Designing win conditions
The win condition is the lens through which players see every rule in your game. Whatever earns the win is what players will optimize, so if points come from building and nothing rewards attacking, players will not attack no matter how much combat you design. Choose the win condition first or early, because it silently redesigns everything else.
The common families are worth knowing. Score-based wins count victory points, either first to a target or most when the game ends, and they let you reward many behaviors at once by pricing them in points. Race wins go to the first player to reach a goal, which creates urgency and a clear narrative. Elimination removes players until one remains, which is dramatic but risks knocked-out players watching from the couch, so modern designs use it sparingly or keep games short. Cooperative games set a shared objective against the system, where everyone wins or loses together.
Separate the win condition from the end trigger, because they are different rules. A game can end when the deck runs out, when a player reaches ten buildings, or after eight rounds, and only then does scoring decide the winner. End triggers that players control become strategic weapons: a leading player rushes the end, a trailing player drags it out. That tension is usually good, but test that the game cannot be ended so early that most of the design never comes into play.
Endings need to be visible. Players should be able to tell roughly who is winning and how long remains, or the final scoring feels like a lottery. Hidden scoring can be a deliberate choice for tension, but pure hidden scoring plus a surprise ending makes players feel their decisions were disconnected from the outcome. Aim for a finish where the loser can look back and see the moment things went wrong, because that is what makes people want a rematch.
Video tutorials
How Players and Publishers Choose Between Good Board Games | META Hooks
Everything You Need To Know About Board Game Design