Wargame Mechanics Index

Objectives & victory points

Scoring and victory conditions.

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Watch it played 4 moments

  • 14:38–15:15
    Epic D-Day Wargame
    Little Wars TV
    Rule in play 101st Airborne assaults Carentan

    The American 101st Airborne launches an attack against the lone German battalion holding the strategic crossroads of Carentan. Dice are rolled and the paratroopers secure the objective.

  • 21:05–21:47
    Death of the Red Baron Wargame
    Little Wars TV
    Rule in play Balloon Destroyed Before AA Guns Strike

    German Albatros fighters pile damage cards onto a British observation balloon until it crashes in flames, but British anti-aircraft guns retaliate on the final turn, destroying two German planes.

  • 25:48–26:35
    Crusader Acre 1189 Wargame
    Little Wars TV · Lion Rampant
    Rule in play Counting victory coins to determine winner

    After Saladin's cavalry sacks the Crusader camp, players pour out and count their collected metal victory coins from goblets to determine who won the scenario.

  • 27:08–27:45
    What If Lee Relieved Vicksburg Wargame
    Little Wars TV
    Rule in play Hidden calendar ends the campaign

    The Confederate players reveal their secret campaign calendar track, which advanced 1 to 2 spaces via a d6 roll each turn, signaling the end of the game and revealing Grant missed his victory point target.

Moments picked automatically, by AI watching the video or reading its captions, and linked at the timestamp on YouTube. Quotes are from the captions.

How games do it 27 games

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Nike, Truces and TrophiesHoplomachia

Victory is decided by Arete collapse, exiting the board, or possession of the battlefield dead, ending in a herald's truce.

How it works

An army whose Arete falls below zero withdraws. If neither side will fight on, the side possessing the slain wins; if neither possesses all the slain the battle continues unless one side asks for a truce. The loser (Atomenos) presents its Herald to request its dead, which must be granted, and the winner sets up a trophy.

If both sides have unbroken forces on the board, yet neither side will risk further combat, then the one who possesses the slain on the field.
Download · p. 45, 46 Quote verified
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Flags, Heroes and Casualty MarkersAlamo Ruleser (Remember the Alamo)

Asymmetric victory: Mexicans score objectives, Texians score casualties.

How it works

Each Mexican player earns +1 VP per flag captured or Hero killed, and the player with the most wins individually. The Texians win as a team with a minor victory for 50+ Mexican casualty markers or a major strategic victory for 75+.

As a team, they win a minor victory by inflicting 50+ casualty markers on the Mexican army. Or…the Texians can win a major strategic victory by inflicting 75+
Alamo Ruleser · p. 2 Quote verified
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Ending the Match / Appealing to the CrowdBlood on the Sands: Training Grounds (Quick-start)

Matches end by kill, disablement, exhaustion, tripping, lost dice, apathy or yielding.

How it works

A gladiator with two of Apathy, Back to the Wall, Bleeding, Fatigued or Hurt may Raise the Finger and concede. A living loser rolls 2d6 on the Appeal table (+1 per Favour, -1 per Disfavour, etc.): 2-5 Iugula (killed), 6-12 Mitte (spared). Simultaneous exhaustion is a draw (stans missus); an optional ten-turn limit also ends in a draw.

A gladiator who has lost the match and is alive must roll on the Appeal to the Crowd Table, applying any relevant modifiers, to determine if the fickle mob will spare their life.
Download · p. 34, 35 Quote verified
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Base Victory PointsFUBAR

Afghanistan missions score BVP that are secretly converted to VP at a fixed rate or by dice.

How it works

BVP are earned for kills (Taliban/ANA 2, ISAF 6), vehicles (5), scenario objectives (5-10), with -4 for breaking ROE. At mission end each player secretly trades each BVP for 3 VP or rolls one die per BVP and totals the pips, or any mix.

The player can then either trade in the BVP for 3 VPs each, roll one die for each BVP and total the PIPS OR any combination of each.
Afghanistan · p. 1 Quote verified
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Asymmetric VP: Allies score evacuations and Hagaru-Ri, Chinese score uncleared casualties and destroyed regiments.

How it works

UN: +1 VP per successful Evacuate operation (which permanently removes a broken unit) and +5 VP for undisputed control of Hagaru-Ri. Chinese: +1 VP per Allied casualty not evacuated or restored by game end and +10 VP for eliminating a full Marine regiment.

+1 VP per allied casualty not evacuated or restored by the end of the scenario +10 VP for eliminating a full Marine regiment
Download · p. 7, 11 Quote verified
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There is no formal victory; play is judged on conduct relative to the General-Idee.

How it works

The manoeuvre continues until one side's objective is reached and can then stop by agreement; a retreat may be part of the mission. Praise goes to whoever manoeuvred most naturally, grasped the General-Idee fastest and executed the disposition most consistently; critique follows the game.

Von Gewinnen und Verlieren in dem Sinne eines Karten- oder Brettspieles , ist also nicht die Rede.
Download · p. 23 Quote verified
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Varieties of the Battle-GameLittle Wars

Three game types with points for victory, survivors, guns and prisoners.

How it works

Fight to the Finish scores 100 for victory, 10 per gun, 1.5 per cavalryman, 1 per infantryman, 0.5 per own man held prisoner and 0.5 per prisoner taken; drawn if both fall below fifteen men. Blow at the Rear is won when three men reach the enemy back line, forcing a six-move retreat. The Defensive Game pits a two-thirds strength defender against an attacker who must reach the back line with a quarter of his strength.

you score 100 for the victory, and 10 for every gun you hold or are in a position to take, 1-1/2 for every cavalry-man, 1 for every infantry-man still alive and uncaptured
Download · p. 23 Quote verified
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Score and game endTercios: Brevis Editio

Points for destroyed units; the game ends early once a leader's margin exceeds a threshold that shrinks each turn.

How it works

Destroyed Squadrons score 2, Horse, Companies and Artillery 1. At end of turn 5 a 5-point lead ends the game (Decisive), turn 6 a 3-point lead (Clear), turn 7 a 1-point lead (Fair); turn 8 always ends it (Pyrrhic).

At the end of the fifth turn a player has an advantage of 5 points or more.
Download · p. 32 Quote verified
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Victory goes to the side whose enemy wards are all withdrawing, routing or off board; play continues to capture commanders.

How it works

The game is not ended at victory but continues until the loser's commanders are off the board or captured, after which captives' fates are settled at the Block.

A victory is awarded to one side when the opposite side has all his wards either Withdrawing, in route, or already off the board.
Download · p. 37 Quote verified
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Missions TableCanvas Eagles

A d10 mission roll sets observation, bombing, artillery spotting, strafing, sweeps or scrambles with XP rewards.

How it works

Each side places balloons, an HQ and an airfield behind its trenchline, then rolls 1d10: 1-3 observation (altitude 4 or less over target), 4-5 bombing (three bomb attacks, hit 2+ at altitude 1-2), 6 directing artillery, 7 trench strafing, and fighter sweeps/scrambles. Games end by escape off the friendly edge, landing, capture or destruction.

One player from each side rolls 1d10 on the “Mission Table”, and then assigns aircraft and pilots to the mission.
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The Tyrian king must reach the Temple of Hercules before Macedonian assault units cut him off.

How it works

The King of Tyre and the Carthaginian delegation must travel from the market and treasury along the main street into the temple's front door; the defenders' goal is to buy him time. Alexander must breach the temple compound walls in two places, enter the city and block the king's route.

The King of Tyre, Azemilcus, and the Carthaginian delegation must go from the city market and treasury building to the Temple of Hercules before Alexander's units cut them off.
Download · p. 57, 58, 59 Quote verified
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VictoryDunn-Kempf

Combat ends when the attacker takes its objective or the defender withdraws or is destroyed.

How it works

Teams agree beforehand what constitutes victory for the scenario; play ends when the attacking force reaches its objective or the defending force has withdrawn from the board or been destroyed. The emphasis is on training critique rather than winning.

Combat ends when the attacking force reaches its objective or the defending force has withdrawn from the board or has been destroyed.
Download · p. 7 Quote verified
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Sides win by sinking or breaking both enemy ships; the Germans can also win by escaping.

How it works

Germans win if both British ships are sunk and/or at Failed Morale, or there are at least 6 zones between the fleets; British win if both German ships are sunk and/or at Failed Morale. Michel scenarios use VPs instead.

The German player wins if both British ships are sunk and/or currently have failed morale -OR- there are at least 6 zones (counting diagonally) between the German and British ships.
Download · p. 8 Quote verified
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Generic scenario objectivesHail of Fire

The attacker places objectives, and capturing them generates Break Points.

How it works

The weaker force chooses to attack or defend. The attacker places 1 objective plus 1 per two defending units, all starting under defender control. An objective is captured by being the only player with an infantry Team within 4 inches; vehicles may contest but not capture.

The Attacker places objectives (1 plus 1 more for every two of the Defender's Units) on terrain 6" away from any table edge and at least 12" from another objective.
Download · p. 14, 15 Quote verified
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The British must capture the fort before 23 August.

How it works

The British win by capturing the fort before 23 August; the Americans win by holding out to the 22nd, when news of Burgoyne's defeat forces a withdrawal.

The British win if they capture the fort before 23 August, and the Americans if they hold them off up to the 22nd.
Download · p. 30 Quote verified
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Points for broken lances, shields and helms and for dismounts are totalled over three passes.

How it works

Each game is three passes; scores are added and the winner declared.

Points would be scored for breaking lances and dismounting men. Three passes would be made per game
Download · p. 191 Quote verified
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Victory Points and Supply basesK.I.S.S. Rommel

VPs for destroyed enemy units, with supply bases worth five.

How it works

Each side gains 1 VP per enemy unit Destroyed and 5 per Supply base destroyed. Under 5 VP difference is a draw, 5-9 a Victory, 10+ a Major Victory. Destroying all three enemy Supply bases allows an immediate Major Victory.

Each side gains one Victory Point (VP) per enemy unit Destroyed (each Supply base destroyed counts as five VP's).
Blitzkrieg Edition · p. 2 Quote verified
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Scenarios score victory points for objectives, leaders and casualties.

How it works

Freeman's Farm gives British VPs for holding the farm and creek crossing, killing leaders, minus for weakened units and lost guns, ending at turn 9 (nightfall); Fort St. Jean scores recovery of captured supplies, extricated bases and casualties.

5+ Victory Points = Decisive British victory 3-4 Victory Points = Tactical British victory Anything else is an American victory.
"Freeman's Farm" · p. 4 Quote verified
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Standard scenario types set force ratio, allowed field works and artillery, game length and victory conditions.

How it works

Each type sets a force ratio (1:1 to 3:1), allowed mines, positions and mission types, deployment distances, an objective, a length (12-20 turns) and victory terms. In the Delaying Action, victory level depends on the turn by which the attacker exits 10% of his stands off the defender's edge.

Player B must prevent Player A from exiting 10% of his stands off Defender's edge as long as possible.
Download · p. 61, 62 Quote verified
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Each side must eliminate a figure-equivalent total, with leaders and melee kills weighted.

How it works

The Crown must eliminate 26 Māori figure-equivalents; the Māori must eliminate 27 Crown figure-equivalents, with figures eliminated in hand-to-hand counting double. Each leader eliminated counts as five figures.

Objective: Eliminate the equivalent of 27 Crown figures. Figures eliminated in hand-to-hand combat count double. Each leader eliminated counts as five figures.
Download · p. 94 Quote verified
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Objective-driven scenarios with forces, Geld and victory conditions.

How it works

Back to the Boats (escape an ambush), Fight for Honor (Jarls duel; warband morale failures trigger a general melee), Pillage & Burn (loot buildings for Geld and capture Thralls). Separate scenarios include Ring the Bells (3-player monastery raid with victory points) and Capture the King.

Each scenario includes a map, a list of starting forces, the objectives, and victory conditions.
Download · p. 26, 27, 28, 29 Quote verified
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Battle length and victory conditionsReal Time Wargaming

Games end on a time limit or a casualty threshold chosen by players.

How it works

Players choose to play for a fixed time (e.g. 10 or 20 minutes) or until a casualty level such as 30% or 50%. Replaying the same battle with sides swapped is recommended.

Battle length and victory conditions matter! Are you playing 10 min, 20 min, or until 50% casualties?
Download · p. 10 Quote verified
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Winning the GameRuthless

Scenarios set character-specific victory conditions and VP.

How it works

Scenarios define end triggers and VP, e.g. Dodge City Draw awards d6 VP for wounding Updegraff and d10 for killing Bat Masterson, with penalties for citizens recruited or killed.

+(d10) VP for killing Bat Masterson -1 VP for each citizen in your posse
"Dodge City" · p. 1 Quote verified
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Victory pointsThis Hallowed Ground

Victory points for broken and shaken enemy units, with a 6-point margin needed to win.

How it works

Core: +3 per broken infantry or cavalry, +2 per broken artillery, +1 per Shaken unit, plus scenario points; a difference of five or less is a draw. v4.4: +10 per broken command, +5 broken unit, +3 shaken, +1 worn.

If one side has six or more victory points than their opponent, they are victorious!
THG 24-pg · p. 18 Quote verified
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The game ends when one side loses over half its points or after six turns.

How it works

Victory is decided by breaking the enemy: the game ends when either side has lost over half its points, or after six turns representing nightfall.

The game ends when one side loses over half its points, or when six turns have passed.
Download · p. 22 Quote verified
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Victory requires surviving, and its level comes from tonnage sunk on a table of historical decorations.

How it works

Sum the tonnage dice x1000 and consult the honours table, from 0-6000 tons (U-boat War Badge) to 43,000+ tons (Knight's Cross with Oak Leaves, Swords and Diamonds). A sunk boat is a loss whatever its tonnage.

Your victory level is determined by amount of tonnage sunk on your patrol and whether or not you survived.
Download · p. 7 Quote verified
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Six missions (assassination, theft, rescue, interception) are assigned randomly.

How it works

Missions include silencing the consort, punishing the evil merchant, retrieving the ancestral sword or stolen horse, rescuing a hostage and stopping a messenger, each with target location and opposing NPC profiles.

Here are six Ninja missions for the Shinobi to complete. They should be given randomly to players.
Download · p. 4 Quote verified