[HN Gopher] Win at Risk by using systems thinking
       ___________________________________________________________________
        
       Win at Risk by using systems thinking
        
       Author : AndyMPatton
       Score  : 325 points
       Date   : 2021-06-12 13:17 UTC (9 hours ago)
        
 (HTM) web link (thesystemisdown.substack.com)
 (TXT) w3m dump (thesystemisdown.substack.com)
        
       | avereveard wrote:
       | there's about 3 levels of strategic play:
       | 
       | a player can follow the rules
       | 
       | a player can find the optimal strategy within the rules
       | 
       | a player can use the rules to find plays that negate easy access
       | to the optimal strategy to the enemy
       | 
       | this whole article is mostly stuck at level 2, it identifies a
       | workable strategy analyzing a player own options, missing all the
       | more advanced plays that a risk player should know and will need
       | to do to win.
       | 
       | moreover, there's one critical flaw in the analysis, the goal is
       | not to reach your objective, the goal is to reach your objective
       | _before_ other players do, and the time limit influences the risk
       | taking; turtling, as suggested here, rarely wins games.
       | 
       | anyway, risk itself is a insanely complex games, so I'll skip
       | mechanics, which are kind of covered in the article (except
       | combination optimization, which is weird since mechanically
       | speaking it is one major factor driving gameplay) and go at the
       | jugular of the issue:
       | 
       | you win at risk guessing other people goals and making moves that
       | confound your own or even let player think your goal is one of
       | those of your adversaries. mechanically suboptimal moves, like a
       | push into a continent you don't have to conquer but one of your
       | enemy does, will trigger player response, and strategically
       | turning player against each other will both buy you time and
       | reduce the enemy placing too many reinforcements against your
       | actual goal path.
        
         | cbsmith wrote:
         | There's a fourth level: a player who can use the rules to find
         | plays that negate easy access to the optimal strategy to a
         | player who can use the rules to find plays that negate easy
         | access to the optimal strategy to the enemy. ;-)
        
       | I-Robot wrote:
       | Title: "How To Win At Risk Every Time By Using Systems Thinking"
       | 
       | Last paragraph: "The above strategy works "on paper," but that
       | doesn't mean that it will work in your next game of Risk."
       | 
       | Too funny. Totally discounts the title... smh
        
       | skmurphy wrote:
       | I think the analysis is deeply flawed because classic Risk 3:2
       | odds favor the attacker see http://diceroll.stritar.net/risk.html
       | 
       | Attacker wins: 2890 (37.17%)
       | 
       | Tie: 2611 (33.58%)
       | 
       | Defender wins: 2275 (29.26%)
       | 
       | out of a total of 7776 for 5 dice rolled (3 on 2)
       | 
       | On average defender loses 1.08 armies and attacker loses .92 for
       | a 0.16 defender deficit per attack. When two large groups face
       | each other (e.g. 20 on 20 or more) it's much better to be the
       | attacker.
        
       | radley wrote:
       | Win at Risk simply by going first. The first player always wins
       | through attrition.
        
       | rdubs333 wrote:
       | That is kinda like MTREES.io
        
       | j4yav wrote:
       | It feels like there is a really big, unexplained jump from the
       | principles provided to the strategies that are shared.
        
       | oever wrote:
       | AlphaZero could not beat humans at Risk half a year ago:
       | 
       | http://kth.diva-portal.org/smash/get/diva2:1514096/FULLTEXT0...
        
       | notjustanymike wrote:
       | Pretty long article to advocate for turtling
        
       | flixic wrote:
       | Or, just play Diplomacy. No dice rolling at all! And stories of
       | backstabbing I can remember for years.
        
       | riantogo wrote:
       | For Risk a better way is to apply Strategic Thinking. The
       | difference bring, while you might fully control all parts of your
       | system (bathtub) you can't fully control the market
       | (competitors).
        
       | Dumblydorr wrote:
       | In our gaming group, we decided Risk just isn't that good of a
       | game. It's old and clunky and extremely long, there are 100 other
       | better board games now. Our main plays have been Dominion, DnD,
       | Gloomhaven, Wingspan, and Crokinole, all of which we greatly
       | prefer.
        
         | distances wrote:
         | > It's old and clunky and extremely long, there are 100 other
         | better board games now.
         | 
         | And to just put this into numbers, BGG ranks Risk on position
         | 19,955. By this ranking there are just shy of twenty thousand
         | games better than Risk. And I agree, I will never play Risk
         | again as it's not worth the time with the competition today.
        
           | j1elo wrote:
           | _Risk Legacy_ (2011) is ranked in position 368. So if that
           | list is of any use, then this variation of the classic Risk
           | must be immensely better!
           | 
           | To be honest I'm curious. The description of the game seems
           | to imply that the game itself changes every time you play it,
           | because some of the cards used should then be destroyed and
           | thrown away from the game box, never to be used again. That,
           | and the game concept covers complete campaigns, not only
           | discrete games that you play once and then forget about it:
           | https://boardgamegeek.com/boardgame/105134/risk-legacy
        
             | deadbunny wrote:
             | Basically the game has packets with instructions like "open
             | on game 3" or "open the first time an army is defeated".
             | These packets then have things like extra cards, new rules,
             | new marks for the board.
             | 
             | Speaking of which there are marks you put in the board for
             | different victory conditions, like you can "own" a
             | continent whicheans in future games if you own that
             | continent you and only you get a bonus. Same with naming a
             | country or buffing a country so it has a permanent +1 army.
             | 
             | If you have enjoyed Risk previously and have a group of
             | friends that you can continually play with I'd highly
             | recommend it. It can still work with mixing in new people
             | but half the fun is the shared history and friendly
             | rivalries between game sessions.
             | 
             | Also there is a certain feeling when you tear up game
             | pieces (or burn them as the winner in our case).
        
             | gowld wrote:
             | Do people actual follow those Legacy game rules that try to
             | trick you into destroying the game?
        
               | deadbunny wrote:
               | You're not destroying the game, your changing future
               | playthroughs. Sure you tear up cards but those get
               | replaced with new ones. You change the gameboard, rules,
               | factions every time you play meaning every subsequent
               | game is different.
               | 
               | If you play with the same people it makes those
               | (hopefully friendly) rivalries across play sessions have
               | weight and maybe even consequences.
               | 
               | Sure you might only get 2 dozen games out of it before
               | you've "completed" it and need a new copy but this isn't
               | the 80s where people have a choice of Risk, Monopoly, and
               | Cludeo. 2 dozen games can last years, if not decades.
        
         | bakuninsbart wrote:
         | Not a good board game, but actually very decent on mobile. Me
         | and my friends have played many rounds in the train or car.
        
         | x3iv130f wrote:
         | Smallworld is a great Risk alternative. It polishes all the
         | best points while avoiding the pitfalls.
         | 
         | DnD 5E is like the Risk of tabletop RPGs. Just sort of long and
         | meandering without much going on.
         | 
         | Shadow of the Demon Lord, Torchbearer, and Mythras Classic
         | Fantasy are better alternatives depending on what level of
         | crunch you enjoy.
        
           | simonh wrote:
           | Dungeon World scratches the itch for me, if I'm going to play
           | anything that looks at all like D&D. There's been a huge
           | renaissance in TTRPGs for over a decade now though, powered
           | by cheap DTP and PDF publishing.
        
             | qznc wrote:
             | The creator of Dungeon World is a big fan of Burning Wheel.
             | He has a video where he explains why it is great:
             | https://www.youtube.com/watch?v=E79DDGdX62I
             | 
             | His point is that game mechanics reveal what a game is
             | really about. Using this classification: DnD is about
             | fighting monsters. Dungeon World is about worldbuilding.
             | Burning Wheel is about character development.
             | 
             | Since people are different, this might help to find the
             | right one.
        
           | dragonwriter wrote:
           | > DnD 5E is like the Risk of tabletop RPGs. Just sort of long
           | and meandering without much going on.
           | 
           | That's...highly table dependent, even assuming the same set
           | of rules options are in place. And I'm not just saying that
           | whether it feels that way is a matter of subjective taste
           | (which is also true), but that the objective qualities of
           | play depend very much on the particular group at the table.
           | That's true of TRPGs in general, but its true of some TRPGs
           | more tha others, and D&D5E is relatively unopinionated
           | (though not so much as, say, GURPS) while some more focussed
           | games zero-in on a more-specific playstyle.
        
           | meristohm wrote:
           | Luke Crane helped make The Burning Wheel, Torchbearer, and
           | Mouse Guard, in descending order of complexity. The latter
           | uses David Petersen's (Peterson's?) comix-IP as setting and
           | focuses on "what do you fight for?" Despite that phrasing it
           | doesn't hinge on bloodshed, since challenges are weather,
           | nature, other mice, and ? (it's been awhile), and can be a
           | game for young kids as well as teens and adults.
        
         | jvanderbot wrote:
         | To be fair, we're in a golden age of table top games. I really
         | love Dominion and Inn Fighting. If you can find a copy of Inn
         | Fighting, you'll learn to love its shortcomings because of its
         | rapid pace, dynamic battles, and comic theme.
        
           | jvanderbot wrote:
           | OK someone explain the downvotes?
        
         | whiddershins wrote:
         | Risk takes forever because setting up and rolling dice takes
         | forever. Same with Axis and Allies.
         | 
         | The moment you put it on a computer it becomes fairly fast and
         | ... actually most of the gravitas goes away.
         | 
         | One person's opinion.
        
           | bentcorner wrote:
           | Similarly with digital Monopoly. It also defaults to having
           | no "house rules" that do nothing but make the game take
           | longer. You can finish a game of electronic monopoly in 20
           | min. Since the games are shorter the stakes aren't as high
           | and it doesn't feel bad to lose.
        
         | wiz21c wrote:
         | Are wargames (simulation of real battles) still a thing ?
        
           | smogcutter wrote:
           | Absolutely! Command and Colors for example is a popular
           | contemporary system (for some definition of popular that
           | includes wargaming).
           | 
           | The old school Avalon hill style hex and counter wargames
           | have mostly been replaced by computer games, though. For
           | obvious reasons.
           | 
           | Tabletop miniature wargames are also still going strong,
           | probably more so than board wargaming. Although the
           | historical side of the hobby is definitely aging compared to
           | fantasy/sci-fi themed gaming.
        
           | msg wrote:
           | Definitely, although the quality of life goes way up with a
           | computer doing admin.
           | 
           | There was a weekly column at Rock Paper Shotgun that covered
           | them (and adjacent stuff like simulation), and lately the
           | writer has taken up residence at a new URL.
           | 
           | https://www.rockpapershotgun.com/topics/the-flare-path
           | 
           | https://tallyhocorner.com/
        
         | qznc wrote:
         | Yes there are better games than Risk. That holds for
         | practically all old games. For example, I don't consider chess
         | a good game. With good players, it usually ends in a draw which
         | is unsatisfying.
        
           | epr wrote:
           | The draw rate for the vast majority of players is less than
           | 10%. Only at the highest level do you see most games ending
           | in a draw. If anything the draws make it a less exciting
           | spectator sport, especially for the average person.
        
           | iratewizard wrote:
           | With grand masters games are more likely to end in a draw.
           | Partially because they need to maintain their sponsorships,
           | partially because of how most tournaments are setup.
        
           | SparkyMcUnicorn wrote:
           | Chess no longer allows draws, and the rules have been updated
           | earlier this year.
           | 
           | https://www.chess.com/news/view/breaking-official-rules-
           | of-c...
        
             | someperson wrote:
             | That was an April Fools joke.
        
         | davedx wrote:
         | Gloomhaven scenarios take _way_ longer than one game of Risk
         | IME. Actually one of its weak points...
        
           | jader201 wrote:
           | Game length and fun are not directly correlated.
           | 
           | I can spend 4-5 hours playing a good board game, and enjoy it
           | immensely and go back to it anytime.
           | 
           | Risk is not a great game regardless of length of play. Sure
           | it's enjoyable playing on PC, but there are still many more
           | enjoyable games tabletop or PC.
           | 
           | This is true, for me at least, due to the fact that it's
           | fairly shallow plus it involves too much luck. I enjoy deeper
           | games that are less reliant on luck (though I still enjoy
           | games with some luck/randomization).
        
             | slothtrop wrote:
             | > Game length and fun are not directly correlated.
             | 
             | Not everyone has time for 5 hours of "fun". Let alone when
             | games like Gloomhaven are best played on a consistent basis
             | until it's completed.
        
         | emsy wrote:
         | It's also highly dependent on Luck and gambling is dumb.
        
         | Groxx wrote:
         | I've found I actually enjoy Risk when played on the computer.
         | Just speeding up army placements and automating the dice rolls,
         | so you can say "attack until N remain", saves an _unbelievable_
         | amount of time.
        
           | grasshopperpurp wrote:
           | Speaking of games that are much quicker in electronic format,
           | the Star Realms app works great for me, and it's my GF's
           | favorite game. She plays it every day.
        
           | fridif wrote:
           | oh believe me, i can believe it
        
             | awillen wrote:
             | oh believe me, I believe you
        
         | failwhaleshark wrote:
         | What does "old" matter to whether a game is good or not? And
         | regardless, are you sure you're not expressing ubiquitous
         | consumerism or ageism?
         | 
         | ~50 BP - Othello
         | 
         | ~50 BP - DnD
         | 
         | ~60 BP - Risk
         | 
         | ~60 BP - Diplomacy
         | 
         | ~70 BP - Stratego
         | 
         | ~100 BP - Contract bridge
         | 
         | ~200 BP - Mahjong
         | 
         | ~200 BP - Double twelve dominoes
         | 
         | ~600 BP - Playing cards
         | 
         | ~1300 BP - Chess
         | 
         | ~2500 BP - Wei Qi  (Go)
         | 
         | ~5000 BP - Checkers / draughts
         | 
         | ~5000 BP - Backgammon
        
           | cableshaft wrote:
           | There's a lot of obsession with 'new games are better'
           | amongst modern board gamers that they overlook what's good
           | about the classics and why they are still here today.
           | 
           | I admit I was kind of the same way at first, plowing through
           | hundreds of modern games and mostly ignoring older games, but
           | if you take another look at the classics there's some real
           | gems there. A few other excellent games you don't mention are
           | Shogi (500 BP), Cribbage (420 BP), Fanorona (340 BP),
           | Crokinole (150 BP), and Acquire (60 BP).
           | 
           | Although IMO, Double 6 dominoes is where it's at, not double
           | 12. "All Fives" Dominoes and Partnership Dominoes are highly
           | underrated amongst modern gamers, imo.
        
             | jlc wrote:
             | I love domino games. I used to play a lot of two-hand sniff
             | (or muggins -- lots of variants). For me there's something
             | aesthetically pleasing about games that use generic gaming
             | equipment -- dominoes, cards, pawns, etc.
        
             | [deleted]
        
             | neogodless wrote:
             | One of my favorite games of social deduction is Skull. I
             | got the $10 version but it's based on a very old Skull &
             | Roses game. The simplicity is deceiving, which you quickly
             | realize as you have to make meaningful, difficult choices
             | about your bluffs and bets.
        
               | cableshaft wrote:
               | Skull has more going on for it than it seems like it
               | should for its super simple components, but at the same
               | time I only ever seem to play it with 6 players, and the
               | game feels to me like it outstays its welcome after about
               | 20-30 minutes and those 6 player games always seem to
               | take 45 minutes to an hour to play out, at least with the
               | various groups I've played it with. I'm usually pretty
               | bored by the end of it.
               | 
               | Coup, while more complicated, is a similar game that
               | never seems to last that long, even with 6 players
               | (usually closer to 10-15 minutes for that).
        
               | neogodless wrote:
               | Skull, unlike modern European-influenced games, doesn't
               | keep everyone in it until the end. But I think I prefer
               | 4-5 players.
        
           | meowster wrote:
           | What is "BP"? I tried searching the Inernet but couldn't find
           | it.
        
             | AlotOfReading wrote:
             | It normally refers to a timescale called "Before Present"
             | where Present is defined as = Jan 1, 1950. You see it a lot
             | in radio- dating. GP has invented their own dating system
             | with the same name based around ~2021.
             | 
             | Fun fact, there's no corresponding After Present system for
             | dates after 1950. Instead you subtract negative years. E.g.
             | 1957 AD = -7 BP.
        
               | kens wrote:
               | That's interesting. The creation date for Dungeons and
               | Dragons (1974) would be -24 BP then.
        
             | augustk wrote:
             | Talking about abbreviations:
             | 
             | https://blog.mitchjlee.com/2020/your-writing-style-is-
             | costly
        
             | AQXt wrote:
             | Before Present? (Just guessing)
        
             | beaconstudios wrote:
             | My guess is "before present", not sure why you wouldn't use
             | BCE/CE though.
        
               | ysavir wrote:
               | BP (when properly explained) emphasizes that the
               | important aspect of the timeline is its relativity to the
               | current time.
        
               | dragonwriter wrote:
               | BP conventionally being relative to an epoch date of 1
               | Jan 1950, which is at an ever increasing distance from
               | the actual present, is something of an issue (and while
               | "before actual present" is useful, using BP for it, given
               | the conventional use, is problematic.)
               | 
               | "ya" (years ago) as a suffix is better, in that it
               | doesn't have a conventional use with a particular epoch
               | date.
        
               | mLuby wrote:
               | So it saves 2 characters compared to ###y ago but
               | requires an explanation.                   2500 BP
               | 2500y ago
        
               | ysavir wrote:
               | Agreed, I was explaining a contrast to using BC/BCE.
        
               | rjknight wrote:
               | "ya" is an equally short abbreviation for "years ago".
        
               | mLuby wrote:
               | I've never see that before so I'd have to look it up just
               | like BP.
        
               | beaconstudios wrote:
               | I can see why it makes sense in archaeology, but using it
               | here without any explanation just led to confusion.
               | Everybody knows BC/AD (or BCE/CE if you're wanting to be
               | cross cultural) so using it is just poor communication in
               | this case.
        
               | gowld wrote:
               | It's trivial to Google and then we are part of today's
               | 10,000.
        
               | beaconstudios wrote:
               | Yes we can easily Google "BP".
        
           | aflag wrote:
           | What does BP mean in this context?
        
           | TchoBeer wrote:
           | Newer games are made with the knowledge of older games, so
           | theoretically they should be better. I'd argue they are on
           | average, but there's also the survivorship bias in play with
           | very old games that only the good ones are still commonly
           | known and played.
        
             | chrisseaton wrote:
             | > theoretically they should be better
             | 
             | Lol anything newer is theoretically better?
        
               | ryandrake wrote:
               | Yea I did a double take at that one. The software
               | industry laughs uncontrollably at that statement.
        
               | TchoBeer wrote:
               | New things are made with the knowledge of old things, and
               | old things aren't. Unless more knowledge about what
               | you're making could lead to a worse product, then newer
               | things will on average be better than older things.
        
               | chrisseaton wrote:
               | Does this theory hold in practice when you look around
               | you in the real world?
               | 
               | Was the best work of all fields - cinema, art, music,
               | architecture, literature, all from the last year?
        
               | lanstin wrote:
               | I find the production of bad movies to be such an
               | interesting issue. Lot of money, lots of highly skilled
               | people, long time, it still some how you get really bad
               | results fairly often. It is a lesson in humility for any
               | ambitious endeavor I think.
        
               | mLuby wrote:
               | Yes it does, but not from "last year" because art has to
               | age. The best art from 11700 is leagues better than the
               | best art from 10700, or 5000 (we're in 12021 BTW).
               | Obvious caveat that dark and golden ages interrupt this
               | trend.
        
           | [deleted]
        
         | wearywanderer wrote:
         | If Risk isn't a great game, then why do people playing it get
         | so angry when they start to lose? There is something about Risk
         | that makes players get emotionally invested in a way I just
         | haven't seen in other board games.
         | 
         | In most other games I don't care if I win or lose. This is
         | doubly true in the sort of board games my board game
         | 'aficionado' friends play. In those, there are often multiple
         | different ways to win and everybody might have their own unique
         | win condition, that may not be known to other players. I guess
         | this sort of design is meant to minimize conflict. But the way
         | these games minimize conflict seems to be by making people care
         | less about winning.
        
         | cableshaft wrote:
         | To people who like area control games like Risk, I highly
         | recommend checking out Inis or Kemet. Tammany Hall, and El
         | Grande are other favorites as well, but are less about dudes on
         | a map than the first two.
         | 
         | Shut Up & Sit Down do a very good job selling Inis:
         | https://youtu.be/ElcG-_-gfxo
        
           | smogcutter wrote:
           | Tammany hall is great for the first three elections, and then
           | falls apart in the final round when it's just about counting
           | votes on the board.
        
         | lou1306 wrote:
         | We similarly ditched Risk, or actually, its Italian variant
         | RisiKo (https://en.wikipedia.org/wiki/RisiKo!). This variant
         | gives differentiated goals for each player (e.g., "conquer 3
         | continents", or "defeat the Blue army"), which in principle
         | should make the game shorter. But it also allows the defender
         | to throw 3 dice (if they have at least 3 armies), making
         | battles _much_ harder for the attacker. In our group we
         | theorized that using d10s or d20s instead of d6s should speed
         | up the game, but honestly we never tried.
         | 
         | Edit: sadly you will have to copy and paste the Wikipedia URL,
         | as HN wrongly believes that the trailing "!" is not part of it.
        
           | canadianfella wrote:
           | For?
        
           | simonh wrote:
           | Up to 3 dice for defence is the standard rule. I think the
           | standard game has several different types of victory, but the
           | one you describe is in there in the British version.
        
             | dragonwriter wrote:
             | > Up to 3 dice for defence is the standard rule.
             | 
             | The standard rule is up to 3 for attack, up to 2 for
             | defence.
             | 
             | https://www.hasbro.com/common/instruct/risk.pdf
        
               | simonh wrote:
               | Doh! Thanks.
        
           | em-bee wrote:
           | https://en.wikipedia.org/wiki/RisiKo%21
           | 
           | the url works if you % encode the !
        
         | slothtrop wrote:
         | Well Gloomhaven is new, but also clunky. Friends aren't too
         | enthused about playing it because the setup is intricate, and
         | the game takes time if you aren't used to it. It's ideal if you
         | can commit to a weekly game (much like DnD I guess).
        
       | myth2018 wrote:
       | > and you can't really know anything without first giving it a
       | name
       | 
       | Just a side note for the sake of curiosity: there is at least one
       | African language (I don't know its name, unfortunately), which
       | doesn't give a name to the natural environment, since, by their
       | perspective, it is not a separate entity in itself. However, they
       | probably "know" the environment way more deeply than most of us.
        
       | qznc wrote:
       | This basic strategy ,,get a card each turn and avoid losing
       | armies" gets you from beginner to intermediate. Once every player
       | understood this it once again is a question of who controls the
       | southern continents. The additional two or three armies each turn
       | add up.
        
         | marcosdumay wrote:
         | The winning strategy is doing whatever the other players are
         | overlooking.
         | 
         | If everyone decides to follow the advice about the southern
         | continents, the winning strategy is to get all over Asia.
        
           | qznc wrote:
           | Some years ago I regularly played Risk with three friends. It
           | always started with a fight about the three southern
           | continents. Of course, only three can get one. The left over
           | player tried this strategy to stretch across Asia, Europe,
           | and maybe even North America. Always careful to not cover a
           | whole continent and raise attention. South America and Africa
           | are in constant conflict with each other so they are busy
           | with themselves. The problem is Australia. That player also
           | needs a card every card and will constantly tear into Asia.
           | 
           | At some point the balance between South America and Africa
           | will break and the northern player needs to intervene there
           | as well. So it is impossible to not be dragged into fights
           | and some armies need to be spent.
           | 
           | With four players there is always someone who will point out
           | to your neighbors what they are overlooking. That makes the
           | game drag on because whenever one is about to overpower
           | another player, two others will intervene. Apart from the
           | cards on your hand there is no hidden information in Risk. So
           | if you play for world domination everything is very obvious
           | all the time.
           | 
           | What ends the game is that the card bonus armies become so
           | huge that every turn there is some crusade across the whole
           | board until some is the lucky winner.
        
           | ALittleLight wrote:
           | If you try to get all over Asia you'll be eaten by the player
           | who took Australia.
        
         | chapium wrote:
         | I was thinking this as well. It assumes the other players are
         | naiive to your strategy and will not counter it. If someone
         | were gathering a collection of bonus cards I think this would
         | tip off the other players and awaken the dragons.
        
           | mod wrote:
           | Especially since you get their unused bonus cards when you
           | defeat an opponent.
        
       | dhosek wrote:
       | Ugh, Stems was the only engineering class I took as an undergrad
       | and the whole thing felt like it was stuck in the uncanny valley
       | between the abstract and the concrete. Maybe 33 years later I'd
       | do better with it.
        
       | jvanderbot wrote:
       | This is an example of systems theory couched in Risk. You don't
       | gain any special insights into Risk from systems theory as framed
       | in this article.
       | 
       | OP/TFA introduced systems theory, then introduced the usual
       | winning risk strategy, and then introduced a lot of required
       | steps like player management / table top diplomacy, selecting
       | countries to attack, timing card cash-outs, boundary holding, and
       | so on without systems theory.
        
         | lupire wrote:
         | Isn't that what systems thinking is? A fancy word for
         | "strategy"?
        
           | SN76477 wrote:
           | It is better thought of as zooming out to see more entities
           | and how they work together.
           | 
           | This video was my introduction.
           | https://www.youtube.com/watch?v=3AKHjwvEufg
           | 
           | Derek Cabrera https://blog.cabreraresearch.org/jf
           | 
           | https://thesystemsthinker.com/introduction-to-systems-
           | thinki...
           | 
           | You can dig deep into this stuff, I find it fascinating to
           | see what others may not see through an understanding of how
           | to visualize the problem as a system within a system.
        
           | jvanderbot wrote:
           | Kind of? I think you're supposed to be able to identify flow
           | rates and limiting factors and back out numerical /
           | quantitative advice.
        
           | beaconstudios wrote:
           | Systems thinking is to strategy as reductionism is to
           | tactics. It's about holism.
        
       | jms703 wrote:
       | Rolling sixes is how you win at Risk.
        
       | shoto_io wrote:
       | Poor me who doesn't know the board game "Risk" and thus believed
       | I could win at any Risk by reading this article!
        
       | Jabbles wrote:
       | Risk seems like a game that an alpha-zero-like AI could be
       | trained on. The major differences between Go and Risk seem to be
       | an element of randomness, more than 2 players, and a small amount
       | of hidden state (cards). Perhaps the hidden state would interfere
       | with the ability to train too much?
        
       | Jeff_Brown wrote:
       | Coming from an economics background, every presentation I've seen
       | of "systems thinking" (admittedly, not a large number) makes it
       | look ill-defined, incomplete, and obvious.
        
         | projektfu wrote:
         | The basics are feedback and a holistic POV. From there anything
         | can be said. But if your strategy doesn't incorporate feedback,
         | it is not a systemic strategy.
        
           | BoiledCabbage wrote:
           | I think his point is that "applying systems thinking" in many
           | cases when at least shared casually like this post,
           | frequently seems like some hand-wave that is extremely porous
           | in its reasoning.
           | 
           | Ie that was a whole lot of formality to deduce and say "other
           | people will gang up on you if you're seen as too strong".
           | 
           | Honestly I'd love to see an example of systems thinking that
           | provides a unique insight that someone wouldn't have
           | otherwise come up with by looking at a problem from more than
           | 2 mins.
           | 
           | An approach for thinking only provides value if it produces
           | something different and better than what an alternate
           | approach would have come up with. Every instance of support
           | for systems thinking has either been used as a justification
           | for an otherwise trivial result, or has been a version of the
           | argument of "this person I look up to uses it therfore it's
           | good". Can noone find an example where it actually
           | demonstrates value?
        
         | beaconstudios wrote:
         | If you want a more rigorous view of systems theory then you'll
         | want to look into the mathematical side of cybernetics, chaos
         | theory and nonlinear dynamics. Systems thinking is more of an
         | approach than a rigourous discipline in the same way that
         | reductionism is ("break a problem down into its constituent
         | parts and solve them"), but it is backed by both rigourous
         | disciplines and philosophy.
        
         | jameshart wrote:
         | There's certainly a big hand wave here between describing Risk
         | in terms of stocks and flows, and the strategies that he then
         | goes in to propose. Honestly the systems thinking analysis here
         | is weak in that at no point does he characterize the opponents
         | or their armies and countries as part of the system - where he
         | actually then relies on their behavior as a component of
         | strategy (getting them to fight among themselves, for example).
         | There's discussion of how the strategy manages 'opponent fear',
         | but he hasn't explained that as a stock.
        
         | viburnum wrote:
         | Are you kidding? My economics background taught me to assume
         | away all the relevant facts and content myself with toy models
         | of perfect competition.
        
           | Jeff_Brown wrote:
           | The most relevant economic model for this context would be
           | Nash equilibrium.
        
       | skybrian wrote:
       | If you'd like a simpler Risk-like game that is over in a few
       | minutes, give Compact Conflict a try. There are temples instead
       | of continents so strategy is somewhat different, but it still
       | pays to stay out of fights when you can, particularly with four
       | players.
       | 
       | https://wasyl.eu/games/compact-conflict/play.html
        
       | AQXt wrote:
       | The first part of the article can be summarized as:
       | 
       | 1. Initiate as few attacks as possible
       | 
       | 2. Let your enemies break up each other's continents;
       | 
       | 3. Take only one country per turn
       | 
       | The problem is that it doesn't explain which country to take, and
       | how to attack without being attacked -- which is what makes the
       | game difficult.
       | 
       | But, then, the article suggests something new (at least for me):
       | 
       | 1. Find a way to grow in strength by taking lots of countries
       | (but not taking a whole continent)
       | 
       | 2. Make sure you get lots of cards for bonus armies
       | 
       | If this is a good strategy, I have always played it wrong --
       | because I've _always_ tried to take whole continents.
        
         | jcadam wrote:
         | Taking the Americas was always the ideal way to win. Only three
         | borders to defend. The Asia strategy hardly ever worked.
         | 
         | Then there's my personal favorite once you know you can't win:
         | "Turtle up" in Australia to drag the end game out for no reason
         | other than spite.
        
         | dragonwriter wrote:
         | > If this is a good strategy, I have always played it wrong --
         | because I've always tried to take whole continents.
         | 
         | Its not a great strategy, because it doesn't work. If you are
         | taking only one country a turn _and_ keeping only a small
         | connected corr of reinforced countries with the rest weak, then
         | anyone playing a "grab lots of countries quickly " strategy is
         | going to steamroller your weakly defended territory, and if you
         | are only taking one country per turn, you'll never recover from
         | that.
         | 
         | A thick shell/thin-core strategy can work (especially if it is
         | "talr Australia, then expand a bubble out in Asia), and
         | otherwise looks a lot like the strategy this recommends, but
         | you just have to accept that if a strategy can work, people are
         | likely to recognize it; you can't reliably avoid balancing
         | feedback unless you are playing against inexperienced players
         | or naive AI.
         | 
         | (Also, contrary to the article, IME while Australia is
         | frequently taken early on, its also a major balancing feedback
         | trigger.)
        
           | teawrecks wrote:
           | I think it assumes you have more than 2 people playing, and
           | the other people haven't read this article. Which...doesn't
           | sound like a sound strategy to me.
        
           | cbsmith wrote:
           | "Also, contrary to the article, IME while Australia is
           | frequently taken early on, its also a major balancing
           | feedback trigger."
           | 
           | It turns out that in any decent game with decent opponents,
           | players learn what works and adapt. ;-)
           | 
           | At least in my meta, the main reason why Australia tends to
           | get left alone once consolidated is that defending it is
           | comparatively easy that anyone who tries to take it out
           | without _first_ consolidating an overwhelming advantage will
           | be so crippled by the effort that they 'll invariably lose
           | the game. So Australia devolves to being this game of
           | "chicken" between the other players.
        
         | jvanderbot wrote:
         | Yeah and all that didn't require systems theory, wasn't even
         | that useful with systems theory or as an example of systems
         | theory.
        
         | HWR_14 wrote:
         | Take a least one country each turn is the "get lots of cards
         | for bonus armies" strategy.
        
         | mathgladiator wrote:
         | It's a good strategy against those that don't know it.
         | Basically, you are biasing towards consistent growth and
         | avoiding spreading yourself too thin.
        
         | Aeolun wrote:
         | > If this is a good strategy, I have always played it wrong --
         | because I've always tried to take whole continents.
         | 
         | Continents are great, but only if you are in so strong a
         | position that everyone thinks you are never going to lose it
         | before next turn anyway.
        
         | samus wrote:
         | I often play against bots in yura.net Domination. These bots
         | seem hardcoded to gang up on players (both bots and humans)
         | whenever they manage to take a continent. It doesn't help that
         | continents that are worth holding are usually difficult to
         | defend. I learned quickly to never hold onto continents,
         | especially with increasing cards. When you are strong enough to
         | hold continents, you have pretty much already won the game.
        
       | codeulike wrote:
       | _Title: How To Win At Risk Every Time By Using Systems Thinking
       | 
       | Disclaimer at bottom of page: The above strategy works "on
       | paper," but that doesn't mean that it will work in your next game
       | of Risk._
        
         | Dumblydorr wrote:
         | Yeah this title is clickbait. No strategy wins every time,
         | especially if everyone's cognizant of your one style.
        
           | Aeolun wrote:
           | If it doesn't work, flip the table and start again.
        
           | kd0amg wrote:
           | My sarcastic internal monologue while loading the article:
           | "If multiple players use systems thinking, which one wins
           | every time?"
        
           | golemotron wrote:
           | So this strategy is working for the author until we know the
           | author's name and reputation.
        
           | fb13 wrote:
           | Completely. I erroneously assumed this was referring to
           | startups, which would make a great article.
        
         | dequor wrote:
         | I believe it was meant to say - How to win at Risk by using
         | Systems Thinking every time
        
       | rkk3 wrote:
       | The Risk equivalent of "how to win at chess every time in 4
       | moves"...
        
       | einpoklum wrote:
       | tl;dr: Always get into a land war in Asia.
       | 
       | Inconceivable!
        
       | pharmakom wrote:
       | Hmmm in my experience the benefit of a continent in Risk is too
       | great to pass up. Either you take a continent, hold it and win or
       | lose trying. This makes the game feel very random.
        
         | Waterluvian wrote:
         | I find the same thing.
         | 
         | I'm not sure what the term is but I find risk has too few
         | mechanics/variables.
        
       | prepend wrote:
       | It seems like this only works against not very good players. Only
       | getting a card per turn while slowly losing armies will not stack
       | against 2-3 players holding continents, getting bonus armies and
       | a card.
       | 
       | Letting the other players fight each other imagined a game where
       | no one notices you.
        
       | Aeolun wrote:
       | Ok, now how do we proceed if _every_ player is doing this? I
       | don't think I've ever seen a risk game in which people didn't
       | stick with mostly one country per turn.
        
       | makach wrote:
       | A great article, but isn't the strategy just <<if you want to win
       | [in RISK] don't lose.>>
       | 
       | I tend to play with the same people over and over and usually we
       | balance who wins. It's a great game, should I over complicate it?
        
       | ja3k wrote:
       | Wow this is exactly the strategy I've played. I take it to the
       | extreme and put literally all my soldiers on one territory.
       | 
       | The ideal situation is when an opponent ends their turn in a weak
       | spot (likely if everyone is trying to secure territory) with 3-5
       | cards in hand and you have 5 in hand. Then you can cash in,
       | eliminate them and end your turn with 6+ cards in hand in which
       | case you get to cash in on the end of your turn (sort of a hack.
       | I think the idea is the game designer didn't want it to be
       | possible to start a turn by cashing in twice) and then you can
       | actually secure your new territory.
       | 
       | I think people who try to claim a continent outside if Australia
       | haven't really done the math on how long they need to hold the
       | continent for it to pay off.
        
       | zelphirkalt wrote:
       | All of the info about how to play risk in the article came
       | naturally to a few friends of mine and me, over many hours of
       | playing the game with each other and crazy bots, which we all
       | manipulated in helping us out, once a player tried to grab a
       | little too much. The bots mostly acted predictably and we abused
       | that to no end. It is observation of long term tactics and how
       | games were won and all that.
       | 
       | However, I needed something more to win games and so I took some
       | time to write myself a risk calculator tool [1] I think I made
       | more educated decisions about risking moves in the game by using
       | the tool. Knowing your chances not only by gut, but also by
       | mathematics can give you that little extra boost :D
       | 
       | [1]: https://notabug.org/ZelphirKaltstahl/guile-risk-calculator
        
       | stakkur wrote:
       | Having played Risk on and off for almost 40 years, this article
       | sounds...silly and wildly overthought.
       | 
       | Oh and, my favorite strategy: capture Australia first, then creep
       | outward, deny others full countries, and create opportunities for
       | other players to attack each other.
        
         | isaacremuant wrote:
         | Yeah. Risk is broken in the sense that Australia is too
         | powerful if the rest of the world is properly contested so
         | whoever manages it can patiently push upwards and win the game.
         | 
         | I've played variations that have better balances.
        
         | deepkerenl wrote:
         | i love that Australia strategy, its my go-to
        
       | jlkuester7 wrote:
       | I always thought that the key to winning at Risk was to avoid
       | getting caught up in a land war in Asia....
        
       | Syzygies wrote:
       | I always beat my sister at Risk as a kid. Then she was on a bus
       | trip that waited out an epic snowstorm, three days holed up in a
       | church. A Risk board was the only amusement, and the winner got
       | to play again. She never left the board.
       | 
       | "Start in Australia" is all I remember of my strategy. It's a
       | great metaphor for so many problems. Certainly, for HN, as a
       | startup strategy. What's the "Australia" for your imagined
       | market?
        
       | captn3m0 wrote:
       | If you're interested in Risk, here's a list of research on Risk:
       | https://github.com/captn3m0/boardgame-research#risk
        
       | fallingfrog wrote:
       | Not to beat a dead horse but the difference between "try to
       | design society to produce positive outcomes for people in the
       | aggregate" and "put the onus on every individual to succeed on
       | their own and have no sympathy for the portion that inevitably
       | fail in a moralistic or Calvinist fashion" is also a difference
       | of systems thinking versus not systems thinking.
        
       | paulluuk wrote:
       | This article suggests that you should not play too aggressive and
       | not take continents too early (maximizing Reinforcing Feedback),
       | because other players will then unite against you (Balancing
       | Feedback).
       | 
       | However, this article fails to understand that in Risk, most
       | players are not willing to unite. In fact, if player A and player
       | B decide to unite against me and player A had his turn and
       | stopped me, player B is highly likely to backstab player A and
       | then emerge as the winner.
       | 
       | I've found that playing very aggressively, and really get as many
       | continents as possible within the first few turns, is the best
       | way to win the game. I always win if I can get 2-3 continents in
       | the first few turns, and if I fail then the game is usually won
       | by whomever did manage to do just that.
       | 
       | Being a turtle or "mongolian horde" as we call it can be
       | interesting, but your only viable strategy is to wait for an
       | opening while everyone else stockpiles their continental forces.
       | If you wait too long, you're just an annoyance to the other
       | players, but you don't actually have a good chance to win.
        
         | alex_anglin wrote:
         | My experience is that capturing and holding smaller continents
         | early on is best. Capturing and keeping North America, Europe
         | or Asia early on tends not to work well when I play.
        
           | IshKebab wrote:
           | Yeah in my experience whoever starts in Australasia basically
           | always wins because it's so easy to defend. Risk is a pretty
           | terrible game by modern standards anyway.
        
           | drited wrote:
           | Agreed! There's often a little jostle during the starting
           | land grab to get Australia: easy to defend and those extra
           | reinforcements really matter in the early game.
        
         | callamdelaney wrote:
         | In my experience players are happy to unite against me. Usually
         | I take Australia and move into Asia when I've amassed enough
         | forces. Then my strategy moves to holding asia at 3 points,
         | while I disrupt the continental bonuses of my opponents between
         | turns. Africa, Europe and North America can be disrupted from
         | this position.
        
           | hpoe wrote:
           | So take it from a young man who spent way too much of one
           | summer playing Risk on the computer, you don't want to take
           | Australia, the problem with Australia is that there is no
           | good way to go from Aussie to anywhere else because the only
           | thing next to you is Asia so someone else can solidify gains
           | somewhere else, and Aussie only gives you 2 more
           | reinforcements, not enough to get you a decisive enough edge
           | to move out of Asia.
           | 
           | The trick is to always capture SA, it is close enough to
           | other things to keep you involved, also you can capture
           | Centeral America and North Africa without having to hold any
           | more territories than you would need to. Then choose NA or
           | Africa and work on seizing the rest of that, when you
           | complete that if it is late enough in the game you'll win
           | almost every time because Asia, and Europe are impossible to
           | hold, North America is to big to capture in the early game
           | and Austraila as noted before doesn't bring a big enough
           | advantage because it puts you in a poor tactical situation.
           | 
           | EDIT: A good point was made below, this applies only to the
           | standard classic Risk map, in standard Classic Risk.
        
             | callamdelaney wrote:
             | Yes, but if you expand to Africa from SA you have to defend
             | all three northern provinces. That's 4 points you have to
             | equally reinforce. Asia + Aus is only three. SA + NA is 3
             | too.
             | 
             | Asia usually lacks a strong player while players focus on
             | their relative home continents, often being sabotaged by
             | competitors or me. That said, I rarely get a chance to play
             | people with Risk experience these days.
             | 
             | We played extensively at school, with lots of politics - so
             | games often lasted weeks (played in-between certain
             | classes) as naturally the weak team up against the strong,
             | ad infinitum.
        
             | ghostly_s wrote:
             | I think this depends on the map. If you're playing with
             | Antarctica, Australia has a good route to South America and
             | Africa
        
             | ummwhat wrote:
             | Asia can be held if you can also take (or start from)
             | Australia and take Ukraine iirc. It works out to 3
             | territories defending the entire space. That's literally
             | the same as defending the whole of the Americas.
             | Europe+Africa can also make a sustainable combination, but
             | neither works on its own.
             | 
             | Every other pair has too many connections and no way to
             | reduce to a chokepoint.
        
             | faeriechangling wrote:
             | My experience is that people overvalue Australia heavily. I
             | think South America is the strongest start the way people
             | typically play the game. You just keep taking potshots into
             | Africa and expand into North America and end up with +7
             | armies a turn and 3 borders.
             | 
             | I think if Australia wasn't overvalued it wouldn't be bad
             | because there is no real non-suicidal way to stop the
             | Aussie snowball once it gets going.
        
             | drited wrote:
             | Australia plus something else is good though as it both
             | gives you easy to protect reinforcements in Australia plus
             | the ability to influence the board elsewhere. For example
             | Australia plus South America.
        
         | hinkley wrote:
         | In Civ I'm always trying to balance my attacks so that I get
         | the killing blow on an enemy. If I don't the AI gets the credit
         | and possibly the city (if it's a city state they raze it).
         | 
         | Seems like in risk you should let your ally "win" so that they
         | feel more satiated. Like playing the long game in poker.
        
         | cletus wrote:
         | When I read stories like this I always wonder how much of this
         | is groupthink. Speaking as someone who has played a ton of
         | different, complex games over many years, groupthink can be
         | really pervasive and often explains why someone swears a
         | particular strategy is dominant.
         | 
         | I don't play Risk so can't speak this specific example. I
         | suspect if you took your strategy elsewhere your get far more
         | boxed results however.
        
           | paulluuk wrote:
           | Well I've played hundreds of games of Risk, against many
           | different people IRL and also a lot online.
           | 
           | IRL you'll see that people tend to be "nice", don't want to
           | push you too far. And they're also willing to accept deals
           | like "hey, you want to agree that neither of us ever crosses
           | this border here?" rules, because there's a good chance that
           | you'll play again together, so being trustworthy pays off.
           | 
           | Online, the game is played very differently, and it's all
           | about maximizing the results of every single turn, and
           | completely ignoring any metagame or personalities. You might
           | as well be playing against bots.
           | 
           | I tend to do a bit better offline, because I'm a bit of a
           | charmer and people want to make deals with me. But online, I
           | feel like I can try many more strategies without worrying
           | about people thinking I'm "mean" afterwards.
        
           | sdenton4 wrote:
           | In the ever evolving online game world (eg, hearthstone),
           | group think is basically 'the meta.' Lots of people get the
           | same common advice, or learn a new trick, so suddenly it
           | becomes advantageous to use strategies which defend against
           | the trick or take advantage of some weakness which opens up
           | due to a trade-off... And then repeat.
           | 
           | Afaict, being really good at these games requires a good
           | grasp of the fundamentals, knowing the game itself inside and
           | out, and also having really up to date knowledge of the
           | current meta.
           | 
           | The same phenomenon happens with Diplomacy (board game) as
           | well... Probably any sufficiently complex game with a
           | community ends up with a meta.
        
             | tialaramex wrote:
             | When a game is "evolving" in the sense that the rules (or
             | some element of the game which in effect alters the rules,
             | such as player classes or unit compositions and their
             | statistics) are changed periodically, the meta can
             | influence that, mostly in an unfortunate way.
             | 
             | If the general perception is that Bears are too powerful
             | while Geese aren't powerful enough, developers may
             | subsequently alter the game to reduce the power of a Bear's
             | attack, or allow Geese to fly further. These are often
             | called "balance tweaks" but it's almost unavoidable that
             | they'll focus on the meta, rather than addressing a proven
             | flaw in the game itself because most of these games aren't
             | subject to any theoretical underpinning. As a result the
             | meta may change even as the game itself is being changed as
             | a result of influence from the meta. If you announce on
             | Tuesday that from next weekend the overpowered Bear gets
             | reduced damage, and then on Wednesday a renowned player
             | demonstrates that (with the existing damage) Bears are
             | easily overcome by a previously unseen strategy using
             | Geese, the developers look foolish. Cue outcry when the
             | damage reduction takes effect on schedule while at the same
             | time players who favour Bears are now being swarmed by
             | Goose players who've learned the new strategy.
             | 
             | If they _stop_ balance patching the game obviously there 's
             | a risk that a degenerate strategy is discovered. Perhaps
             | Bears are in fact just so good that Geese always lose
             | against equally skilled players, and people lose interest
             | in the game. But it's also possible that the meta continues
             | to evolve, Bears dominate Geese, then with a new style of
             | play Geese are destroying Bears, and later the Bears are
             | back on top, even though the rules never changed. This is
             | the case with Chess for example, styles wax and wave in
             | popularity as top players show off one way or another way
             | to play the game and win.
             | 
             | StarCraft: Brood War (by now a very old game) is still
             | played competitively although its meta doesn't evolve as
             | quickly as it did twenty years ago.
        
               | LudwigNagasena wrote:
               | > If the general perception is that Bears are too
               | powerful while Geese aren't powerful enough, developers
               | may subsequently alter the game to reduce the power of a
               | Bear's attack, or allow Geese to fly further. These are
               | often called "balance tweaks" but it's almost unavoidable
               | that they'll focus on the meta, rather than addressing a
               | proven flaw in the game itself because most of these
               | games aren't subject to any theoretical underpinning.
               | 
               | This is easily solved with data analysis of actual games.
               | 
               | The only problem is if there are strategies and play
               | styles that weren't discovered by players.
        
         | the_lonely_road wrote:
         | Might just be a friend group thing but I will also add on that
         | very few games of risk I ever played didn't involve some level
         | of 'meta' strategy like a husband/wife not attacking each other
         | or that guy that doesn't like you refusing an obviously
         | mutually beneficial alliance.
        
           | 0xRCA wrote:
           | I hate hate HATE that behavior. Games are games. Obviously
           | you can be unnecessarily rude or cruel in a way that will
           | sour someone's taste for playing with you or playing the game
           | again. But the point of games is to win. When people refuse
           | to act in their best interest or are "nice" its so
           | frustrating because it makes the entire game pointless.
           | 
           | edit: In a way, it feels like people who wave you on when
           | they have the right of way at a stop sign. It's not nice,
           | just follow the rules and drive predictably. /rant
        
             | pessimizer wrote:
             | The kind of "nice" in board games that is bad is when a
             | player is willing to lose in order for another player to
             | win. When you play a game, everyone has to play to win for
             | the rules to make sense (I'd argue almost definitionally
             | for a competitive game.) Playing a board game with someone
             | who is not playing to win is like playing tag with somebody
             | who refuses to run away and won't chase you. You should be
             | working on a puzzle together or writing a song instead.
             | Maybe make up new rules every turn and pantomime playing
             | the game, that's fun.
             | 
             | The kind of "nice" that is good in multiplayer board games
             | is strategic. Being "nice" isn't necessarily being nice. If
             | a subset of players collaborate, they eliminate the other
             | players from the game. It's one of the ways most
             | multiplayer games naturally handicap based on the
             | reputations of good players - other players assume that
             | they will get the short end of any deal with a good player,
             | so refuse to collaborate with them.
        
             | cortesoft wrote:
             | If you can't beat people who are "nice", doesn't that mean
             | your strategy is bad?
             | 
             | Whoever wins the game is the person who played the right
             | strategy.... you have to account for other people not
             | playing optimally when designing your strategy, whatever
             | the reason for their suboptimal strategy (whether it is
             | them trying to be nice or just not knowing the best
             | strategy)
             | 
             | If you know a player is always nice during a game and won't
             | attack anyone, incorporate that info into your strategy.
             | Part of game strategy is knowing your opponents.
        
             | einpoklum wrote:
             | > But the point of games is to win
             | 
             | Different people, or groups, play games for different
             | reasons:
             | 
             | * Sublimate conflicts (it's probably better than physical
             | fighting)
             | 
             | * Learn / hone skills
             | 
             | * Feel personal challenge, tension, suspense
             | 
             | * Passing the time.
             | 
             | * Experience other players' "game-table-side banter"
             | 
             | * Attention diverter from munching snacks.
             | 
             | * Making a romantic pass at another player (it's been known
             | to happen!)
             | 
             | etc. For some of these, winning is part of how you achieve
             | your objective; for others it doesn't matter; and for
             | others still it's detrimental!
        
               | th389200001 wrote:
               | See also the investigation of So Long Sucker in The Trap.
               | Quoting Wikipedia:
               | 
               | >The programme traces the development of game theory,
               | with particular reference to the work of John Nash [...]
               | He invented system games that reflected his beliefs about
               | human behaviour, including one he called 'Fuck You Buddy'
               | (later published as "So Long Sucker"), in which the only
               | way to win was to betray your playing partner, and it is
               | from this game that the episode's title is taken. These
               | games were internally coherent and worked correctly as
               | long as the players obeyed the ground rules that they
               | should behave selfishly and try to outwit their
               | opponents, but when RAND's analysts tried the games on
               | their own secretaries, they were surprised to find that
               | instead of betraying each other, the secretaries
               | cooperated every time.
        
             | hinkley wrote:
             | Nobody wants to ally with the guy who always wins. The game
             | group I'm in has one of those, and so for some games I'm
             | the one who wins the most. They expect him to win, so they
             | drag him down, and I win by default.
             | 
             | It's important in this dynamic that you pick games with a
             | high wildcard factor, so that other people win
             | occasionally, otherwise nobody wants to play after a while.
        
             | jcelerier wrote:
             | > But the point of games is to win
             | 
             | games in themselves have no point. The act of playing games
             | may have a point: it is generally to have fun, not to win.
             | 
             | > edit: In a way, it feels like people who wave you on when
             | they have the right of way at a stop sign. It's not nice,
             | just follow the rules and drive predictably. /rant
             | 
             | you're not nice.
        
               | Dylan16807 wrote:
               | I wouldn't have said anything if you concluded "you're
               | not nice" from the first part. But you conclude it
               | because they don't like when someone messes up traffic?
               | That's wrong.
        
               | jcelerier wrote:
               | how is waving to the other drivers messing up traffic ?
        
               | Dylan16807 wrote:
               | Because it's their turn to move and they're not moving.
        
               | jcelerier wrote:
               | ... waving just mean thanking by a move of the hand no ?
               | How is that related to moving or not.
               | 
               | Hell, doing it is even an official recommendation in my
               | country:
               | https://mobile.interieur.gouv.fr/Archives/Archives-
               | publicati... ("faites un petit signe de la main" = to
               | wave)
        
               | Dylan16807 wrote:
               | Are you familiar with the term "right of way"?
               | 
               | The complaint isn't about a friendly wave. The complaint
               | is that it's someone's turn to go, and instead of going
               | they wave at someone else to insist the other person go
               | out of turn.
               | 
               | The wave is an insistence of "you go first", not a
               | greeting or a thanks.
        
               | aflag wrote:
               | True, people find different things fun. I sympathize with
               | the idea that playing a game not following the rules and
               | not making the best logic choices make the game less fun,
               | because it becomes more about luck than skill. I, for
               | one, have no joy winning or playing something entirely
               | random, whereas beating other people on a skill based
               | game is fun.
        
               | IncRnd wrote:
               | It's not a question of being nice or mean but a question
               | of being competent and predictable to other drivers.
               | 
               | We have roundabouts where I live, and some people will
               | always stop before entering. This is done even to the
               | point of waiting for people to arrive and enter from the
               | other roads, despite the law being to yield. This causes
               | more problems than it solves.
        
             | smeej wrote:
             | I like the ones who stop to wave you out into traffic, not
             | realizing they're only one lane on a 4-lane road, so you
             | can't go without getting hit by at least one of three other
             | cars, and the backup they've now caused behind themselves
             | has closed the entry window you were about to have if
             | they'd just picked "smart" over "nice."
             | 
             | I'm as skeptical about the appropriateness of rules as it
             | comes, but a surprising number of the ones around driving
             | actually do work to make the traffic flow efficiently!
        
             | kqr wrote:
             | Wait, I must be missing something here. If people are nice
             | to each other and that's a bad strategy, surely you get to
             | wipe the floor win them (i.e. fulfill your objective of
             | winning) and if people are nice to each other in a way that
             | makes them hard for you to beat, surely it is you who are
             | playing the worse strategy by not doing the same?
             | 
             | In my group of friends, whether it is Risk or Monopoly,
             | being nice makes it much easier to win. People are happier
             | to enter into mutually beneficial agreements with nice
             | people who they know are honest and keep their word.
        
           | gerdesj wrote:
           | You have just described international diplomacy. For a
           | slightly dumbed down version with working shown: Eurovision
           | Song Contest.
           | 
           | Actually, when I say dumbed down, I'm not too sure! If I was
           | you, I'd embrace the added dimensions that go outside the
           | official rules. Get your Machiavelli on. Get him so pissed he
           | can't see and his alliance with the missus might break down.
           | 
           | Be careful and get some lines that shall not be crossed
           | worked out first if you are going to play Extreme Risk.
        
             | pasabagi wrote:
             | International diplomacy is like that, but every now and
             | then some random soldiers in one of your backwater armies
             | get drunk in some podunk border posting, murder some of the
             | other side's soldiers, then suddenly you have to explain to
             | your nutso nationalist press why a great power war is a bad
             | idea.
             | 
             | (The india-china border clashes are a good example of this.
             | Or that one where a NK soldier killed somebody with an axe.
             | Or that time japanese soldiers bribed a triad gang to
             | attack japanese priests so they had could convince their
             | officers to invade more of Manchuria.)
        
         | wearywanderer wrote:
         | > _In fact, if player A and player B decide to unite against me
         | and player A had his turn and stopped me, player B is highly
         | likely to backstab player A and then emerge as the winner._
         | 
         | The fun in Risk is the other player _knows_ they will be
         | backstabbed, but can 't resist the temptation to team up
         | anyway, hoping that they might be the one to do the
         | backstabbing. Everbody knows that backstabbing will occur, and
         | yet, invariably, some players are still willing to team up.
        
           | paulluuk wrote:
           | Absolutely. Even if they don't end up backstabbing you, at
           | the very least they'll be like: "Oh, you already dealt with
           | the threat? Well then I think I'll just reinforce this turn."
        
         | IncRnd wrote:
         | Notably, I've played Risk with two people, one who taught the
         | other. They appear to make the same sorts of moves in similar
         | positions, and they speak the same strategies. Yet, one
         | consistently wins compared to the other. I believe the missing
         | component is that one plays the game against people and wins,
         | while the other plays against the board and wins less.
        
           | AncientPC wrote:
           | As they say in poker, "Play the person, not the cards. But
           | also sometimes play the cards."
        
             | IncRnd wrote:
             | I was taught early on (in a paraphrased form), "if you
             | can't tell who the loser is at the table, it is going to be
             | you."
        
         | jacobolus wrote:
         | Continents are overrated; they are a big source of armies in
         | the early game, but the primary goal of the early game is mere
         | survival, and a skilled player can win without ever owning a
         | continent until the last couple turns. After the early game,
         | cards are where the real threat is in Risk - in particular, the
         | way someone can eliminate an opponent and capture their cards
         | (and when they end up with >5 cards, immediately turn some in
         | in for armies) makes risk a very unstable game when played
         | aggressively.
         | 
         | The best aggressive players wait for the right moment when they
         | can go from minor threat to unquestionably dominant in the span
         | of 1-2 turns, by toppling one opponent after another. The
         | tricky part is the timing (and there is some luck involved with
         | dice rolls and card matches). If you get it wrong and don't
         | _quite_ take out one of the card-rich opponents along the
         | chain, then (a) that extremely weakened player will be open to
         | easy attack from the other players, and (b) you'll be
         | completely exposed having used all of your armies on at least
         | one side of your territory in the attempt.
        
       | failwhaleshark wrote:
       | This must be how my aunt always wins against, well, everyone.
       | Honestly, she's not the sharpest tool in the drawer, but she
       | plays Risk like the Muzychuk's play chess. She's a damn Risk
       | savant. :D
       | 
       | I wonder how she would fare at Diplomacy. hmm.
        
       | ineedasername wrote:
       | In my experience the key to winning is endurance: just be the
       | last person willing to play past 2:00 a.m. Then it doesn't matter
       | if you have entire continents or one piece in Greenland: you win.
        
       | aphextron wrote:
       | Or just take Australia
        
       | protomyth wrote:
       | I like History of the World these days. A bit more structure but
       | a fun area conquest game.
       | https://boardgamegeek.com/boardgame/224/history-world
        
       | suzzer99 wrote:
       | The whole key to early Risk is goading your opponents into
       | attacking each other. It's an art.
        
       | Dumblydorr wrote:
       | Every time I've played Risk, two things happened. First, a
       | massive bloodbath over Australia. Second, a long slow slog to a
       | dissatisfying end, where multiple players wind up pissed off,
       | because the Australian ends up winning somehow.
       | 
       | The AU continent is just so easy to hold. With only one country
       | to go through, you can amass a huge army in Siam and no one
       | touches your continent all game.
        
         | kochikame wrote:
         | Sounds like you're playing with sloppy players
        
           | [deleted]
        
         | 1123581321 wrote:
         | AU is an easy way to get second place, not to necessarily win.
         | Focus on getting cards elsewhere. Card bonuses build up to
         | where the Siam bottleneck won't matter.
        
         | Aeolun wrote:
         | While everyone else is fighting over Australia, I generally
         | managed to get a win by completely ignoring it (and uh, making
         | use of the people that were so irrationally focused on it).
        
         | prpl wrote:
         | This is why it's great to focus on Siam if you play with that
         | one person who always focuses on AU.
        
       | dcow wrote:
       | What a clickbait article. I'm really disappointed. The premise is
       | interesting: win every time using a new strategy. Then,
       | discussion about the concept and preview of the "systems
       | thinking" mentality. Not too bad (although the bathtub example
       | was a pretty weak way to advocate for systems thinking, maybe
       | that's just me but it seems even in that example to be an overly
       | reductive and not terribly insightful method of thought, but it
       | was enough to entertain the next section). However, during the
       | discussion of the strategy everything falls apart. "Let the other
       | players fight each other. Win the game _every time_ by not
       | participating and hoping to inconspicuously amass an incredible
       | army such that you can take over half the board and then turn the
       | tide in your favor in one fell swoop." If this fails the
       | suggestion is then to play the meta game and beg for pity. Not a
       | single piece of data to back up the claim that this strategy wins
       | every time. In my experience it doesn't. It also happens to be
       | the strategy that most every player headquartered around Russia-
       | Asia ends up playing because you simply cant control that part of
       | the board early on. No "systems thinking required". The author
       | also claims hoarding cards is "safe" and wont trigger other
       | players to consider you a threat to the balance of the system.
       | Well, that's just naive either on part of the author or requires
       | other players to be pretty green to not account for the risk card
       | factor. In reality, another player also using systems thinking
       | would immediately identify you as a threat because they would be
       | tracking unit quantity flow in and out for the players on the
       | board and using that to inform their understanding of what
       | constitutes a threat. I think that's the disappointment kinda
       | summed up: this strategy doesn 't work in a game where everyone
       | uses it because it depends on your opponents not paying attention
       | rather than you making strategic moves to win the game. The
       | author does not sufficiently incorporate all the complexities of
       | the game and people to yield a solved game.
        
         | cbsmith wrote:
         | 'The author also claims hoarding cards is "safe" and wont
         | trigger other players to consider you a threat to the balance
         | of the system.'
         | 
         | Unlike continents, cards additionally represent an incentive
         | for other players, so it's even crazier to think it is "safe".
         | 
         | In general I share the same sentiments as you. I'm disappointed
         | this article got voted up, presumably because it uses the
         | phrase "systems thinking" in the title.
         | 
         | In defense of the author, if you actually believe it is
         | possible for you to win any player-vs-player game _every time_
         | by applying a certain strategy, you clearly aren 't doing
         | systems thinking. :-)
        
         | yetanotherjosh wrote:
         | Even if the execution was flawed in that it did not deliver a
         | successful gaming strategy or sufficiently complex model of the
         | game, I still appreciated the nature of the exercise. I would
         | love to read an article that takes it to a more accurate and
         | effective system model.
        
         | ganzuul wrote:
         | Cybernetics is a much cooler word anyway. Deals with functions,
         | while systems theory deals with objects.
         | 
         | IM!HO, object-oriented thinking doesn't work in complex
         | environments. - You tell a duck by its quack.
        
         | jfk13 wrote:
         | Anyhow, if there's a system or strategy that enables you to win
         | every time.... what happens once everyone knows and uses it?
        
       | GoodJokes wrote:
       | I dislike games where it's just a system to win. Kinda defeats
       | the purpose. No actual gamesmanship.
        
         | laurent123456 wrote:
         | I avoid these games too but mostly because it feels like work.
        
         | Aeolun wrote:
         | I like those games I think. The alternative is chance, and
         | that's very dissatisfying.
        
         | __s wrote:
         | Systematic play is often the first step for beginners to gather
         | experience from multiple similar situations. Nuance comes after
         | that
        
         | zelphirkalt wrote:
         | I feel similar about this, although I have to say, that it
         | disqualifies so many board games, that sometimes I wish, I
         | would enjoy other games more. It is a bit sad. Sometimes
         | friends want to play something and I allow them to convince me,
         | just to not seem like the boring person, who "only wants to
         | play their games".
        
       | corpMaverick wrote:
       | I have never played risk. But I have always been curious of the
       | joke where Malcom (in the middle) used to always beat the whole
       | family. Is it about strategy, complexity, random luck?
        
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