Starting with the empty graph on p vertices, two players alternately
add edges until the graph has some property P. The last player to
move loses the P-avoidance game (there is also a
P-achievement game, where the last player to move wins). If P
is a property enjoyed by the complete graph on p vertices then one
player must win after a finite number of moves. Assuming both players
play optimally, the winner will depend only on p. All the games
solved in the literature have followed a certain pattern. Namely, for
sufficiently large p, the winner has been determined by the residue of
p mod 4. We say such a game has a period of 4 (or in some
cases a proper divisor of 4). In this paper we exhibit avoidance
games with arbitrarily large period. We also prove that the
equivalent games of 4-cycle achievement and 3-path avoidance have
period 7.