History Main / InstantWinCondition

30th Nov '17 3:17:50 PM Specialist290
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* VariablePlayerGoals: The players are all aiming for different objectives from the start, meaning you can win if you achieve ''your'' goal no matter how far along anyone else is on theirs.
29th Nov '17 9:51:04 PM Vilui
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There's [[TimedMission five seconds left on the clock]] and you're clinging onto a cliff edge over a pit full of spikes, just inches away from the [[MacGuffin Goblet of Godhood]] situated on a nearby ledge. The {{Invincible Minor Minion}}s are at your front door, close to busting it down and ready to charge straight for the {{NPC}}'s you're required to {{Escort|Mission}}. The BigBad has just announced his EvilPlan to the world, and he's got his KillSat aimed at [[EarthShatteringKaboom the entire planet]]. With your last ounce of strength, you swing over and only ''barely'' brush against the Goblet with your finger before the cliff crumbles under your weight. The last shot of the scene is you plummeting towards the SpikesOfDoom. What happens now?

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There's [[TimedMission five seconds left on the clock]] and you're clinging onto a cliff edge over a pit full of spikes, just inches away from the [[MacGuffin Goblet of Godhood]] situated on a nearby ledge. The {{Invincible Minor Minion}}s are at your front door, close to busting it down and ready to charge straight for the {{NPC}}'s {{NPC}}s you're required to {{Escort|Mission}}. The BigBad has just announced his EvilPlan to the world, and he's got his KillSat aimed at [[EarthShatteringKaboom the entire planet]]. With your last ounce of strength, you swing over and only ''barely'' brush against the Goblet with your finger before the cliff crumbles under your weight. The last shot of the scene is you plummeting towards the SpikesOfDoom. What happens now?
19th Nov '17 8:49:54 PM CerotechOmega
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** One mission in ''Heart of the Swarm'' has the protoss sending ships and escorts to send word out to the Golden Armada, and Kerrigan having to take them out to prevent that. The ships are launched from docking bays at regular intervals; should the docking bays be destroyed, you win on the spot.
11th Nov '17 12:57:44 PM Discar
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* An interesting variation ''almost'' occurs in the Literature/{{Discworld}} novel ''Discworld/InterestingTimes''. [[spoiler:Cohen the Barbarian successfully usurps the throne of the Agatean Empire simply by sneaking into the Forbidden Palace ''and sitting on it.'']] Unfortunately, while this works for most of the cowering population, the Agatean warlords are none too happy and he ends up having to fight a war anyway.

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* An interesting A variation ''almost'' occurs in the Literature/{{Discworld}} novel ''Discworld/InterestingTimes''. [[spoiler:Cohen the Barbarian successfully usurps the throne of the Agatean Empire simply by sneaking into the Forbidden Palace ''and sitting on it.'']] Unfortunately, while this works for most of the cowering population, the Agatean warlords are none too happy and he ends up having to fight a war anyway. Thankfully, he and his Silver Horde (all six of them) are very, ''very'' good at fighting.
2nd Nov '17 10:32:31 PM Kazmahu
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* ''LightNovel/HighSchoolDXD'', having a ChessMotif for the Ratings Games, does exactly what you'd expect - no matter the other rules of the format, taking the King results in an instant victory. It does come with a few caveats though; a devil King has to be [[AsskickingEqualsAuthority pretty badass to get that position]], some formats keeps Kings off the field unless they [[RiskingTheKing volunteer]], and it's demonstrated that a side that loses nearly all their pieces before managing to bag the enemy King can still [[PyrrhicVictory lose points overall]].
2nd Nov '17 10:43:39 AM Kazmahu
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** The sequel sidesteps this by including placeholder units in unreachable corners of the map, so the player can never technically wipe out a given side and are forced to complete the scenario objectives. One mission in particular is known for having the placeholder not quite hidden well enough, allowing it to be killed, preventing a massive army from spawning later.
25th Oct '17 5:30:45 AM jormis29
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* Dwarfstar's ''Barbarian Prince'' solo programmed adventure. The main victory condition is to acquire 500 gold pieces in 70 turns. However, the game provides a number of possible ways to achieve instant victory, such as (for example) getting across a certain river or gaining control of a particular castle.

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* Dwarfstar's ''Barbarian Prince'' ''TabletopGame/BarbarianPrince'' solo programmed adventure. The main victory condition is to acquire 500 gold pieces in 70 turns. However, the game provides a number of possible ways to achieve instant victory, such as (for example) getting across a certain river or gaining control of a particular castle.
21st Oct '17 6:05:50 PM wingedcatgirl
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** An early form of milling in the Pokemon Trading Card Game involved abusing the original Mewtwo, which could become completely invincible for a turn by discarding a Psychic Energy. Thus, people made decks out of a Mewtwo, a trainer card that reshuffles their discard pile into the library, and 58 energies, and then simply waited for the other player to run out of cards.

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** An early form of milling in the Pokemon Pokémon Trading Card Game involved abusing the original Mewtwo, which could become completely invincible for a turn by discarding a Psychic Energy. Thus, people made decks out of a Mewtwo, a trainer card that reshuffles their discard pile into the library, and 58 energies, and then simply waited for the other player to run out of cards. Under the original rules, if you mulliganed because you didn't draw any Basic Pokémon, your opponent was ''forced'' to draw another card, inevitably giving the deck a head start (and, on rare occasions, the win!) before the game even started. [[ObviousRulePatch Which is why the draw is now optional.]]
17th Oct '17 4:49:26 PM azbyc15243
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* In the ''VideoGame/GrandTheftAuto'' series, your Wanted level will be reduced to zero immediately upon finishing many missions. This can lead to a case where you have a dozen police cars surrounding you as you reach your objective, then all of them decide "Oh, he won. Let's go get some coffee."
* VideoGame/SaintsRow'':
** The Saints stores in ''Saints Row The Third''. You walk into a store and instantly your wanted level disappears. Why? Because your (invisible) boys are guarding the store and it is Saints territory. Which is enough to scare off tanks and APCs sent by someone who openly declared war on you.

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* In the ''VideoGame/GrandTheftAuto'' series, your ''VideoGame/GrandTheftAuto'':
** Your
Wanted level will be reduced to zero immediately upon finishing many missions. This can lead to a case where you have a dozen police cars surrounding you as you reach your objective, then all of them decide "Oh, he won. Let's go get some coffee."
* VideoGame/SaintsRow'':
** The Saints stores in ''Saints Row The Third''. You walk into a store and instantly your wanted level disappears. Why? Because your (invisible) boys are guarding the store and it is Saints territory. Which is enough to scare off tanks and APCs sent by someone who openly declared war on you.
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* ''VideoGame/SaintsRow'': The Saints stores in ''Saints Row The Third''. You walk into a store and instantly your wanted level disappears. Why? Because your (invisible) boys are guarding the store and it is Saints territory. Which is enough to scare off tanks and APCs sent by someone who openly declared war on you.



** VideoGame/DawnOfWar'' has this in the "Control Area" and "Take and Hold" victory conditions. The former involves holding over two-thirds of the Strategic Points, while the latter involves holding half of the harder-to-defend Critical Locations, but in both cases the idea is the same - if the timer runs down to zero, victory is achieved regardless of who has the bigger and stronger army.

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** VideoGame/DawnOfWar'' ''VideoGame/DawnOfWar'' has this in the "Control Area" and "Take and Hold" victory conditions. The former involves holding over two-thirds of the Strategic Points, while the latter involves holding half of the harder-to-defend Critical Locations, but in both cases the idea is the same - if the timer runs down to zero, victory is achieved regardless of who has the bigger and stronger army.



** The same happens when playing Necrons vs Imperial Guard or, if slghtly harder to pull off, Space Marines. All you need to do is destroy the Imperial HQ, but access is blocked due to a large river. Conveniently there are some small patches of land and your Necron Lord can teleport. Better yet, he resurrects wherever he is slain and topping even that he can become an immortal Death God for a short while. So you teleport, kill the enemy HQ to death and go elsewhere to kill stuff.

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** The same happens when playing Necrons vs Imperial Guard or, if slghtly slightly harder to pull off, Space Marines. All you need to do is destroy the Imperial HQ, but access is blocked due to a large river. Conveniently there are some small patches of land and your Necron Lord can teleport. Better yet, he resurrects wherever he is slain and topping even that he can become an immortal Death God for a short while. So you teleport, kill the enemy HQ to death and go elsewhere to kill stuff.
7th Oct '17 8:04:35 AM Chabal2
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* ''VideoGame/CityBuildingSeries'':
** In ''{{VideoGame/Pharaoh}}'', some missions have vastly reduced requirements, such as having a certain population and completed monuments. Meaning the city could be an urban hellhole of plague-infested slums bereft of basic sanitation, food, or maintenance services rife with criminals, enemy armies can be rampaging throughout the land, but the second you send the tomb is ready for its occupant you can hightail it out of there.
** In ''VideoGame/ZeusMasterOfOlympus'', colony missions only require you to set aside a certain amount of goods for the parent city, meaning you only need to set up a few industries and a few dozen people to operate them. It's possible to simplify this even further by asking allies for the goods in question before sending them off, and the colony will continue to produce goods in subsequent levels.
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