This week we tackle runaway leader and leader bashing!
Run-away leader
Runaway leader, when one player surges ahead (based on completed game goals) of the other players during a game and continues to pull away from the these players, eventually claiming victory.
Acquire is an example of a game that can turn into a Runaway Leader. It usually occurs from poor play on the parts of the other players, but yet, once that one player gets a lead.... not much can be done to stop their victory.
Risk is another game which tends to result in a Runaway Leader. From my experience it seems that many games of Risk result in that one player getting just enough resources, armies or cards, that allows them to jump well ahead of other players. At which point there is little to nothing that the "losing" players can do to stop the onslaught of the current leader.
The comment I stated above about stoping the current leader brings a up an important point that many articles (across the net) seem to touch on; that being, does a game that contains a means/mechanic that allows players to stop, hinder or interrupt the current leader, remove the runaway leader issue?
Some might feel that if there are ways to stop/hinder the current leader, then a game may not have a Runaway Leader problem. I'm not sure if I believe this to be true or not. I feel that even with means/mechanics in place to help attack the perceived leader, there might be times when the leader will continue to run away. My reason, in the case where players start using their time/resources/turns attempting to stop the leader, they most likely do not have the ability to hinder the leader and catch up to the leader at the same time.
Run-away leader questions:
1) Is runaway leader a game problem? If so, what type of problem is it(design, player or other)?
2) How does Run-away leader help/hurt a game?
3) What can be done to add/remove runaway leader from games?
4) Do games that contain mechanics for attacking other players, have less runaway leader problems?
Leader bashing
Now onto Leader Bashing, basically it comes down to players making choices that negatively effect the currently perceived leader.
Settlers is a good canidate for leader bashing. Many players will determine who they feel is the current leader, and reduce trade or hinder resource generation (placing the robber) on that opponent.
You can even consider a simple game of UNO, whomever has the least amount of cards is perceived as the leader. Is this always true? Not sure, but it tends to cause tension for the other players, and switches the mind set to stopping(or bashing) that leader.
Leader bashing questions:
1) Is leader bashing a game problem? If so, what type of problem is it(design, player or other)?
2) What can leader bashing bring to a game?
3) What causes one player to bash a perceived leader?
4) What can be done to reduce leader bashing? And do you really want to reduce leader bashing?
Couple generic questions about both topics:
1) Is leader bashing a result of having a runaway leader?
2) How does leader bashing effect runaway leader?
3) Does leader bashing or runaway leader cause other problems in a game(like kingsmakiing?)?
A partial answer to that run away leader problem is to keep the games short. The problem is lessened at least if a game lasts under an hour, and the leader doesn't start to pull ahead until mid-point or later. No one wants to be "out of the game" when there is still hours to go.
No apparent leader is bad in my opinion. One needs feedback that they are doing well, or not. One needs to know if their strategy is "working" or failing. If I play a game and an hour later I have no idea why I won or lost the game that is bad.
I think the designer has to design the game according to the "type" of game and their original goal. So that in a racing game having a clear leader makes sense and a player should be rewarded for playing well, but in a war game if you lose a few big battles you should lose.
Having a longshot chance only makes sense, when it makes sense (which sounds like a Yogi Berra quote admittedly).