Monday, May 11, 2026

Wargame Design: Game Over Man!


My thanks to the Delta Vector blog for getting me to think about this aspect of Wargames.  I have dealt with some pretty esoteric parts of wargame design; deployment, terrain placement, weapon ranges, rules lay-out, etc.  However, I had not spent too much time thinking about how a game should end.  Most of my thinking had been.... ahem..... front-loaded?  I was thinking a lot more about pre-game, game set-up and the game play itself.  It I thought about the end of the game it was normally in the realm of Campaign elements.  Therefore, when I read Evil Monkeigh's post about how to end a wargame I was struck by what an obvious miss it was on my part.  

The Classic Ending

You used to know a movie was over when a black title card flashed up with The End written in white on it.  As things developed, this title card was often accompanied by a musical flourish.  Then, it evolved into putting The End over a picture or final shot of the film itself.  These are all examples of the "classic" ending.  

Wargames also have these types of "classic endings" as well.  By far, the most commonly seen version of the Classic Wargame ending is using a Turn Sequence to dictate when the active part of the wargame was over.  This would then lead to calculating the winner.  Typically, you won the game if your side completed their primary mission objective while denying the opponent their objective.  In the old days, often the players did not know each others objectives!

The calculation looked a little something like this: 

- Did Force A achieve X.Y. and Z?  Did Force B achieve 1,2, 3?  If Yes to both = Draw
- Did Force A achieve more of X, Y, and Z than Force B achieved 1, 2, 3?  If Yes = Win for A, Loss for B
- Did Force A achieve fewer of X,Y, and Z than Force B achieved of 1, 2, 3?  If Yes = Win for B, Loss for A
- Did Force A fail to achieve X, Y, and Z and Force B failed to achieve 1,2, 3?  If Yes = Draw  

A rather simple formula.  However, many gamers found such methods unsatisfactory.  What if both sides failed to achieve their objective but Force A managed to rout more of Force B?  Shouldn't that count for something? 

Therefore, the classic "Ending" has some limitations even though I still find it very compelling and relevant.  

Many Historical games use this method.  Off the top of my head, I am thinking about Blucher from Sam Mustafa. 


The Ultimate Ending

The cleanest method is often the simplest.  I refer to this as the Ultimate Ending.  The side that wins is the one that defeats the entire enemy force.  This is the "Table Your Foe" style ending.  Force A still has models represented on the board while Force B no longer has any miniatures present due to death, routing, or other reasons.  The winner is clear and obvious to all.  

Of course, this type of ending has its own issues.  First off, such an end to a game is very limited in scope.  Objectives and other considerations do not matter.  All that matters is eliminating the opposing force as quickly and easily as possible.  The replayability of such games gets low very fast.  I find games that rely on the Ultimate Ending often also lead to becoming "solved" much quicker because the only factor is finding the units that deliver the most kill while avoiding death themselves.     

Sir Robin Endings

A varient of the Ultimate Ending.  The difference is that instead of actually killing/eliminating all of the enemy force you just make them fallback or run-away!  However, such endings also lead to the same problems as the Ultimate Ending.     

For example, a game like Necromunda with a Bottle Test uses this method.  



Victory Points

This is a bit like the "Classic Ending" in the sense that at the end of the game it is not always obvious immediately who won.  There is a "final phase" where players have to do some math to find out who won.  Often times, you gain Victory Points by completing tasks like destroying a certain unit, holding a bit of territory, or a unit not being routed.  

This is a versatile system as the designer can assign different Victory Points for achieving certain key details.  This also allows the use of primary and secondary objectives of varying points.  It can also connect the "value" of a unit to the number of Victory Points gained or lost from the unit's destruction.  Finally, Victory Points are a great way to create a structured and competitive approach to a game.  The major downside is that victory is not always obvious at the end of the game, and requires Math to know for sure.  

For example, many GW games use this method. 

Time is the Enemy Ending

In the Classic type of ending a game ends when a certain number of turns are completed by both players.  They have an equal chance to do all the things in each turn.  In this type of ending, the game length is not set by arbitrary turn limits.  Instead, it is set by a hard time limit.  I.e. the game will end after 1 hour of play.  No matter what is going on at that point, the game ends.  

This type of end is surprisingly common in tournament style play.  The game rules may state 6 turns total, but a tournament may not have time for all 6 turns to be played out fully.  This can lead to a strange "run-out-the-clock" type of strategy by players.  The other flaw is that at the end, the winner is still not obvious and you need to use a VP or Classic If This Than This winning condition for the winner.  


Grab the Loot 

In these types of games, the board is scattered with objectives that have to be grabbed and moved off the board.  The team that moves the most loot off the board is the winner.  On the upside, it is typically obvious who the winner is at the end of the game, especially if you have uneven loot markers.  On the downside, I have played games like this where no one interacted or fought with each other as they were too busy grabbing loot.  

The obvious example of this is Frostgrave and the other Grave style games.    

Hit Your Marks

A variant to the Grab the Loot, except the loot does not move.  The models have to sit on it all game and score at the end.  Many of the same advantages and disadvantages as the above.  However, with uneven Marks to grab there is always an incentive to fight over one.  

For example, the Batman: Miniature Game by Knight Models used this method of sitting on objectives to score points.  

Doom Clock

The game has a limit to how long it will go, but the turn limit is not set.  It is instead based on the actions of the players.  As certain key actions happen, it raises the Friction for the battle.  Once it hits a limit the clock has run out.  This ends the game or triggers and end game turn.  This could be individualized doom clocks for each force OR a game-wide Doom Clock.  When the Doom Clock is reached the game ends.  

This approach means player action dictates the end-of-the-game trigger.  They can "manage" the clock based on their needs in the game.  On the downside, there is more to track and a greater chance of error in triggering the end state when needed.

For example, individual Doom Clocks are represented really well by Battlegroup.  Each force has a breakpoint, and as they take damage they draw a random chit with the total of these chits adding up to their break points.  When the break point is hit, that force has broken and is the loser.  

For a more unified Doom Clock a game like 1490 Doom fits the bill.  All players are constrained by the rising flood waters.  It rises and players need to react to the end of the game looming closer and closer. 


Combinations
Of course, many games use a variety of combinations of these techniques, even in the same game!  The end state maybe scenario specific.  By using various end states, the game can increase its replayability by changing up what it takes to win from game to game.  Not every game has a "universal" win condition.  The downside is that such differentiated win conditions mean that winning is an If This Than That rules interaction.     

For example, I am thinking of the various scenarios all have different end of game victory conditions in Wars of the Republic

Final Thoughts
Like all decisions in game design, the choice of how a game ends and who wins and loses should flow from a simple decision.  Which method does what the designer wants it to do?  This needs to flow from the designer's POV of the game and their Design Goals.

Win conditions will "teach" your players how they should be playing the game.  How to win will influence the tactics of the game.  These tactics will then impact the "feel" of game play.  Therefore, win conditions are a critical part in making sure that your game "does what you want it to do!".  

For example, Under the Martian Yoke is designed to be a survival horror wargame.  The sense of things spirally out of control is intended to heighten the tension while playing the game.  A Doom Clock is a natural fit for this type of game.  Meanwhile a game like Wars of the Republic which is intended to give historical--ish outcomes needs to be able to mirror the results of scenarios from the historical record; and therefore a more mixed approach might be needed to cover that breadth of outcomes.

In wargame design, the end can have a strong influence on the beginning and middle of the experience.  Therefore, be intentional about what win conditions you wish to use in your core rule and scenario designs. 

Until next time! 


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Monday, May 4, 2026

Heroquest: The Frozen Horror - Hasbro/Avalon HIll

 


For those closely following the development of Heroquest then this expansion is old news to you.  You probably all ready know all about it.  Heck, you may even own it at this point.  I am a bit behind.  I was trying to paint up my expansions as I went and holding off on the next until the earlier was painted.  Late in 2025 I threw that plan out the window.  Instead, I bought up all the expansions with Heroes in them.  That left me a bit of a Pile of Potential to work through for painting and reviewing.  

So, let's not waste a ton of time and just get into it then.  First off, this is a re-release of an older Heroquest expansion.  As such, Hasbro/Avalon Hill pretty much kept the original content in these expansions but updated the miniatures that went with them.  I appreciate that, but in the past has led to some odd wording or contradictory rules in the various expansions.  We will have to see if that is the case in this expansion as well.  

So, let us heft our broad sword, don our fur-lined loincloth, and gird our loins and get into this review. 


Things I Liked

Well, first off I wanted the Female Barbarian sculpt.  I have been interested in getting all the heroes and their alternate sculpts.  I like to have an inclusive party and my family likes female versions of factions, armies, and individual heroes.  Amazingly, they want representation on the game board!  Who would have thought!   Therefore, I was excited and happy to get this model for them.  I made sure to get it painted up right away.  Mechanically, it is no different than the core barbarian.  However, aesthetics matter too.   

I think this was the first expansion to make use of Mercenaries.  It is an indication that the game is getting much tougher when they started to include additional non-heroes you could add to your retinue to help soak damage and spread the damage output.  There are four types that broadly align with the types found in the Rise of the Dread Moon expansions.  These are a mix of models and represent scouts, crossbow folks, halberdiers, and great swords.  

Like Mage in the Mirror this expansion has a handful of solo adventures for the Barbarians.  This allow them to pick-up some special gear.  Like the Elf special missions, this could be a good way to get a single Hero "up-to-speed" after a death.  

The Frozen Horror gets its own special miniature!  Yeah!  Like I said, I wish they would have done it for the Return of the Witchlord, especially as some of those named baddies also get name checked in other Quests.  However, here Hasbro/Avalon Hill have done us a solid and made the Frozen Horror in miniature form!  


Things I Do Not Like

Hasbro/Avalon Hill try to build each boxed set as a stand-alone effort.  I.e. you only need the core game rules to use them.  Therefore, the new magic cards and others are mostly either duplicates or unique to the Frozen Horror.  There is not going to be a ton of utility for some of them in other adventures.  However, new equipment and board tiles are always useful for homebrew as well.   

I did not need the Blue and White themed character sheets.  However, I keep my characters on the App instead of on paper.  However, if you use paper maybe you have gone through a lot of Heroes?  Seemed like that could have been used for something cooler, but I am not sure what. 

There are some rules clarifications that you can find in other expansions at this point.  However, as mentioned they assume you only have the core rules for these expansions. 




Meh and Other Uncertainties

This expansion comes with another set of dice.  I am okay with this as you can then have a set for Zargon and a set for the Players.  Less passing of dice and faster game play with extra sets.  Plus, if you have other expansions you will reach a point where all the players will have their own set of dice.  Not sure I like that the made the movement dice blue as they are often referred in the rules as "red dice" but I doubt people playing Heroquest will get hung-up on that.   

This is a difficult Quest Pack.  It is for hardened adventurers.  The exact location of this Quest in relation to others is kind of fuzzy, but it seems likely to be after Keller's Keep and Return of the Witchlord.  That means the monsters had to be tougher, the traps more deadly, and the number of foes greater.  I think they manage to make it very, very difficult.  Therefore, this is not a Quest pack to be taken lightly!  It is so tough, they made the Mercenaries mechanic to help you out!  

How exactly do they make this harder?  First, the new monster have a lot of special effects that are tough.  Yetis can hug you, warbears attack twice, and gremlins steal your stuff.  There are a variety of traps including instant death situations.  There is a Fog room that voids your attacks on a bad roll, icicles that fall while you are fighting, and ice slide traps.  There are some tough wandering monsters too.  I will say, this Questpack does a lot to try to make you feel like you are in an Ice and Snow-soaked environment.  A good change from the usual dungeon exploration.      


Final Thoughts

As always, this is a great expansion to the core gameplay.  However, this one does not seem to be as "essential" as an expansion like Rise of the Dread Moon or Against the Ogre Horde.  The main add is the Mercenary rules, but you can now find those in other expansions now.  That said, I think it is still a good value for money with a lot of solid minis that could see use in a variety of games.  Frozen Horror expands on the Heroquest world and adds interesting, unique elements but they maybe too niche for many players and Zargons.  

Until next time! 


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