# Win Conditions

Win conditions include pinfall, submission, disqualification or timeout. The below table outlines detailed explanations of each specific condition. If neither player manages to achieve one of the  conditions before the turn limit (50) is reached, the match will be ruled a draw.

<table><thead><tr><th width="178">Condition</th><th>Explanation</th></tr></thead><tbody><tr><td>Pinfall</td><td>The player in control may attempt a pinfall only when the Game State is "On The Ground". A pinfall costs energy (20) to execute, and in the event it is unsuccessful, control is forfeited. The closer the defender is to 0 HP, the more likely the pin is to be successful and end the game. There is always a VERY SLIM chance the opponent kicks out of the pin attempt, regardless of how low (even negative) their HP is. A variety of other game variables are taken into account when assessing whether the pin attempt is successful or not. Please note, an RNG value is applied to the final outcome.</td></tr><tr><td>Submission</td><td>A submission victory occurs when the defending player is placed in a manoeuvre that has the attribute for OnSuccessGameState equal to "In Hold Awaiting Decision". A submission does not include an RNG value and is a binary outcome based on the whether the limb of the defending opponents HP has reached 0 or below AND the manoeuvre does damage to that specific limb regardless of the defenders general HP. For example, the defending player has a hp of 50, but arm hp of 2 and is hit with an armbar, cause the defenders arm hp to drop below 0, a submission victory is achieved. </td></tr><tr><td>Disqualification</td><td>Players may be disqualified if their DQ points exceed the game limit (20). Once a players DQ points exceed the limit, a RNG value will be applied to a formula to deem whether the player is disqualified. This means there is no guarantee a player will be disqualified, but the chances increase alongside the DQ point value and is re-assessed each time a player receives additional DQ points once the limit is exceed. There is no risk of disqualification before the limit is reached.</td></tr><tr><td>Timeout</td><td>In the event a players turn clock reaches zero, the opposing player may claim a timeout victory. The purpose of this implementation is to drive quick action from players but also protect players against opponents going AFK once the tide has turned against them. The game clock allows a victory condition to be reached regardless of opponents overall cadence.</td></tr></tbody></table>
