History UnwinnableByMistake / BoardGames

18th Aug '16 11:09:29 PM Koveras
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** In some ''TabetopGame/HeroQuest'' games, the rules state that the players can only search once in a given room. This can lead to some of the quests becoming unwinnable.

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** In some ''TabetopGame/HeroQuest'' ''TabletopGame/HeroQuest'' games, the rules state that the players can only search once in a given room. This can lead to some of the quests becoming unwinnable.
10th Jul '16 12:55:22 PM Malady
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* In the board game ''TabetopGame/HeroQuest'', it is entirely possible to lock the game into an unwinnable state by making either the Elf or the Wizard use the spell "Pass Through Rock" then passing through one of the many boulders that are used specifically to stop you from going to rooms to have no way in and nothing of interest thus trapping you on one side of the board with no way out.

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* In the board game ''TabetopGame/HeroQuest'', ''TabletopGame/HeroQuest'', it is entirely possible to lock the game into an unwinnable state by making either the Elf or the Wizard use the spell "Pass Through Rock" then passing through one of the many boulders that are used specifically to stop you from going to rooms to have no way in and nothing of interest thus trapping you on one side of the board with no way out.
15th May '16 11:13:47 AM MarsJenkar
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Added DiffLines:

** The third obvious case is "insufficient force". In this scenario, the game is drawn because neither side has enough material for mate--the obvious one being the "each side has only a king" scenario above, but scenarios including other pieces (specifically, knights and/or bishops, but NOT [[MagikarpPower pawns]], rooks, or queens) may also lead to this.
15th May '16 11:08:47 AM MarsJenkar
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** Another specific case is the "threefold repetition" rule, whereby a game is drawn if an identical position occurs three times in the same game, implying that no progress is being made.

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** Another specific case is the "threefold repetition" rule, whereby a game is drawn if an identical position (with the same player to move) occurs three times in the same game, implying that no progress is being made.
13th Nov '15 3:06:56 PM Vilui
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*** The chess federations tried [[ObviousRulePatch adding exceptions to the 50-move rule]], but computers kept proving that the exceptions weren't good enough, so now the rule is in full force again.

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*** The chess federations tried [[ObviousRulePatch adding exceptions to the 50-move rule]], but computers kept proving that the exceptions weren't good enough, so now eventually they shrugged and went back to the rule is in full force again.original rule.
30th Oct '15 4:25:39 PM Josef5678
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* In some board games, it is possible for a player to be in a situation where there are no legal moves to be made, such as stalemate in TabletopGame/{{chess}}. In contemporary chess, a stalemated game is a draw; historically there was no standard rule, and stalemate was sometimes considered a loss for the stalemated player -- or sometimes a ''win'' (like in Chinese Chess). Chess also has a rule that the game is drawn if no possible sequence of moves from the current position can lead to a win. The most obvious example is when both players have only their king left, but there are other possibilities, such as the 16 pawns forming a complete blockade, that [[TheDevTeamThinksOfEverything are covered by the rule]] even though they will never arise in realistic play.

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* In some board games, it is possible for a player to be in a situation where there are no legal moves to be made, such as stalemate in TabletopGame/{{chess}}.TabletopGame/{{Chess}}. In contemporary chess, a stalemated game is a draw; historically there was no standard rule, and stalemate was sometimes considered a loss for the stalemated player -- or sometimes a ''win'' (like in Chinese Chess). Chess also has a rule that the game is drawn if no possible sequence of moves from the current position can lead to a win. The most obvious example is when both players have only their king left, but there are other possibilities, such as the 16 pawns forming a complete blockade, that [[TheDevTeamThinksOfEverything [[DevelopersForesight are covered by the rule]] even though they will never arise in realistic play.
14th Oct '15 5:47:25 PM nombretomado
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* In-universe example: on the SitCom ''{{Newhart}}'', George invents a wildly popular board game where every space landed on gives the player 3 points. The first to score exactly one million points wins. Not until someone actually reaches that point does anyone involved realize that one million is not divisible by three.

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* In-universe example: on the SitCom ''{{Newhart}}'', ''Series/{{Newhart}}'', George invents a wildly popular board game where every space landed on gives the player 3 points. The first to score exactly one million points wins. Not until someone actually reaches that point does anyone involved realize that one million is not divisible by three.
11th Mar '15 4:35:02 AM Koveras
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* In the board game ''Hero Quest'', it is entirely possible to lock the game into an unwinnable state by making either the Elf or the Wizard use the spell "Pass Through Rock" then passing through one of the many boulders that are used specifically to stop you from going to rooms to have no way in and nothing of interest thus trapping you on one side of the board with no way out.

to:

* In the board game ''Hero Quest'', ''TabetopGame/HeroQuest'', it is entirely possible to lock the game into an unwinnable state by making either the Elf or the Wizard use the spell "Pass Through Rock" then passing through one of the many boulders that are used specifically to stop you from going to rooms to have no way in and nothing of interest thus trapping you on one side of the board with no way out.



** In some ''HeroQuest'' games, the rules state that the players can only search once in a given room. This can lead to some of the quests becoming unwinnable.
* ''BetrayalAtHouseOnTheHill'' boasts fifty Haunt scenarios that are randomly chosen each time you play. However, due to the [[LuckBasedMission random nature]] of the game, it's sometimes possible to end up in a situation where one side literally has no chance of winning. For instance, the Traitor becomes a near-invincible monster with one weakness... only by sheer chance, they happened to ''find'' that item and were carrying it when the Haunt started. Leaving the heroes with no way to retrieve it. To make matters worse, some of the scenarios as originally published had conflicting or unclear rules, which could also render a scenario Unwinnable. However, since the nature of this game is not very competitive, in most such situations reasonable players will elect to veto the haunt in favor of something more [[RuleOfFun fun]].

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** In some ''HeroQuest'' ''TabetopGame/HeroQuest'' games, the rules state that the players can only search once in a given room. This can lead to some of the quests becoming unwinnable.
* ''BetrayalAtHouseOnTheHill'' ''TabetopGame/BetrayalAtHouseOnTheHill'' boasts fifty Haunt scenarios that are randomly chosen each time you play. However, due to the [[LuckBasedMission random nature]] of the game, it's sometimes possible to end up in a situation where one side literally has no chance of winning. For instance, the Traitor becomes a near-invincible monster with one weakness... only by sheer chance, they happened to ''find'' that item and were carrying it when the Haunt started. Leaving the heroes with no way to retrieve it. To make matters worse, some of the scenarios as originally published had conflicting or unclear rules, which could also render a scenario Unwinnable. However, since the nature of this game is not very competitive, in most such situations reasonable players will elect to veto the haunt in favor of something more [[RuleOfFun fun]].
12th Oct '14 2:01:47 PM JackRudd
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* ''EmpireBuilder'' has the potential to create this for one or more players and make things very annoying for the others. If a player is very low on cash, a natural disaster like a flood can destroy enough of their railroad that they can't afford to repair it and are cutoff from any city where they could make more money. As a last resort they discard their contract cards and draw a new set of contract cards hoping to get one that will get them the money to proceed. However, this increases the chance that another disaster card will be drawn which only makes things worse. They have legal actions in the game but those actions get them nowhere. The other players now have to deal with the possibility of a natural disaster card every other round instead of every five to six rounds. Also having one player sit around for another hour or two locked in an unwinnable situation is not a pleasant experience for everyone. Since lending other players money is not allowed, the others players will find a way to pay the stuck player rent money for using their railroad just to get them back into the game.

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* ''EmpireBuilder'' ''TabletopGame/EmpireBuilder'' has the potential to create this for one or more players and make things very annoying for the others. If a player is very low on cash, a natural disaster like a flood can destroy enough of their railroad that they can't afford to repair it and are cutoff from any city where they could make more money. As a last resort they discard their contract cards and draw a new set of contract cards hoping to get one that will get them the money to proceed. However, this increases the chance that another disaster card will be drawn which only makes things worse. They have legal actions in the game but those actions get them nowhere. The other players now have to deal with the possibility of a natural disaster card every other round instead of every five to six rounds. Also having one player sit around for another hour or two locked in an unwinnable situation is not a pleasant experience for everyone. Since lending other players money is not allowed, the others players will find a way to pay the stuck player rent money for using their railroad just to get them back into the game.
12th Oct '14 2:00:56 PM JackRudd
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* ''Empire Builder'' has the potential to create this for one or more players and make things very annoying for the others. If a player is very low on cash, a natural disaster like a flood can destroy enough of their railroad that they can't afford to repair it and are cutoff from any city where they could make more money. As a last resort they discard their contract cards and draw a new set of contract cards hoping to get one that will get them the money to proceed. However, this increases the chance that another disaster card will be drawn which only makes things worse. They have legal actions in the game but those actions get them nowhere. The other players now have to deal with the possibility of a natural disaster card every other round instead of every five to six rounds. Also having one player sit around for another hour or two locked in an unwinnable situation is not a pleasant experience for everyone. Since lending other players money is not allowed, the others players will find a way to pay the stuck player rent money for using their railroad just to get them back into the game.

to:

* ''Empire Builder'' ''EmpireBuilder'' has the potential to create this for one or more players and make things very annoying for the others. If a player is very low on cash, a natural disaster like a flood can destroy enough of their railroad that they can't afford to repair it and are cutoff from any city where they could make more money. As a last resort they discard their contract cards and draw a new set of contract cards hoping to get one that will get them the money to proceed. However, this increases the chance that another disaster card will be drawn which only makes things worse. They have legal actions in the game but those actions get them nowhere. The other players now have to deal with the possibility of a natural disaster card every other round instead of every five to six rounds. Also having one player sit around for another hour or two locked in an unwinnable situation is not a pleasant experience for everyone. Since lending other players money is not allowed, the others players will find a way to pay the stuck player rent money for using their railroad just to get them back into the game.
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