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Temporary Emergent Alliances (or Manipulating Others' Incentive Structures)
Richard S
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A while back, Clearclaw was geek of the week. While I normally find the geek of the week threads a little time consuming to read, I happened to catch part of the conversation and it has had a big effect on my game purchases and play. There is a certain effect within some games that I find very interesting, but had not, at that point, thought through very well. I realized that Clearclaw had described in perfectly:

"Quite possibly the one pattern I enjoy more than any other in gaming is to setup another player so that their primary in-game interest is to help me win (or to be setup that way myself). In short, Set it up so that the best way to improve your game position is to help me win." -Clearclaw

I like this idea and I like it alot. At the same time, I greatly prefer games where everything develops out of the game without recourse to open negotiation. Hence, I am not a big fan of games like Traders of Genoa though you could include such a game under this heading. Looking around I could not find a geeklist devoted to this topic and thought it might be a useful resource for myself and others.

So, please add games to this list wherein the ability to manipulate another player's incentive structure such that their best move helps you win is a prominent feature of the game, but please exclude any open negotiation games.
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Richard S
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I think I came across Wabash due to a comment in Clearclaw's geek of the week thread. Wabash is one of the best games, to my knowledge at embodying the idea of emergent alliances. The game is basically about who has the incentive to do what and when.

I haven't had a chance to play the other games in this series yet but I have read the rules and it looks to be some of the same traits in the others though expressed quite differently.
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2. Board Game: Imperial [Average Rating:7.72 Overall Rank:47]
Richard S
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As one of my friends points out, this is not a war game. Play it like a war game and you will lose. He then proceeded to win without controlling a country.
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Arden Sansom
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Do I know this passive-warmonger friend?

I'm still not convinced that I enjoy this game, even if I win whilst sitting on the proverbial sidelines...
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  • Posted Fri Jan 30, 2009 8:44 pm
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Richard S
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Al.
 
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  • Posted Tue Feb 3, 2009 11:16 pm
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Richard S
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Pampas Railroads in the only one in the Prairie series that I own. While the emergent alliances are not as in your face as in Wabash they are still incredibly important.
 
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Richard S
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There are lots of different games in this series with two distinct trees: stock manipulation games and train games. Still I think the potential for alliances both overt in owning the same stock and less obvious such as building track in common geographic areas are vital in many of them.
 
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5. Board Game: Aquädukt [Average Rating:6.45 Overall Rank:1019]
Ben Lott
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I'm not sure if this is exactly what you are looking for, but I noticed something similar to what you are talking about in my first game of Aquädukt. In order to get all your houses irrigated often it is advantageous to place the houses between a spring and an opponent's houses. This forces them to irrigate your land for you as they try to make an aquadukt reach their own house.
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Richard S
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Having not played the game, the question I have is how important is it in the game to make other players act toward your benefit?
 
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  • Posted Mon Aug 25, 2008 9:26 pm
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thorndor wrote:
Having not played the game, the question I have is how important is it in the game to make other players act toward your benefit?

I've only played once, so I can't say definitively. But it appeared that, if you really want to excel at the game you need to get a lot of houses on the board. Of course the only way you will score for them is if you can get them irrigated. It seemed to be very important to place in such a way that someone else would do the heavy lifting (placing the aquadukts) while you continued peppering the board with your houses.
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  • Posted Mon Aug 25, 2008 9:39 pm
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David Gibbs
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thorndor wrote:
Having not played the game, the question I have is how important is it in the game to make other players act toward your benefit?


Getting others to do your work is important for Aquadukt, and you can try to consciously set this up where you can.
 
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  • Posted Tue Aug 26, 2008 12:57 am
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6. Board Game: TransAmerica [Average Rating:6.66 Overall Rank:567]
Sheamus Parkes
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Yes, there is strategy. It's all about manipulating other people to do your work for you.

Of course, this one may even be a little simpler in that you just want to do things that help you the most.

Still, I sure try to get into the other players' thoughts when I played this.
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John Bohrer
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"There is strategy. It's all about manipulating other people to do your work for you."

Those were among the first words Benno Delonge said to me about the game when he first showed it to me years ago. To this day, not many Americans understand this important element of the game. It is subtle, sure, but undeniable.

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  • Posted Mon Aug 25, 2008 10:24 pm
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David Gibbs
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TransEuropa -- exactly the same thing, different map.

It is all about letting/encouraging others to build rail you need while building the minimum amount of rail that will help others.
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  • Posted Tue Aug 26, 2008 12:58 am
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I agree. This fits the description given.

When I play this online against experienced players, I am always soundly thrashed. There is definitely some strategy to this game.
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  • Posted Tue Aug 26, 2008 12:44 pm
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7. Board Game: German Railways [Average Rating:7.11 Overall Rank:983]
John Bohrer
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Alliances emerge and recede very quickly in this game, largely based on the turn order, which itself changes often. This game shares some aspects of Wabash, but is quite a different animal due to the new Dividend conditions, the eight railroads and the expansive territory.
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8. Board Game: 'Ohana Proa [Average Rating:8.00 Unranked]
J C Lawrence
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The game poses the key question: How can you win when your primary activity is improving other player's positions?
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Richard S
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Any chance we will see this published in some form? I read the old draft of the rules (Haven't had the time to read the new ones.) and it looks pretty cool.

Edit: Not too long ago I read Kim Stanley Robinson's Mars Trilogy in which the gift economy figures prominently. So, I would really like to see how that would play out in a game.
 
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  • Edited Mon Aug 25, 2008 11:47 pm
  • Posted Mon Aug 25, 2008 11:05 pm
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J C Lawrence
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thorndor wrote:
Any chance we will see this published in some form?


I should get off my kiester and push it through. Frankly, I just haven't put the commitment there to carry it through.

Quote:
Edit: Not too long ago I read Kim Stanley Robinson's Mars Trilogy in which the gift economy figures prominently. So, I would really like to see how that would play out in a game.


Please don't consider 'Ohana Proa the be-all and end-all of gift economy implementations. It is but one take on the area in game-form.
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  • Posted Mon Aug 25, 2008 11:53 pm
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9. Board Game: Cosmic Encounter [Average Rating:6.98 Overall Rank:376]
Davido
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Cosmic Encounter w/its ever changing destiny disks/deck and request for allies is ALL about getting 'others do the dirty work for you'.
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10. Board Game: Modern Art [Average Rating:7.36 Overall Rank:118]
John Brier
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Deciding which paintings to auction, which paintings to win, and when to let who win which painting are all tied to manipulating others' incentive structures. And all in about an hour. A true classic.

I would also say Container has some of these aspects, perhaps not as saliently.
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Pedro
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Quote:
I would also say Container has some of these aspects, perhaps not as saliently.


I swear I hadn't read this before adding item #11, but I obviously agree. cool

 
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  • Edited Tue Aug 26, 2008 2:17 pm
  • Posted Tue Aug 26, 2008 11:59 am
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11. Board Game: Container [Average Rating:7.07 Overall Rank:305]
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I think this one fits the bill also. You win by setting yourself up to be the one that's offering the right stuff at the right time. That way the other players will be "forced" to buy stuff from you and, eventually, carry you to victory.
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Timothy Hunt
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yes... or by being the player on the right.

Oh, how it hurt, one of my early games... I thought I was winning, I paid a buck to the player on my right to take the last container of the second colour to be finished.

I lost. By one buck. to the player on my right.
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  • Posted Wed Aug 27, 2008 5:47 am
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12. Board Game: Kaivai [Average Rating:6.86 Overall Rank:1348]
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This is a build your economy game a la Puerto Rico. Instead of planting stuff to get goods, however, players have to build canoes and use them to fish. The bounty can later be traded for money (shells, in the game currency), or exchanged for victory points in a celebration.

The catch is that players can only sell the fish to the opponents (who can later exchange it for VPs). When players deliver the fish to their own huts they get no money out of it. Selling fish is the only way to get money in this game and money is crucial to be able to improve the infrastructure. This in combination with a very cutthroat positioning sub-game on the map, makes for very viable you-all-must-carry-me-to-victory types of strategies.

Great game!
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13. Board Game: Acquire [Average Rating:7.41 Overall Rank:106]
Teacher Fletcher
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Acquire absolutely has this.

Most games you will get into a situation where you and another player both need a chain to merge so you can both receive your bonuses.

Often I find it profitable to be the minority holder, instead of the majority holder, so that the majority player has greater incentive to make the tile plays toward a merger, thereby freeing me up to make other tile plays, found new companies, or diversify my portfolio.

I like this Geeklist, and Clearclaw's thinking on this has been especially illuminating. This is my FAVORITE element in gaming -- the temporary alliance, shaking hands with your opponent to advance a mutual cause while remaining opponents.
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♪ Isaäc Bickërstaff ♫
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I KNEW this GeekList would reference JC at some point.
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  • Posted Mon Aug 25, 2008 8:50 pm
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Quote:
I greatly prefer games where everything develops out of the game without recourse to open negotiation.

Geekbuddied!

In my opinion a game cannot be truly thematic without accomplishing this notion.
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  • Posted Mon Aug 25, 2008 9:50 pm
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J C Lawrence
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I find that many, almost most, games have this property. The difference is in the degree to which it is a central focus of the game. I most enjoyed Age of Steam for instance when I maneuvered another player to make deliveries over my track as their best path for improving their own position.
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  • Posted Mon Aug 25, 2008 10:29 pm
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J C Lawrence
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Verkisto wrote:
I knew it based off of the title alone.


I suppose that someone will get temporary emergent alliances listed as an official game mechanism...
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  • Posted Mon Aug 25, 2008 10:30 pm
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Richard S
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clearclaw wrote:
I find that many, almost most, games have this property. The difference is in the degree to which it is a central focus of the game. I most enjoyed Age of Steam for instance when I maneuvered another player to make deliveries over my track as their best path for improving their own position.


As I was thinking about this list, I realized the same thing which was why I tried to limit it to situations where it is a prominent feature of the game.
 
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  • Posted Mon Aug 25, 2008 11:07 pm
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