UI name in toolbox: finish

Block type: Statement block (terminal action)

Definition: Ends the game immediately when the condition becomes true.

When it executes: The moment the connected condition becomes true; ends game permanently for that session.

Block characteristics:

  • Has previous statement connector only (terminal in chain)
  • Cannot have blocks connected after it in a sequence
  • Permanent action (cannot be reversed)

How to build it:

  1. Drag finish from Actions category
  2. Place in then section of WHEN-THEN block
  3. No inputs required

How it works:

  • Game stops immediately
  • Players can no longer answer tasks
  • Results are calculated and displayed
  • Game session ends

Important notes:

  • Multiple finish conditions can coexist (whichever triggers first ends the game)
  • Time-based finish conditions are auto-generated (you don’t need to create these separately)
  • First finish condition to become true ends the game

Example (Simple – Score milestone):
WHEN: score > 1000
THEN: finish
Result: Game ends as soon as score exceeds 1000 (victory condition)

Example (Simple – All tasks done):
WHEN: all tasks finished (would need custom logic for this)
THEN: finish
Result: Game ends when no more tasks are available

Example (Time limit):
WHEN: timer > 30 min
THEN: finish
Result: Game ends after 30 minutes (time-based ending)

Example (Edge Case – Multiple finish conditions):
Rule 1: WHEN score > 1000 → FINISH
Rule 2: WHEN timer > 30 min → FINISH
Result: Whichever triggers first ends the game (score reached first OR time expired, whichever comes first)

Notes:

  • Multiple finish conditions can coexist
  • Use to define win conditions, time limits, or completion criteria
  • Essential for controlling game duration
  • Prevents further game progression

Common mistakes:

  • Creating multiple contradictory finish conditions (though all can coexist)
  • Forgetting that Finish is permanent for that game session
  • Not testing different finish condition scenarios
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