Valerie Putman: I Quit, You Win
You are crushing me. There’s nothing I can do to come back from behind. It’s all over and now this is kind of boring. Can we quit and start again? Seems like poor sportsmanship, right? But this is exactly the mechanism I love when the doubling cube is introduced in backgammon.
Among some players, backgammon is a gambling game. Even without gambling, it is often played to a number of points instead of each game being treated as a separate event. In part this is because the game, like poke and many other games, has enough of a luck element that a single game is insufficient to differentiate skill levels between closely matched players. So in backgammon, games are often played to some number of points (I usually play to 9 points in a match against the AI).
Normally, a game of backgammon is worth 1 point. If you are able to remove all of your pieces before the other player has removed any pieces, the game is worth 2 points (referred to as a “gammon”). If you are able to remove all of your pieces while you still have one of their pieces trapped in your home court, the game is worth 3 points (a “backgammon”). During the game, if you think you have a better chance of winning than your opponent, you can double the point value of the game (done just before you roll for your turn). This makes a normal game with 2 points and a gammon or backgammon worth 4 and 6 points, respectively. If your opponent accepts the doubling, they then have the option of offering to double again before one of their own turns (making the game worth 4, 8, or 12 points) if they believe the tides have turned. If you accept, you could in turn double it again on a future turn. On the other hand, if at any point a doubling is refused, the game immediately ends with the player who offered the doubling earning the current point value of the game (1 point if it is the first offering of a double).
So, you are a bit ahead and you ask to double the points. You have given up the opportunity to earn 2 points or 4 points for “gammoning” or “backgammoning” your opponent. You’ve also given yourself the chance to lock in the single point when you know that a few good die rolls could change the outcome. If you’ve asked to double the points when it is still quite close and you are only slightly ahead, you may be hoping that they accept the challenge and you have doubled the rewards (and the risks) when you win (or lose).
Deciding when to double (or accept/refuse a double offered by your opponent) adds a very interesting layer of decision making to backgammon. It also offers the nice feature first mentioned; you can mercifully end a game with a foregone conclusion and get started on the next bout. I think this mechanic would be difficult to implement in a multi-player game (though there are certainly auction games where players bow out as the price gets too steep). Poker certainly accomplishes it, so it is possible. Can you think of any other examples—either obvious or merely suggestive of the mechanic?
I’d rather be gaming,
Valerie Putman
Comments:
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Games of chess are rarely played out to a “proper” finish. What usually happens is that either one player concedes defeat and resigns, or the two players agree that neither of them is likely to win and they settle for a draw. As you say, the mechanism is harder to implement in a multi-player game, because even when it is obvious to you that you’re bound to lose, there is the enjoyment of several other people to take into consideration. However, in the group I play with, if it is obvious to everyone that player A is going to win, the rest of us will jointly offer our resignation so that we’ll have time to play something else. Posted by Stuart Dagger on Jul 19, 2009 at 06:05 AM | #
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Watten and Mus would be examples of multi-player games with this game value escalation mechanic. Watten supports 2-4 players, Mus is strictly 4 player. In both games, the 4 player version is played in partnerships. Watten’s betting is restricted to increments of 1 but this can still lead to a single hand deciding the entire game, while Mus’ betting is unrestricted, its “Ordago” bet acting much like an “All In” does Poker.
http://www.pagat.com/trumps/watten.html
Posted by Sean Ross on Jul 19, 2009 at 07:47 AM | #
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Interesting that you would post on this topic today. Last night my wife and I were playing Dominion (the deck size set) about halfway through the game my wife conceded defeat as my deck was chaining through my cards while hers wasn’t up to speed yet. I was a bit downcast as a result as I didn’t get to see my deck-building efforts come to fruition. In an abstract game such as poker/chess/backgammon I can see conceding a game as very useful. However, in a more involved game (such as an economic engine one) conceding a game could be disappointing as players do not get to see how well their “built” economy performs. Posted by Matt J. Carlson on Jul 19, 2009 at 01:52 PM | #
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This brings to mind the concept of “Fight or Flight,” especially in game design. In the competitive realm, conceding a game is a big no-no, but you can give up a play in order to position yourself better for later in the game. More elements, present in different games:
- “Life-or-Death” in Go.
However, I am not as familiar with the concept of “escalating stakes,” since I’m not an avid poker or backgammon player. Posted by Steven Metzger on Jul 19, 2009 at 04:25 PM | #
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Very difficult if not nigh on impossible to implement in a multiplayer game. Also possibly not worth it. I have seen a number of games where people have come back from what seem to be untenable positions to pull off a win. I remember a game of Puerto Rico that I thought I was doomed and Melissa had run away with the victory when we were about half way through, yet much to my amazement I won. There have been plenty of other games where we have thought that player X was written off yet they have managed to snatch victory from the jaws of defeat. Some games you may be able to call the winner ahead of time, but the number of times I have seen those predictions go wrong, proves that one should never be too sure. It is more feasible in a two player game, and the doubling cube in back gammon also adds that nice gambling aspect to it. Posted by Fraser McHarg on Jul 20, 2009 at 09:41 AM | #
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There are a few multiplayer games out there that allow a player to restart voluntarily or after being wiped out. Tongiaki and Air Baron are a couple that come to mind. I wonder if this could be made a more common concept. For most games, you’d have to give the eliminated player an advanced start and I’m not sure how that would work out. Maybe allow “quitting” to come back in an “average” position? Hard to define average, though. Posted by Scott Russell on Jul 20, 2009 at 12:48 PM | #
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Actually, upon further reflection, Through the Ages actually has formalized the ability to resign your position. No chance to come back, but at least you can officially concede defeat. Posted by Scott Russell on Jul 20, 2009 at 12:51 PM | #
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The doubling cube as such only makes sense when a game is being played for stakes, or when a series of games are being played and the ultimate winner has the most points. Let’s ignore the case of money. If a series of BG games are being played with the doubling cube, then really the entire series is “the game” and each so-called game is actually one round. A player can quit a round. After all, if you’re truly giving up the game, then it’s over and points are irrelevant.
To me the essential aspects of the doubling cube are:
The latter requirement makes this different than “double or nothing” in which the second player can double his losses, but at best he can break even if he wins. Essentially, the latter player has a risk/return equation to make. Either lose one point, guaranteed - or accept the uncertainty of either gaining or losing two points. If he takes the risk, he might lose one point more than if he conceded, but he could gain three points over conceding - so there is considerable possible reward for accepting the risk. In Blue Moon, once players toss a certain number of cards into a fight it becomes worth more. So a player in a slightly weaker position, seeing the battle escalating, must decide whether to abandon or else continue, knowing that doing so raises the stakes for both players. There is an element of the feature in certain majority control games where an area scores more when more resources play into it. For example in Manhattan, if a player challenges your tower, you can let him have it or contest him for it - but as you do, you make the tower larger and potentially worth a bonus. In Merchants of Amsterdam, similarly, when more people play into a given region, that region becomes worth more (although it’s also worth more for 2nd place too, so it can have a win-win element). Tycoon/El Capitan also has this feature. Posted by Jonathan Degann on Jul 20, 2009 at 09:20 PM | #
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The way I see it, multiplayer games fall into two categories: 1). player elimination, where I suppose you could just resign your position at the point where you stand. The inherent problem is that PE games continue until the last man is standing, so resigning only means you have longer to wait while they finish, which does not satisfy your end goal of “starting over” 2). no player elimination, in which case your presence on the board is integrated into the development and final outcome of the game. At best, the general rule is that it’s difficult to extricate yourself from this entanglement. Depending on the game, I’d actually say it’s more on a bell curve of sorts, where people can be lenient about quitting (or joining) in the first round when nothing has developed, or in the closing round(s) if you can’t significantly impact the final outcome. The same issue remains, though: if only you resign, then only you are ready to play the next game; everyone else is still in the middle of the current one. As an aside, I’ll add 2a.) the “multiplayer solitaire” game, for people who feel they could walk away from a game of e.g. Dominion or Race for the Galaxy with no impact on other players. The problem to solve is getting consensus on ending the game collectively. In a 2-player game, that’s easy enough: one player quits, the other wins. For each player you add, you need to have more incentive for each player to agree to end the game before its natural conclusion. But how do you get multiple people with different goals, different approaches, and different ideas about how the game is going, playing with a mechanic that makes it okay - and sometimes even desirable! - to end the game in the middle, without removing the incentive to play through to the end in the process? How do we incorporate both into the same game without having one compromise the other, or exploding both in the attempt? Posted by Stephen Schaefer on Jul 23, 2009 at 04:45 PM | #
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