Mini-article on Dominion game theory, 2p vs larger amounts of players, #2:
- "Signal-giving advantage of going first" and compare this to MtG draft signals. Discussing why this affects mirror vs diversification strategies across the table, and why this advantage becomes smaller as the number of players go up.
Assuming an environment with veteran Dominion players only. No newbies. If that is not your gaming environment, then tough luck, this mini-article will be as useful to you as the 2p strategy articles are to me.
Player going first can, especially in kingdoms with a lot of valid 3/4 split options, give a signal to the other players about his/her opening strategy. This works ONLY when 1-3 ALL HOLD TRUE:
1) the person going early knows how to play the most obvious good strategies in the kingdom
2) the players going later know some basics about Dominion strategies
3) the players going later know how to read the signal the early players are giving
By giving out a signal with early buys, the early player basically informs the late players that "I choose to exercise my first player advantage" / mirror advantage for this strategy. If you copy this strategy, you will be disadvantaged compared to a situation where you choose an alternative strategy (provided there is one). Because of reasons discussed above in this thread.
This advantage is the most significant in 2p, since most kingdoms have more than 1 valid/effective strategy, but less than 5-6 valid/effective strategies. Meaning that in especially in 5-6 players' games late players have to copy the strategy of someone who has played earlier than them, thus typically hindering both of their strategy less effective while making the other players' less contested strategies more effective. The early players in 5-6p games typically perceive this as "not fun", because it involves an element uncontrollable to them compared to a 2-3p (sometimes 4p) environment, where these signals do matter and make a difference.
Additionally, in 4p, 5p and 6p, players are less likely to focus on the opposing turns, meaning less attention to signals. This causes frustration to players used to giving out signals which turn out to be meaningful in 2p and 3p.
Basically,
I. Going first = freedom to pick your strategy first. This is an advantage if you pick a superior strategy. Can turn into disadvantage if you pick suboptimal strategy or your strategy becomes contested by late players in 3p, 4p, 5p, 6p.
II. Contesting a strategy chosen by an earlier player = mirroring = bad in the long run* for you. In 3p, 4p, 5p, 6p, also bad in the long run for the early player who became contested. In 2p, gives an advantage to P1.
III. Going late = less freedom to pick uncontested strategy. Disadvantage when the best strategies have been taken. Becomes huge advantage if you can identify a superior strategy which is still uncontested and you can see and capitalize on that.
IV. Newbie players are likely to copy strategy by player they see as "experienced". In 2p, this gives an advantage to the other player (mirroring); in 3+ players, this gives an advantage to the other, uncontested players. Experienced players going early can perceive this follower-mirroring disadvantage in multiplayer as "not fun".
V. Experienced players can attempt to "rob" a strategy in multiplayer by intentionally contesting it. If the early player gives up the strategy in fear of ruining their game with contest, this can turn around the mirror to the late player's favor.
VI. Experienced players may also give an intentional false signal of contesting the strategy. Not in hopes of robbing said strategy, but in hopes of making the early player dilute that strategy by protective measures. Very close to robbing in practise; only the underlying motivation is different.
*Short run = 1 deck revolve or less (early game: 1-2 turns mirroring max.)
Long run = longer than 1 deck revolve
Do you mean Bishop and not Baron?
Yes, I do.