{"tab":"mechanics","section":"endGame","title":"End of Game Rules","summary":"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.","kind":"schema","uiLocation":"Files → Mechanics → End of Game Rules","uiSubtitle":"\"What happens when the adventure ends in victory, defeat, or a neutral ending\"","editor":"Edit in Studio + View JSON","related":[{"section":"triggers","note":"win-game / lose-game / end-game effects fire these endings"}],"wikiUrl":"/mechanics/endGame","schema":{"_type":"intersection","parts":[{"_type":"required","fields":{"win":{"_type":"required","fields":{"endCondition":{"_type":"literal","value":"win"},"instructions":"string"}},"lose":{"_type":"required","fields":{"endCondition":{"_type":"literal","value":"lose"},"instructions":"string"}},"end":{"_type":"required","fields":{"endCondition":{"_type":"literal","value":"end"},"instructions":"string"}}}}]},"sizeLimits":[],"blocks":[{"type":"example","lang":"json","code":"{\n  \"endGame\": {\n    \"win\": {\n      \"endCondition\": \"win\",\n      \"instructions\": \"Narrate a satisfying victory ending that celebrates what the party accomplished and resolves the major stakes.\"\n    },\n    \"lose\": {\n      \"endCondition\": \"lose\",\n      \"instructions\": \"Narrate a meaningful failure ending that makes the consequences clear while giving the adventure a sense of closure.\"\n    },\n    \"end\": {\n      \"endCondition\": \"end\",\n      \"instructions\": \"Narrate a neutral ending that gracefully closes the adventure and gives the story a final sense of completion.\"\n    }\n  }\n}"},{"type":"prose","md":"`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.\n\nThese pair with the [trigger](/mechanics/triggers) 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.\n\nThe firing effect also carries two optional fields that shape the ending's reach:\n\n- `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.\n- `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).\n\nA 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.\n\nA 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.\n\nWrite 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."},{"type":"fields","fields":[{"name":"win","tooltip":"The victory ending: endCondition \"win\" plus narrator instructions for the winning final scene.","md":"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."},{"name":"lose","tooltip":"The loss ending: endCondition \"lose\" plus narrator instructions for the failure final scene.","md":"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."},{"name":"end","tooltip":"The neutral ending: endCondition \"end\" plus narrator instructions for a neutral final scene.","md":"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."}]}],"body":"## Example\n\n```json\n{\n  \"endGame\": {\n    \"win\": {\n      \"endCondition\": \"win\",\n      \"instructions\": \"Narrate a satisfying victory ending that celebrates what the party accomplished and resolves the major stakes.\"\n    },\n    \"lose\": {\n      \"endCondition\": \"lose\",\n      \"instructions\": \"Narrate a meaningful failure ending that makes the consequences clear while giving the adventure a sense of closure.\"\n    },\n    \"end\": {\n      \"endCondition\": \"end\",\n      \"instructions\": \"Narrate a neutral ending that gracefully closes the adventure and gives the story a final sense of completion.\"\n    }\n  }\n}\n```\n\n`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.\n\nThese pair with the [trigger](/mechanics/triggers) 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.\n\nThe firing effect also carries two optional fields that shape the ending's reach:\n\n- `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.\n- `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).\n\nA 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.\n\nA 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.\n\nWrite 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.\n\n## Fields\n\n### win\n\nThe 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.\n\n### lose\n\nThe 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.\n\n### end\n\nThe 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."}