1. 1
  2. 2
  3. 3
  4. 4
  5. 5
  6. 6
  7. 7
  8. 8
  9. 9
  10. 10
  11. 11
  12. 12
  13. 13

Closing out the game

The last point is the hardest one, and the rules make sure of it.

Your score
1 2 3 4 5 6 7 8
One point from winning
Their base Empty — everything they own is out scoring
Both battlefields are theirs — that is why you are stuck on 7
Battlefield
Grove of the God-Willow
Grove of the God-Willow
When you hold here, draw 1.
Theirs
2
Lonely Poro
Lonely Poro
No [Shield] — a flat 2, defending or not
Battlefield
Navori Fighting Pit
Navori Fighting Pit
When you hold here, buff a unit here.
Theirs
1
Mutated Mouser
Mutated Mouser
[Shield 2] · [Tank] — a 1 that defends as a 3
Your base Ready to move, and one point from winning
3
Shipyard Skulker
Shipyard Skulker
Enough to clear a 2 and live; not enough for a 3
Your hand Every line below is built out of these
Gust
Gust
Sneaky Deckhand
Sneaky Deckhand
Ride the Wind
Ride the Wind
Jinx - Demolitionist
Jinx - Demolitionist
Flame Chompers
Flame Chompers

You are on 7 and they hold both battlefields. Try each line and see which ones actually end the game.

Remember

Each battlefield pays you at most once a turn, by conquering it or by holding it, never both. From 7, a conquer is only your last point if you have scored every battlefield that turn — and a hold earlier the same turn counts towards that; otherwise it draws you a card instead. So the 8th point comes from holding into your Beginning phase, from running the whole table in a single turn, or from a card effect. Conquering can happen on their turn too, so neither player is ever safe between turns — and reaching 8 only wins at a cleanup, with strictly more points than your opponent.