Four endings, not two
A game of this ends in a solo, an elimination, a draw, or somebody else's solo, and none of those is a win or a loss in the shape the other games on this site use. The draw is the one that matters: it is the usual outcome and it is neither, so it cannot borrow either tune.
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@@ -54,6 +54,18 @@ about. Armies grinding into each other, guns at sea, a convoy escorting
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something across, a unit being built, a unit falling back -- each of those is
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something across, a unit being built, a unit falling back -- each of those is
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a different noise, generated by the synth like everything else on this site.
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a different noise, generated by the synth like everything else on this site.
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**The endings get their own.** This game does not end in a win or a loss, it
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ends in one of four things, and they do not sound alike:
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- **the solo** -- eighteen centres, and the only unambiguous victory there is;
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- **elimination** -- your last centre gone, which can happen in 1903 and
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leaves you watching;
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- **the draw** -- nobody reaches eighteen and the survivors agree to stop.
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This is what actually happens most of the time, and it is neither a win nor
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a loss, so it cannot borrow either of their tunes;
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- **somebody else's solo** -- you are still on the board and it is over
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anyway, which is the bleakest of the four and should sound like it.
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## The board
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## The board
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Seventy-five provinces, two adjacency graphs — an army walks the land, a
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Seventy-five provinces, two adjacency graphs — an army walks the land, a
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