Games without victory points




















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Add to Want List. Sell Us Yours. Aliens vs. Recent Arrival. Just added to your cart. View Cart 0. Continue Shopping. Just added to your want list. Worse though, the points you get change from round to round depending on the bonus tile for that round. Agricola is also called a point-salad game, but from this perspective I can understand it much better! Yep, he had to do without,,, There are games without victory points: In Risk and Robinson Crusoe you have an objective to accomplish. It does mean that the designers missed opportunities to incentivize behavior and you see this in the rest of the design.

And while it makes sense that you can go exploring and find some random good stuff, it would have made just as much sense to encounter random bad stuff. And so incentives needed to be added to do it more. But I can imagine it took a lot of effort to shape the incentives without having the possibility to resort to victory points of some sort. I believe that a deep theme can be a great boon to any game.

I for one am very happy that Los Buenos uses a form of victory points as it really helped me push players into doing what is best for the game experience. However, I am also very much looking forward to being competent enough to create a game without victory points.

One way of doing without victory points is by simply not having a winner in your board game. Victory points are the easiest measure of value for your in-game economy. The goal of this blog is to learn about game design. Help me to learn? Leave a comment below or connect with me on Twitter?

You can also subscribe to this blog below or like it on Facebook , to get updates when I write them. But I think you hit it on the nose with the mixture of victory points and progression: How do you make your players feel like they are playing a game and achieving things?

Goal: build three houses. There are multiple paths to doing so. And, along the way, you get rewards for doing things, such as building walls on any house plot or being the first to complete a house of its type. But still…the goal is: make 3 houses. As quickly as you can. The incentive to make the brick houses which is generally slower is driven by certain cards interacting less harshly with brick, but mostly by the tie breaker: Sturdiest complete houses break the tie for winner.

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