This week’s topic is common problem #2: kingmaking.
What is kingmaking? Kingmaking is, when a player, who is clearly not going to win, makes a move that effectively hands the win to another player.
Perhaps it's best to give an example of a case of kingmaking to show why it can be a problem.
One of the worst cases of kingmaking I ever experienced was during a game of “TurfMaster”. It’s a horse racing game where players alternately roll dice or play cards to move the horses. When dice are rolled everyone moves their horses according to that roll. However, the player who rolls the dice may decide if he wants to use both dice or just one die to move the horses. The trick is that the horse in the lead may only move up to 8 spaces, so a horse in the lead doesn’t benefit from a higher roll.*
We played three games of “TurfMaster” and added up our scores. It was near the end of the third round with most players close to the finish and after almost three hours of play, that one player, whose horse was far behind and certainly wasn't going to win, rolled the dice. He rolled two sixes. Now, he could choose to go for either “6” or for “12”. Whatever he chooses, it wouldn’t make any difference for his standing. However, if he chooses the “6” player A wins the game and the match. If he chooses the “12” player B wins the game and the match. This was a classic case of kingmaking. I can tell you that this was a big anti-climax after almost three hours of playing.
Some things we might discuss:
Is kingmaking a design problem, or is it just a player problem? Is it possible to completely avoid the problem of kingmaking in an interactive, multiplayer game? If not, what are ways to design a game so that the problem is at least mitigated?
I'll post my own thoughts on the subject later on.
- René Wiersma
* The actual rule is a bit more complicated than that, but this is enough information to understand the example.
I think there are verious degrees of "kingmaking". The example I quoted is the worst case of kingmaking:
1) the player must make a move that decides the winner between other players
2) the player does not improve his own standing in the game, regardless of what move he makes
3) the player knows he is making a move that decides the winner between other players
Take away one of these things and the kingmaking effect is less dramatic. 1) seems obvious, but I think that if a player does not have to, but rather chooses to hit a particular player, for whatever reason, than it is not really a design flaw, just the effects of an interactive multiplayer game.
Race games, where a player wins when he reaches goal X, are more suspectible to kingmaker situations, because of the all-or-nothing nature of determining a winner. I feel that in VP based games, especially those with hidden VP's, hidden goals and/or extra VP's awarded at game end help reduce kingmaker effects.
Another trick is to use a more-or-less randomly triggered game end, to lessen the effect of kingmaking during the last round, because you never know exaclty what the last round will be. Interestingly, these things also help lessen the effects of min/maxing during the last round.
- René Wiersma