End of Game Rules

endGame

The narrator instructions for each way a run can end - a win, a loss, or a neutral end. They pair with the win-game/lose-game/end-game trigger effects: a trigger ends the game, and the matching endGame block tells the narrator how to write that final scene.

In the editor

"What happens when the adventure ends in victory, defeat, or a neutral ending"

Editor location
Files → Mechanics → End of Game Rules
Editor type
Edit in Studio + View JSON
Size limits

No character-length caps for this section.

Schema

json
{
  "endGame": {
    "win": {
      "endCondition": "win",
      "instructions": "string"
    },
    "lose": {
      "endCondition": "lose",
      "instructions": "string"
    },
    "end": {
      "endCondition": "end",
      "instructions": "string"
    }
  }
}

Example

json
{
  "endGame": {
    "win": {
      "endCondition": "win",
      "instructions": "Narrate a satisfying victory ending that celebrates what the party accomplished and resolves the major stakes."
    },
    "lose": {
      "endCondition": "lose",
      "instructions": "Narrate a meaningful failure ending that makes the consequences clear while giving the adventure a sense of closure."
    },
    "end": {
      "endCondition": "end",
      "instructions": "Narrate a neutral ending that gracefully closes the adventure and gives the story a final sense of completion."
    }
  }
}

endGame holds the narrator instructions for the three ways a game can end, keyed by outcome: win, lose, and end (a neutral ending). Each block carries an endCondition -- a fixed identifier (win, lose, or end) that must match its section -- and an instructions string, director's notes for that ending's final scene.

These pair with the trigger effects win-game, lose-game, and end-game. A terminal trigger effect ends the game -- or, with endScope: players, only the satisfying player's arc -- and the matching endGame block supplies the narration for that outcome. The finale is narrated on the same turn the trigger fires, so the action flows straight into the ending. An ended player's input locks; they can watch the remaining party or use Play Again to start a fresh room, while a game-wide ending closes the adventure for everyone.

The firing effect also carries two optional fields that shape the ending's reach:

  • endScope -- game ends the whole game and is the default when omitted; players ends only the satisfying players' arcs (the players matched by the trigger's scope) and the game continues for everyone else.
  • othersOutcome -- in a game-wide ending, the outcome the other (non-satisfying) players receive: won, lost, or ended (ended is a neutral ending rather than a win).

A mixed game-wide ending splits the narration between two blocks in one response. On a scope: player trigger whose win-game effect sets endScope: game and othersOutcome: lost, the satisfying player is the subject of the win block and every other player is the subject of the lose block; the narrator resolves both in the same final turn.

A personal ending (endScope: players) finishes one player's arc -- a win, loss, or neutral end -- while the rest of the party keeps playing, which suits escape rooms, races, ascension goals, and betrayals where characters finish at different times. When every player has reached a personal ending the game closes: matching outcomes become the overall result, and mixed outcomes resolve to a neutral overall ending.

Write each instructions block the way you would death.instructions: brief director's notes for the tone and beats of that closing scene, not a fixed script. Effective instructions resolve the triggering action before the epilogue, name the emotional destination (triumphant, tragic, bittersweet, mysterious, or comedic), close the stakes, relationships, promises, mysteries, or consequences that deserve a final beat, and describe the presentation when it fits -- an epilogue, credits block, post-credit scene, system readout, or closing line. The defaults above ship with every world; replace them to give a world its own victory, defeat, and closing voice.

Fields

win

The victory ending. Carries endCondition (win) and instructions -- director's notes for how the narrator writes a winning conclusion. Fired by a win-game trigger effect.

lose

The loss ending. Carries endCondition (lose) and instructions -- director's notes for how the narrator writes a defeat that lands with closure. Fired by a lose-game trigger effect.

end

The neutral ending. Carries endCondition (end) and instructions -- director's notes for a neutral close that gives the story a sense of completion. Fired by an end-game trigger effect.