Legend of the 5 Rings. In that game you have 4 Provinces that you must defend. Each round of combat you try and get your army through the other player's defenses and if you do so successfully, then that "Province" is destroyed and now they have only 3 Provinces. Get them down to zero Provinces and they're dead. Those Provinces are represented by 4 face-down cards which are flipped up and played during your turn. There is also an "Honor" mechanic where if you have a certain number or fall below a certain number you lose. One of the races in the game cannot lose or gain Honor and are pretty evil. Etc.
Some games decide they'd rather have winning conditions in specific cards themselves. These are cards which include the text "You win the game." I'm not certain that these originated with Magic, but nevertheless there are plenty of cards such as Test of Endurance which says something along the lines of "At the beginning of your upkeep, if you have 50 or more Life, you win the game." VS. System has a few of these cards, including Xavier's Dream and another called Rigged Elections. I really like the flavor of cards that give you alternate winning conditions, as they basically create a new strategy all on their own, if the designers considered the themes of the game as a whole and can support it.
*Note - Exhast = Tap
For example, Rigged Elections is based on the Arkham Inmates team affiliation. All of these characters are awful. Almost every other team is better than them. But the idea of Rigged Elections is that you do not attack, you simply tap an untapped Arkham Inmates character (after your opponent has smashed face with their own behemoths) to put a counter on it. I believe some decks actually have tried (and even a few successfully!) to run this card, but in the end the designers couldn't really make this strategy
too viable, as then everyone would just play Rigged Elections decks.
One of the things that is really interesting is that there are plenty of Negation cards (which negate existing effects) in VS, yet this win condition seems silly as there just isn't the design infrastructure to support it. What I'm saying is that if the designers wanted, they could've either made Arkham Inmates characters better
or they could've eased up on the restrictions for the card (perhaps tapping
any character), but they did not.
So here-in lies the question: How many win conditions should a CCG have? I like the idea of two with a possible third, but more intriguing to me is the idea of having two win conditions that will never change, then design yourself a few cards which let you win the game if you work towards that goal.
Anyway, I've yet to agree on
any win condition for my CCG other than the basic Life Points one, and you sure as hell won't see me anywhere near Missions or Locations and God forbid I get drunk on keywords as Spycraft certainly has done. The simpler the better, its just that simple is so hard to find.