Dominion > Tournaments and Events

An Alternative Scoring System for a Match-Play Tournament?

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nopawnsintended:
I want to preface this post by saying that I love the match-play scoring system used in Gokodom.  What follows is not a critique of this system, but an alternative scoring system that might be fun to try in a small (or large) match-play tournament.

Total Victory Points Scoring.  This system has the following features:

* Each match consists of an even number of regulation games of Dominion.
* Each player has the opportunity to sit as first player the same number of times.  Alternating first seat is an option, but you could use the Gokodom seating chart, too.
* The score for the match will be determined by the player who obtains the largest number of VP across the games in the match. The player with the most VP wins the match. 

* In the event of a tie in the number of VP, the player who took the fewest turns across all games wins the match.
* If, in addition to having the same number of VP, both players took the same number of turns, the player who won the most regulation games of Dominion wins the match.
* If the number of points, number of turns, and number of regulation Dominion wins is equal for both players, the players rejoice in their shared victory.
* In the event of an outright win, two points are awarded to the victor.  In the event of a shared victory, both players earn one point.  Non-winners get zero points.
* To make sure everyone gets to have fun, you could run some number (to be determined) of Swiss rounds where playing better means you play better opponents.  At the end of the Swiss rounds, the best players could match up against one another in a bracket-style tourney.
Basically, I got the idea by watching a re-run of a Jeopardy Teen Tournament Final.  This scoring system is to Dominion as pooling winnings across multiple days is to Jeopardy.  And, if it is good enough for Jeopardy, it is good enough for me.

Moreover, I think it would be fun to play a Tournament that is governed by these rules.  If I had the ambition and/or time, I would organize a tournament to be played through Goko's lovely interface that adheres to these rules, but I don't have time (yet... right now... we'll see). I think this tweak in the scoring would lead to some interesting changes to how people play.  To cite two examples: (1) the scoring system would tamp down risky endgame strategies that rely on praying for the perfect storm -- i.e., it will usually be optimal to end a game while behind so as not to lose by too much; and (2) the scoring system would facilitate running up the score when you could easily end the game.  Obviously, the latter scenario is an issue in fun.  A modified system could mitigate this by capping the margin of victory in any particular game, but I'd rather not modify the system that way.

Some questions for discussion:

* Would you play in a Tournament governed by a refined version of these rules (keeping the spirit of Total VP Scoring)?
* Are there natural extensions to 3P or 4P matches?  Multiplayer games can be fun, too, and I find that my only excuse to play multiplayer is if there's a multiplayer tournament (OK, not really... looking at you Polk5440 and Bella Cullen).
* Are there any fun hybrids of Total VP and Gokodom style matches?  One thought: You play 6 games, and each match has a Total VP point and a match point up for grabs.
* How often do runaway boards happen where one player wins by an insurmountable margin in one game, making the rest of the match moot?  If this probability is low enough, maybe the system is as broken as the KC-Discard-Masq pin.  If it is likely, what changes would fix it?
* Any other thoughts?

cluckyb:
I don't really see the benefit of this. The expected margin of victory is just too varied depending on the kingdom. Things like piling on the score are just no fun for the loser, whereas taking those risks that give you the 60% chance of victory are what can make the game exciting.

Or even in simpler cases, say you're up +5 points from the last game. There are two provinces left and you're down a duchy. Duchy dancing really isn't the proper move here. If you buy a duchy, the other guy can possibly win by 9 if you get a poor hand next turn. Better to hedge your bets and just lose by three. So you wind up taking the boring safe approach.

The idea of doing the same kingdom twice (alternating first player), and adding those scores I think is reasonable. But a whole tournament like that sounds broken and not much fun.

ftl:
I don't think adding scores works at all. The scores of different game types are just two different.

If the first game is a KC-goons-engine-colony game, a score of, say, 100 to 30 might be a fairly close game - maybe p1 got their mega-goons-turn just one turn earlier than p2 would have done the same. But good luck overcoming a 70-point difference in the upcoming five province games!

Or, a KC-KC-Monument-Militia-Masquerade pin. In that case, the winner can literally run up the score as high as they want before ending the game.

And so on and so forth. That's the extreme case, but it repeats in smaller ways in other games. The number of points you win by is often more a representation of what the game was like rather than how much better you played than your opponent.

BM-ish province games have margins of 3-9 points. Engine games have a margin of either 1 point (win on piles, buy one estate) or 25+ points (piles don't get low enough, somebody gets their engine going and wins 6 provinces to 2 or so) or 50+ points (colony games, vp chip engines, etc). Rush games have tiny margins of victory, like winning by a few estates or by a 3-5 gardens split where each gardens is worth 2. Games where you build an engine which includes a trashing attack have margins of victory which are as big as you can make them - just trash the opponent's entire deck, lock them down, buy up VP.

Warfreak2:
Don't forget Sea Hag games where you win -2 to -7.

nopawnsintended:
Some comments.


--- Quote from: cluckyb on September 11, 2013, 03:00:09 pm ---Or even in simpler cases, say you're up +5 points from the last game. There are two provinces left and you're down a duchy. Duchy dancing really isn't the proper move here. If you buy a duchy, the other guy can possibly win by 9 if you get a poor hand next turn. Better to hedge your bets and just lose by three. So you wind up taking the boring safe approach.

--- End quote ---

Why is that a "boring safe approach"?   Properly thought through: You have a lead of 2 with two Provinces remaining (+5 from last kingdom and -3 from this one), so buying the Province is the right play.  In a single game of Dominion, is it boring to buy a Province when you're up 2 VP? 

Consider a couple of counter points. 

(1) Suppose you're up 5 after 3 games, and in Game 4, you're behind 3 with two Provinces remaining (and no other sources of VP).  In the match, you have two games to go after this.  Do you Duchy Dance?  I haven't properly thought it through, so forgive me if that's a dumb question, but it is new decisions like this that motivated my proposal/suggestion.
(2) Go back to your example.  If you're down 5 VP going into the final game, don't you adopt a riskier strategy that won't just win if it works, but will have a chance of making up the 5 point deficit?  That's a similar principle to Duchy Dancing, but it has a longer strategy arc.  Seems exciting to me, anyway.

A meta-point.  After you've done the Duchy Dance 200 times, is it really that exciting to get into another run-of-the-mill Duchy Dance?  Don't get me wrong.  I love Dominion as is, and Duchy Dancing is part of that love, but this post is about imagining a different variant on the scoring system.


--- Quote from: ftl on September 11, 2013, 04:04:16 pm ---And so on and so forth. That's the extreme case, but it repeats in smaller ways in other games. The number of points you win by is often more a representation of what the game was like rather than how much better you played than your opponent.

BM-ish province games have margins of 3-9 points. Engine games have a margin of either 1 point (win on piles, buy one estate) or 25+ points (piles don't get low enough, somebody gets their engine going and wins 6 provinces to 2 or so) or 50+ points (colony games, vp chip engines, etc). Rush games have tiny margins of victory, like winning by a few estates or by a 3-5 gardens split where each gardens is worth 2. Games where you build an engine which includes a trashing attack have margins of victory which are as big as you can make them - just trash the opponent's entire deck, lock them down, buy up VP.

--- End quote ---

This is a fair point, and an admitted weakness of the total VP scoring system, but the system is fair before knowing whether you've won one of those big payoff games.  That is, before the game, either player has a chance to be the player who get the win (which on different kingdoms and different shuffling have different expected value of points).  In principle, I don't see anything wrong with some games having larger prizes (I win by 20 versus 1), but I would be worried about frequent, degenerate gameplay.  Adding VP across games just puts more weight on winning those kingdoms that have greater expected margin.


--- Quote from: Warfreak2 on September 11, 2013, 04:26:50 pm ---Don't forget Sea Hag games where you win -2 to -7.

--- End quote ---

That's pretty similar to a regular Province game where you win 33- 28.  Going back to ftl's point, Sea Hag games probably have a lower expected margin of victory than regular Province games.  I don't mind putting less weight on ugly low margin games, but that's my taste, and there's no accounting for taste.

Most of all, I think it would be interesting to play a tournament by a different set of rules than ordinary Dominion... just for variety's sake.  As I mentioned at the outset, I love the Gokodom setup.  Maybe something else might be fun too?

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