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Often used with AsymmetricMultiplayer games.

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Often used with AsymmetricMultiplayer games.
games. When the role of one group of players is to figure out which players are secretly part of the other group, it is a SocialDeductionGame.
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* ''VideoGame/AmongUs'' features the Crewmates and the Impostors. The crewmates win by either finishing all of their tasks (thus ensuring their survival) or by identifying and voting off the Impostor(s) in their match, by virtue of getting them ThrownOutTheAirlock. The impostors win by killing enough crewmates (or getting enough crewmates killed by misdirecting the vote) such that the number of impostors equal the number of surviving crewmates, or by sabotaging something important and instantly killing everyone if it isn't taken care of in time.
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* ''VideoGame/TownOfSalem'' is a game where the uninformed majority (Town) must kill the informed Minority (Mafia) and vice-versa. A few roles have completely different win conditions.
** The Jester wins if he gets lynched.
** The Executioner wins if he gets his target (always an innocent Townie) lynched. To prevent the game from becoming UnwinnableByMistake if his target dies at night, if it happens he turns into a Jester.
** The Witch must end the game alive, and with all town members dead.
** The Survivor must live to the end of the game.
** The {{Pirate}} must Plunder (win at RockPaperScissors against) two people.
** The Guardian Angel must keep her target alive. If her target dies, she becomes a Survivor with no vest.
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* ''Illuminati'' - Runs the gamut from destruction (Servants of Cthulu), accumulating raw power (Bavarians), getting a crapton of money (Gnomes of Zurich), collecting one of every alignment (Bermuda Triangle), or a choose-your-own secret goal ([=UFOs=]). Also includes Main/ChurchOfTheSubgenius as the side who have an easier time with the ordinary condition.

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* ''Illuminati'' - Runs the gamut from destruction (Servants of Cthulu), accumulating raw power (Bavarians), getting a crapton of money (Gnomes of Zurich), collecting one of every alignment (Bermuda Triangle), or a choose-your-own secret goal ([=UFOs=]). Also includes Main/ChurchOfTheSubgenius Church of the Subgenius as the side who have an easier time with the ordinary condition.
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* ''Spy Party'' tasks two players as the Spy and the Sniper, with wildly different objectives. The Spy's goals are to complete their missions without being detected (and shot) and without running out of time, or to trick the Sniper into shooting an innocent target. The Sniper's goals are to identify and shoot the Spy before they can complete their missions without hitting the wrong person, or pressure them so heavily that time runs out without allowing the Spy the chance to finish their missions.

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* ''Spy Party'' ''VideoGame/SpyParty'' tasks two players as the Spy and the Sniper, with wildly different objectives. The Spy's goals are to complete their missions without being detected (and shot) and without running out of time, or to trick the Sniper into shooting an innocent target. The Sniper's goals are to identify and shoot the Spy before they can complete their missions without hitting the wrong person, or pressure them so heavily that time runs out without allowing the Spy the chance to finish their missions.
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* In one of the ''Franchise/StarWars'' novels, Luke has developed one of these games for his Jedi students. He explains that it's actually a training exercise in diplomacy for the ''referee'', who has to figure out both teams' victory conditions and, assuming they're not mutually exclusive, try to help everyone win.

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* In one of the ''Franchise/StarWars'' ''Franchise/StarWarsLegends'' novels, Luke has developed one of these games for his Jedi students. He explains that it's actually a training exercise in diplomacy for the ''referee'', who has to figure out both teams' victory conditions and, assuming they're not mutually exclusive, try to help everyone win.
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* ''TabletopGame/BetrayalAtHouseOnTheHill'' starts with all players working more-or-less independently to explore a haunted house. Partway through the game, one player (in most scenarios) becomes the BigBad and has to achieve a particular objective, while the other players team up to achieve some opposing goal. Each side might have a vague idea of the other's goals, but not the precise win condition.
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* ''Secret Mission TabletopGame/{{Risk}}''.

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* ''Secret Mission TabletopGame/{{Risk}}''.TabletopGame/{{Risk}}'' - Not only are players aiming for different goals, but each player's goal is known only to them until the end of the game.
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* In Dungeons & Dragons, players don't always have the same goals. The Dungeon Master's Guide even recommends creating several so-called "Quest Hooks" and side-quests for any adventure, so that the characters, despite having different backgrounds, personalities and motivations, all end up going on the same adventure.

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Duplicate/zero context: Twilight Imperium is already listed in the first section.


* The VideoGame/{{Civilization}} games have military victory (destroy all other civilizations), culture victory (get your Culture high enough to create a utopia or become a media powerhouse), Technological victory (build a spacecraft to send your civilization to the stars), and a diplomatic victory (convince all your opponents to make you president of the world). No civilization is barred from achieving any win condition, but all have traits that make pursuing certain goals easier than others.\\
''Civilization VI'' mixed up the formula a bit. Military (be the last nation holding their original capital) and Technological (launch a satellite, land on the moon, and colonize Mars) victories are relatively unchanged, but the diplomatic option was split in two ways to rule the global masses by hegemony: Cultural (have more foreign tourists visiting your nation than every other has domestic tourists) and Religious (have to majority of cities in every nation following your religion).

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* The VideoGame/{{Civilization}} ''VideoGame/{{Civilization}}'' games have military victory (destroy all other civilizations), culture victory (get your Culture high enough to create a utopia or become a media powerhouse), Technological victory (build a spacecraft to send your civilization to the stars), and a diplomatic victory (convince all your opponents to make you president of the world). No civilization is barred from achieving any win condition, but all have traits that make pursuing certain goals easier than others.\\
''Civilization VI'' mixed up the formula a bit. Military (be the last nation holding their original capital) and Technological (launch a satellite, land on the moon, and colonize Mars) victories are relatively unchanged, but the diplomatic option was split in two ways to rule the global masses by hegemony: Cultural (have more foreign tourists visiting your nation than every other has domestic tourists) and Religious (have to the majority of cities in every nation following your religion).



%%* ''Twilight Imperium''.
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** The Lost Identities expansion has a new ID, Crazy Joe, who only wins if there are thirteen paradoxes in effect, which is an automatic game over for everyone else.

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* The VideoGame/{{Civilization}} games have military victory (destroy all other civilizations), culture victory (get your Culture high enough to create a utopia or become a media powerhouse), Technological victory (build a spacecraft to send your civilization to the stars), and a diplomatic victory (convince all your opponents to make you president of the world). No civilization is barred from achieving any win condition, but all have traits that make pursuing certain goals easier than others.

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* The VideoGame/{{Civilization}} games have military victory (destroy all other civilizations), culture victory (get your Culture high enough to create a utopia or become a media powerhouse), Technological victory (build a spacecraft to send your civilization to the stars), and a diplomatic victory (convince all your opponents to make you president of the world). No civilization is barred from achieving any win condition, but all have traits that make pursuing certain goals easier than others.\\
''Civilization VI'' mixed up the formula a bit. Military (be the last nation holding their original capital) and Technological (launch a satellite, land on the moon, and colonize Mars) victories are relatively unchanged, but the diplomatic option was split in two ways to rule the global masses by hegemony: Cultural (have more foreign tourists visiting your nation than every other has domestic tourists) and Religious (have to majority of cities in every nation following your religion).
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* ''FinalFantasyCrystalChronicles'' uses this to add a competitive element to a primarily co-operative game- everyone has to work together to complete the level, but each player has a unique (and secret) secondary objective, which may involve hindering the team, or at least [[SelfImposedChallenge not helping to the best of your ability]]. Whoever scores the highest on their secondary objective gets first pick of the stat-boosting treasures at the end of the level. Even so, it's a team game through and through -- the team's combined score partly determines what treasures are available to begin with.

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* ''FinalFantasyCrystalChronicles'' ''VideoGame/FinalFantasyCrystalChronicles'' uses this to add a competitive element to a primarily co-operative game- everyone has to work together to complete the level, but each player has a unique (and secret) secondary objective, which may involve hindering the team, or at least [[SelfImposedChallenge not helping to the best of your ability]]. Whoever scores the highest on their secondary objective gets first pick of the stat-boosting treasures at the end of the level. Even so, it's a team game through and through -- the team's combined score partly determines what treasures are available to begin with.
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Added namespaces.


In the more extreme form, each player is going for something different entirely. One player is trying to accumulate as much money as possible, while another is trying to [[{{Risk}} eliminate the player to his left]]. These are often accompanied with the player having varying special abilities that help to accomplish these specific goals.

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In the more extreme form, each player is going for something different entirely. One player is trying to accumulate as much money as possible, while another is trying to [[{{Risk}} [[TabletopGame/{{Risk}} eliminate the player to his left]]. These are often accompanied with the player having varying special abilities that help to accomplish these specific goals.



* ''Secret Mission {{Risk}}''.

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* ''Secret Mission {{Risk}}''.TabletopGame/{{Risk}}''.
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* The board game ''Careers'': At the start of play, each player writes down their end goal of how many "fame" points, money (in thousands of dollars), and "happiness" points they must accumulate in order to win, with the only requirement being that all three numbers must add up to 60. In practice, placing the emphasis on happiness, followed by money and then fame (in that order) tends to be the best winning combination, since happiness points are the easiest to come by.
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* ''{{Chrononauts}}'' - Each player can win by accomplishing their ID, which requires getting certain events on the timeline, their mission, which requires getting specific artifacts, or by getting 10 cards in hand.

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* ''{{Chrononauts}}'' ''TabletopGame/{{Chrononauts}}'' - Each player can win by accomplishing their ID, which requires getting certain events on the timeline, their mission, which requires getting specific artifacts, or by getting 10 cards in hand.



* In LegendOfTheFiveRings, there are four possible ways to win the CCG: military victory, destroying all enemy provinces; Honor victory, starting a turn with Family Honor above 40; Dishonor victory, having an opponent end their turn with Family Honor at -20; and Enlightenment victory, by starting a turn with all five Elemental Rings on the field[[note]]The Rings must have been put into play by the conditions printed on their cards, ''not'' through the effects of some other card[[/note]].

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* In LegendOfTheFiveRings, ''TabletopGame/LegendOfTheFiveRings'', there are four possible ways to win the CCG: military victory, destroying all enemy provinces; Honor victory, starting a turn with Family Honor above 40; Dishonor victory, having an opponent end their turn with Family Honor at -20; and Enlightenment victory, by starting a turn with all five Elemental Rings on the field[[note]]The Rings must have been put into play by the conditions printed on their cards, ''not'' through the effects of some other card[[/note]].



* ''Main/{{Starcraft}}: The Board Game'' - The Aldaris faction combines both common twists. However, instead of his own score required for ordinary victory being lower, if the Aldaris faction is playing, everyone else's score required for ordinary victory is higher.

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* ''Main/{{Starcraft}}: ''VideoGame/{{Starcraft}}: The Board Game'' - The Aldaris faction combines both common twists. However, instead of his own score required for ordinary victory being lower, if the Aldaris faction is playing, everyone else's score required for ordinary victory is higher.



* In one of the ''StarWars'' novels, Luke has developed one of these games for his Jedi students. He explains that it's actually a training exercise in diplomacy for the ''referee'', who has to figure out both teams' victory conditions and, assuming they're not mutually exclusive, try to help everyone win.

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* In one of the ''StarWars'' ''Franchise/StarWars'' novels, Luke has developed one of these games for his Jedi students. He explains that it's actually a training exercise in diplomacy for the ''referee'', who has to figure out both teams' victory conditions and, assuming they're not mutually exclusive, try to help everyone win.
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* In most versions of ''Mafia'' and its derivatives like ''{{TabletopGame/Werewolf}}'', players are secretly given roles which split them into two groups, where one must eliminate the other, or something similar. Some variations add other roles to the mix, such as one whose player only wins if they get the other players to eliminate them, or another which wins if they are the last one standing in their group. Did we mention that all of these roles are meant to be kept secret from the other players? Or that some roles allow their player to mix up the roles of the other players without them knowing which group they're suddenly in?
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* In the ''Series/{{Battlestar Galactica|Classic}}'' board game, the humans win by travelling a certain distance without running out of resources, suffering too much damage, or being boarded by Centurions. The hidden Cylons win by preventing this. On top of this, one expansion adds personal goals for humans, encouraging them to take actions (often ones which hinder the team) in order to avoid penalties.

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* In the ''Series/{{Battlestar Galactica|Classic}}'' Galactica|1978}}'' board game, the humans win by travelling a certain distance without running out of resources, suffering too much damage, or being boarded by Centurions. The hidden Cylons win by preventing this. On top of this, one expansion adds personal goals for humans, encouraging them to take actions (often ones which hinder the team) in order to avoid penalties.
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In the milder form, each player is going for the same sort of thing, but what precisely they require varies. For instance, each player may be trying to get two treasures, but which two treasures is different for each player.

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In the milder form, each player is going for the same sort of thing, but what precisely they require varies. For instance, each player may be trying to get two treasures, but which two treasures is different for each player.
player, or each player has certain bonuses or restrictions that make getting certain treasures easier or harder (respectively).
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* In the online game Rebuild 2, the player can win in five ways, 1st is to find a heliport and repair the helicopter, 2nd find a government building reclaim it and start your own government, 3rd kill the Last Judgement Gang, 4th create the cure for the zombie plague, 5th reclaim the entire play area.

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* In the online game Rebuild 2, ''{{VideoGame/Rebuild}} 2'', the player can win in five ways, 1st is to find a heliport and repair the helicopter, 2nd find a government building to reclaim it and start your own government, 3rd kill the Last Judgement Gang, 4th create the cure for the zombie plague, 5th reclaim the entire play area.area. You can get all five on the same playthough (the sixth one involves voluntarily joining the zombies).
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* ''{{Dune}}'' - Not every side gets a special victory condition, but includes two sides (Spacing Guild and Fremen) which win in case of final scoring; the Fremen require additional conditions to be met, however, and the Spacing Guild wins only if they are not (or if the Fremen are not playing). Also includes the Bene Gesserit, who can steal the win if they correctly guess before the game starts who will win the game and on what turn.

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* ''{{Dune}}'' ''Franchise/{{Dune}}'' - Not every side gets a special victory condition, but includes two sides (Spacing Guild and Fremen) which win in case of final scoring; the Fremen require additional conditions to be met, however, and the Spacing Guild wins only if they are not (or if the Fremen are not playing). Also includes the Bene Gesserit, who can steal the win if they correctly guess before the game starts who will win the game and on what turn.
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* In ''TabletopGame/TwilightImperium'', each game has a "goals deck" of randomly selected cards each worth a victory point that any of the players can meet, but each player also gets a random Secret Objective card worth two victory points. The second Expansion adds additional random "Preliminary Goals" for each player also worth 1 point. Then there are also several ways to score victory points not related to the goal cards at all, such as the Imperium strategy card. The players can all be pursuing very differnt agendas with equal chances to win.
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* ''Twilight Imperium''.

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* %%* ''Twilight Imperium''.
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* ''Spy Party'' tasks two players as the Spy and the Sniper, with wildly different objectives. The Spy's goals are to complete their missions without being detected (and shot) and without running out of time, or to trick the Sniper into shooting an innocent target. The Sniper's goals are to identify and shoot the Spy before they can complete their missions without hitting the wrong person, or pressure them so heavily that time runs out without allowing the Spy the chance to finish their missions.
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* The VideoGame/{{Civilization}} games have military victory (destroy all other civilizations), culture victory (get your Culture high enough to create a utopia), Technological victory (build a spacecraft to send your civilization to the stars), and a diplomatic victory (convince all your opponents to make you president of the world). No civilization is barred from achieving any win condition, but all have traits that make pursuing certain goals easier than others.

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* The VideoGame/{{Civilization}} games have military victory (destroy all other civilizations), culture victory (get your Culture high enough to create a utopia), utopia or become a media powerhouse), Technological victory (build a spacecraft to send your civilization to the stars), and a diplomatic victory (convince all your opponents to make you president of the world). No civilization is barred from achieving any win condition, but all have traits that make pursuing certain goals easier than others.
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Often used with AsymmetricMultiplayer games.
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Fact Check


* ''Illuminati'' - Runs the gamut from destruction (Servants of Cthulu), accumulating raw power (Bavarians), getting a crapton of money (Gnomes of Zurich), collecting one of every alignment (Discordia), or a choose-your-own secret goal ([=UFOs=]). Also includes Main/ChurchOfTheSubgenius as the side who have an easier time with the ordinary condition.

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* ''Illuminati'' - Runs the gamut from destruction (Servants of Cthulu), accumulating raw power (Bavarians), getting a crapton of money (Gnomes of Zurich), collecting one of every alignment (Discordia), (Bermuda Triangle), or a choose-your-own secret goal ([=UFOs=]). Also includes Main/ChurchOfTheSubgenius as the side who have an easier time with the ordinary condition.
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Adding missed 5th condition to Rebuild 2. (Usually the others are done by then.)


* In the online game Rebuild 2, the player can win in four ways, 1st is to find a heliport and repair the helicopter, 2nd find a government building reclaim it and start your own government, 3rd kill the Last Judgement Gang, 4th create the cure for the zombie plague.

to:

* In the online game Rebuild 2, the player can win in four five ways, 1st is to find a heliport and repair the helicopter, 2nd find a government building reclaim it and start your own government, 3rd kill the Last Judgement Gang, 4th create the cure for the zombie plague.plague, 5th reclaim the entire play area.
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* In LegendOfTheFiveRings, there are four possible ways to win the CCG. You can either go military victory, and destroy all enemy provinces, Honor victory, by getting your Honor above 40, Dishonor victory, by getting your opponent's honor at -19, and Enlightenment victory, by playing all Five Rings onto the field.

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* In LegendOfTheFiveRings, there are four possible ways to win the CCG. You can either go CCG: military victory, and destroy destroying all enemy provinces, provinces; Honor victory, by getting your starting a turn with Family Honor above 40, 40; Dishonor victory, by getting your opponent's honor having an opponent end their turn with Family Honor at -19, -20; and Enlightenment victory, by playing starting a turn with all Five five Elemental Rings onto on the field.field[[note]]The Rings must have been put into play by the conditions printed on their cards, ''not'' through the effects of some other card[[/note]].
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* In ''TabletopGame/{{Netrunner}}'', both players are trying to score seven or more agenda points before their opponent does. However, they build their decks from separate card pools that don't overlap, and while the Corp player's main route to victory is playing, advancing over time, and ultimately scoring agenda cards from his or her own deck, the Runner tries to earn his or her points by breaking into the Corp's data forts and "liberating" those selfsame cards before that can happen. (The Corp can also win by dealing enough damage to the Runner to "flatline" him or her. However, it cannot just attack freely -- its primary sources of damage are intrusion countermeasures that only work if actually encountered and not overcome, and attack cards that work on the Corp's own turn but generally require it to have a "tag" on the Runner first.)

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