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* When ''LetsPlay/{{Dream}}'' explains at the start of the video that beating the Ender Dragon means he wins, he's not kidding. Even if Dream dies a split second later, so long as he gets the "Free the End" achievement beforehand he wins. He doesn't even need to enter the portal to the overworld.

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* When ''LetsPlay/{{Dream}}'' ''WebVideo/{{Dream}}'' explains at the start of the video that beating the Ender Dragon means he wins, he's not kidding. Even if Dream dies a split second later, so long as he gets the "Free the End" achievement beforehand he wins. He doesn't even need to enter the portal to the overworld.Overworld.
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* In ''Manga/DragonBall'', it is possible to instantly win a match in the Tenkaichi Budokai if the opponent pulls out a weapon or [[RingOut touches the ground outside of the arena]]. The former rule was only enforced twice, to no avail, while the latter is commonly invoked throughout the series. For example, two of Goku's wins in the 23rd tournament (the Ma Junior Saga) were ring-outs: Chi-Chi, and Piccolo.

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* In ''Manga/DragonBall'', it ''Manga/DragonBall'':
** It
is possible to instantly win a match in the Tenkaichi Budokai if the opponent pulls out a weapon or [[RingOut touches the ground outside of the arena]]. The former rule was only enforced twice, to no avail, while the latter is commonly invoked throughout the series. For example, two of Goku's wins in the 23rd tournament (the Ma Junior Saga) were ring-outs: Chi-Chi, and Piccolo.



* The rule of standard matches in ''Anime/GirlsUndPanzer'': Your side can be hopelessly outnumbered and in a hopeless tactical position, if you can knock out the enemy flag-tank then you automatically win. This was apparently put in in the name of fairness, so that teams who can't afford many or very good tanks (such as the protagonist's) can theoretically be able to win against wealthy teams with large numbers of powerful tanks if they can find and neutralize the flag-tank. TheMovie changes the rules when the heroes are matched against the national college team to an annihilation format where all tanks on one side must be eliminated for victory. Ostensibly, this is because that's the standard university ruleset, but in reality it's just one of the [[NoKillLikeOverkill many ways]] the [[CorruptBureaucrat MEXT official]] attempts to stack the deck in an already lopsided (against the protagonists) match.

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* The rule of standard matches in ''Anime/GirlsUndPanzer'': The rule of standard matches. Your side can be hopelessly outnumbered and in a hopeless tactical position, if you can knock out the enemy flag-tank then you automatically win. This was apparently put in in the name of fairness, so that teams who can't afford many or very good tanks (such as the protagonist's) can theoretically be able to win against wealthy teams with large numbers of powerful tanks if they can find and neutralize the flag-tank. TheMovie changes the rules when the heroes are matched against the national college team to an annihilation format where all tanks on one side must be eliminated for victory. Ostensibly, this is because that's the standard university ruleset, but in reality it's just one of the [[NoKillLikeOverkill many ways]] the [[CorruptBureaucrat MEXT official]] attempts to stack the deck in an already lopsided (against the protagonists) match.



* In ''7 Wonders Duel'', a two-person spinoff of ''[[TabletopGame/SevenWonders 7 Wonders]]'', the game normally ends when the players progress through 3 ages, and the winner is decided by total number of Victory Points accumulated in multiple ways. However, two win conditions instantly end the game: Military Supremacy (Conflict token reaches opponent's capital, signalling conquest) or Scientific Supremacy (attaining 6 of the 7 possible scientific masteries). Note that partial credit is awarded and progressing both yields immediate benefits, so it's not all-or-nothing. The ''Agora'' expansion adds another instant-win condition with the Senate -- take control of the majority its chambers, and you win.

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* In ''7 Wonders Duel'', a two-person spinoff of ''[[TabletopGame/SevenWonders 7 Wonders]]'', ''TabletopGame/SevenWonders'', the game normally ends when the players progress through 3 ages, and the winner is decided by total number of Victory Points accumulated in multiple ways. However, two win conditions instantly end the game: Military Supremacy (Conflict token reaches opponent's capital, signalling conquest) or Scientific Supremacy (attaining 6 of the 7 possible scientific masteries). Note that partial credit is awarded and progressing both yields immediate benefits, so it's not all-or-nothing. The ''Agora'' expansion adds another instant-win condition with the Senate -- take control of the majority its chambers, and you win.


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* ''ComicBook/{{Supergirl}}'': In the "ComicBook/RedDaughterOfKrypton" storyline, the Diasporan aliens are being commanded to raid planets by their mind-controlled leader. Once Supergirl destroys the mind-controlling entity, the whole army surrenders.
* In ''ComicBook/{{Superman}}'' story arc "ComicBook/BrainiacRebirth", the key to defeat Brainiac's slave army is simply ignoring them and going after Brainiac. When Brainiac teleports away, his troops are released from his mind-control and stop fighting.
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* ''Series/LazyTown'': "Defeeted": Grabbing the remote for the Feet Crazer Maker 6000 and flipping a switch will deactivate the boots and send them flying off of the wearer's feet, luckily for Sportacus.
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* ''Series/LazyTown'': "Defeeted": Grabbing the remote for the Feet Crazer Maker 6000 and flipping a switch will deactivate the boots and send them flying off of the wearer's feet, luckily for Sportacus.
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** Kaargra Warfang isn't as bad, but her favor pool mechanics, cards like "Fickle Fans", and the "The heroes cannot win" rider on her flip side mean a dire situation can result in Hero victory, or dominant play from the Heroes can be stalled out into a sudden defeat, with only so much that can be done about it.

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** Kaargra Warfang isn't as bad, but her favor pool mechanics, cards like "Fickle Fans", and the a "The heroes cannot win" rider on her flip side mean a dire situation can result in Hero victory, or dominant play from the Heroes can be stalled out into a sudden defeat, with only so much that can be done about it.it. Notoriously, her rules only state that you need 20 favor to win, not that you need more than the other side. If she's flipped, the Heroes could have 50 favor and still lose on the spot when she hits 20.
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* In the game ''Hostage Negotiator'', one of the base Abductors, Edward, has taken patients at a hospital hostage because he cannot afford care for his ill son. Unlike other Abductors, Edward only has one possible Major Demand - "Medical Care". Conceding this demand requires twelve Conversation Points, which (as per the Conversation Point rules) must be built up in a single Conversation Phase, but if you successfully concede it, you immediately win the game, as Edward releases his hostages and surrender once he has it.

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* In the game ''Hostage Negotiator'', ''TabletopGame/HostageNegotiator'', one of the base Abductors, Edward, has taken patients at a hospital hostage because he cannot afford care for his ill son. Unlike other Abductors, Edward only has one possible Major Demand - "Medical Care". Conceding this demand requires twelve Conversation Points, which (as per the Conversation Point rules) must be built up in a single Conversation Phase, but if you successfully concede it, you immediately win the game, as Edward releases his hostages and surrender surrenders once he has it.
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*** [[https://yugipedia.com/wiki/Musical_Sumo_Dice_Games "Musical Sumo Dice Games"]] probably has the most bizarre instant win condition of them all: When your opponent begins their Battle Phase, you can roll a die and move the card clockwise across both players' Main Monster Zones equal to the number on the die. If it lands in a Main Monster Zone that is already occupied by a monster, it attaches that monster as Xyz Material, then if it has 6 or more Xyz Materials after resolving this effect, the player who controlled it at the time of effect activation wins the duel.
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** Eventually subverted during the Cell Games. At first Cell has a ring and the standard RingOut rule applies, and he even claims victories over [[FakeUltimateHero Mr. Satan]] and his entourage this way because he just can't be bothered to waste his time with them. However not long into the fights he decides this instant win rule is too restrictive and blows his own ring up, now forcing them to fight to the death.
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[[folder:Game Shows]]
* The Series 12 premiere of ''Series/{{Taskmaster}}'' had ''Pop The Balloon'', where contestants could buy various implements like darts, slingshots and ammo, forks, and the like by adding time to their total. The less effective they were the less time they cost, and the most expensive implement (save for the JokeItem "bucket of forks" which cost a whole hour) was the set of portcullis scissors which cost a full 8 minutes but was guaranteed to pop the balloon by cutting a string which suspended a sharp object above it. Most contestants tried to get shorter times and ended up effectively ''going into time debt'' by buying tons of darts and slingshots: Desiree totaled ''three hours'', Morgana 56 minutes, Guz 37 minutes, and Victoria 25 minutes. Alan however immediately went for the instant-win scissors right out the gate and, even using them as leisurely as possible, took only 9 minutes.
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* In the game ''Hostage Negotiator'', one of the base Abductors, Edward, has taken patients at a hospital hostage because he cannot afford care for his ill son. Unlike other Abductors, Edward only has one possible Major Demand - "Medical Care". Conceding this demand requires twelve Conversation Points, which (as per the Conversation Point rules) must be built up in a single Conversation Phase, but if you successfully concede it, you immediately win the game, as Edward releases his hostages and surrender once he has it.
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* ''Sea Salt & Paper'' is a card game that revolves around collecting and playing card combinations in order to score points, the objective being to score enough points over a number of rounds to reach a certain goal. The deck also contains four Mermaid cards; they usually give you bonus points for having a lot of cards of a single color, but if a player is lucky enough to collect all four Mermaids in their hand in the same round, they win the game automatically.

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