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End game triggers in games with a shared deck

  • Writer: Tom Cox
    Tom Cox
  • Feb 12
  • 4 min read

Updated: Mar 26

Here's a common design challenge I find myself encountering over and over: if I make a card game with X number of cards, how do I design the end game trigger so that it works at every player count (without overstaying its welcome or finishing too abruptly)? It's on my mind because of the design challenges I faced with both Chillies and Dryads.


Potential box cover for Chillies
Potential box cover for Chillies

Here are the solutions I've seen, tried, or considered and why they work or don't work:


The draw deck runs out and either:

A) Game ends immediately (as with Chillies) B) All players take one more turn

Clean, predictable, easy to implement and understand. Provides a clear sense of progression. Works well for shorter games.

Can feel anticlimactic if the game state isn't compelling when the last card is drawn. Lacks strategic depth regarding the ending. Can lead to uneven player turns if not handled carefully

Curated deck

As above but cards are removed based on player count to ensure the game length and number of turns is roughly equivalent regardless of player count

Scales the game length appropriately for different player counts. Helps maintain a consistent play experience by having the same card types in the same relative proportions.

Requires more design and balancing work. Players might not be aware of the exact deck size, making it harder to predict the end.

Instant end trigger based on the recurrence of certain cards appearing

E.g. Ethnos when the third dragon is revealed or Fantasy Realms when the 10th card is discarded.

Balances randomness with player agency. Players can strategize around collecting these cards.

Can be difficult to balance. The game might end too quickly or too slowly.

Insert a game end trigger card in a certain position in the deck (either insta-end or one more turn)

E.g. Coloretto when the last round card is revealed the game. This is the solution I went with for Dryads.

Adds suspense and anticipation. Allows for precise control over game length. Can be used to trigger a special final scoring or event.

Can feel arbitrary if not thematically tied to the game. Players might feel cheated if they were close to achieving their goals.

Matching Sets/Sequences: Players collect sets or sequences of cards, and when a predefined number of these sets/sequences are claimed from the deck, the game ends. This combines deck depletion with player agency.

Combines deck depletion with player interaction. Creates competition for specific cards.

Requires careful balancing of card distribution and set requirements. Can lead to "king-making" if one player is far ahead.

Triggered by Card Effects:

Some cards, when played, have an explicit "end game" effect. This can be a sudden ending or a delayed trigger (e.g., "The game ends at the end of the next round").

Allows for dramatic and thematic endings. Can create memorable moments.

Can be unpredictable and disruptive to player strategies if not carefully designed.

Play a set number of rounds

Consistent play length. Simple, easy to implement.

Usually requires a way of tracking the rounds (extra components). Without a curated deck, card distribution might be quite uneven, which can cause balancing issues and might undercut a game's strategic appeal.

Player reaches a certain amount of points

This is easily calibrated at different player counts to control game length and deliver a consistent experience. E.g. play to 40 points at 2P, but only 30 at 3P. No deck curation required.

You'll need some way of tracking scores (such as a score track or tokens), and this will need to be visible and easy for players to interpret so they understand their relative position. This can also lead to feelings of futility ("I'm too far behind") or result in gang up on the leader.

Resource Depletion Play until a separate resource(s) supply runs out that is not directly linked to the deck. E.g. some cards allow you to gather resources such as iron or gold. The game ends when 2 of the 5 resource piles are exhausted.

Allows for interesting strategic and tactical choices. Introduces player driven end game trigger, and a race style mechanism which can increase tension and engagement.

Depends on the card designs, and their effects, but may lead to an inconsistent game length (if all the resource gaining cards come out early for example).

When condition is met after a certain occurrence. E.g. when a player runs out of cards after the deck has been completed.

Allows for an even number of turns, avoiding the abruptness of an instant game end. If the trigger is easily visible and parsable, players can make informed decisions knowing the game is likely to end soon.

Can lead to slower, min-maxing decision making towards the end of the game.

Game ends when a player runs out of cards. Typical in shedding card games, and the backbone of a little game called Uno as well as most rummy variants.

Fun, tense, highly visible.

Only works in games where players rarely draw cards, or only draw cards under certain conditions, or else game length can spiral. Players may or may not have enough control to stop someone from winning (but hey, someone's got to!).

What end game triggers in single shared deck games have you seen? Which of these do you like or dislike in particular?

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