26 games

Mechanic: End Game Bonuses

Showing 13–24 of 26 games

Pre-orderLost Ruins of Arnak
Board GameBGG 8.1
Lost Ruins of Arnak
CGE
♟ 1–4⏱ 30–120m♙ 12+
Pre-order · ETA 4 November 2026
RRP £60.00
£46.00
-22%Azul Duel
Board GameBGG 7.0
Azul Duel
Plan B Games
♟ 2⏱ 45m♙ 10+
In stock
RRP £27.49
£21.50
-30%Paper World
Board GameBGG 6.2
Paper World
Lumberjacks studio
♟ 2–4⏱ 15m♙ 8+
In stock
RRP £15.00
£10.50
-31%Spellbloom
Board GameBGG 7.0
Spellbloom
Brain Games
♟ 1–4⏱ 45m♙ 12+
Sold out
RRP £35.00
£24.00
Notify me
-18%Panorama
Board GameBGG 7.2
Panorama
Scorpion Masque
♟ 2–4⏱ 15–20m♙ 8+
Sold out
RRP £20.00
£16.50
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Mechanic: End Game Bonuses

End game bonuses reward players for specific achievements or majorities tallied only after the final round, creating strategic tension between immediate scoring and long-term investment. At the table, this mechanism keeps games competitive until the last action—players who trailed all game can surge ahead if they positioned correctly for bonus conditions, whether assembling card sets, controlling territories, or fulfilling hidden objectives. The mechanism adds a puzzle layer: you're simultaneously playing the visible game and building toward unseen payoffs.

This appeals to strategic planners who enjoy delayed gratification and multi-layered decision trees, plus comeback lovers who relish dramatic final reveals. Captain Flip uses end-game scoring to reward crew composition and fulfilled contracts, turning a light tile-flipping race into a tighter contest than mid-game scores suggest. Castle Combo similarly scores completed patterns and majorities only at the finish, meaning every placement compounds value across multiple potential bonuses. Both games stay competitive for 2-4 players through the final turn, making them ideal for groups that prefer suspenseful scoring over runaway leaders.