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Social Contract of Gaming? I Think NOT!!
Jason Little
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We've probably all heard, in one form or another, about the Social Contract of Gaming. In simple terms, it's the generally "unwritten rules" on conduct during a game. It's the reason people get together, and the expectations they bring to the table. Whether or not a player realizes it, each individual generally has some stance or reasonable expectation on what a game setting should entail.

The problems with this social contract are many... It's open to interpretation, and there's no accounting for the widely divided points of views and motivations behind why people game. After some inexplicably volatile and unintentionally hurtful game sessions, a few of my friends had extensive conversations about this social contract, and I did some reading on the topic.

I came to realize that, for the most part, the Social Contract is a beautiful thing in concept, but the actuality doesn't readily apply to me and why I play, or what I expect from the other players. But there's just enough that does hold true, that breaches in the contract can hurt feelings, dig up old grudges and cause other unpleasantness. So here's a look at some generic Social Contract conditions, as they relate to certain games, and my point of view. These are not from any one source, but cobbled together and paraphrased from a variety of sources.

Do you have a Social Contract of Gaming?
What axims do you play by?
How do you and your players feel about these issues?


(Please note: I'm by no means stating that I'm right with any of my views -- I'm simply putting forth some information I've come across which I've found very interesting... And playing a bit of the devil's advocate to spur discussion)
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Posted Tue Feb 8, 2005 2:54 pm
1. Board Game: Chess [Average Rating:7.06 Overall Rank:209]
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Jason Little
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Play to the best of your abilities every time. PART I
You should always bring your "A" game and play to the best of your abilities. If you purposefully play below your best, you are doing a disservice to your fellow gamers and cheapening their gaming experience.

The Problem: My best isn't always very good. With some games and some conditions, unless all participants are of the same experience and ability, the games are predictable, uninspired and repetitive. I could play to the best of my ability during chess against someone far more experienced who is slacking off and still lose every time. And what about games like Yahtzee? How can I play my best for a game that's luck dependant? If I choose a move with high probability and fail, did I play my best -- or is the best going for the maximum move, despite its lower chance of success? Your best might not always be up to the standards of your other gamers' best.
Daniel Edwards
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The affirmation:

Simply put, your best is your best. This is more straightforward than "be competitive" to the best players. Its more of a obligation to remain focused on the game rather than watching tv, reading a book, wandering around the house etc etc
Blue Guldal
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Sometimes playing to have fun rather than to win or "do your best" in terms of winning potential contradict. I find it appropriate for certain settings to play to win and others to play to have silly fun (i.e. not to play fully focused or ambitiously, etc). In either case, the choice is made to please all other players as well as myself in their gaming experience.
Plays By Web
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I agree (except, of course, in certain situations: e.g., teaching game, playing [some] games with children). "Your best" is simply the best that you are able to do, within the rules of the game, that results in the highest possible rank for yourself. I don't see your "problem" as a problem at all - people will always have different skills. This is no different for Yahtzee - your best is whatever you think will give you the highest score in that game. I do not believe you should go for the rare but high-payoff roll because odds are against it. If, however, you are playing a game where the metagame is more important - poker comes to mind as the best example - then the rules are different: you may want to lose every now and then, to ensure your overall average winnings.
Dave Heberer
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When it comes to a large difference in ability, you should follow the Go maxim, which is:

If you are much better than your opponent, the goal of the game is to win by 1 point. Anything more than 5, and you have lost.

The anything more than X number can vary depending on your skill, but if you think you are such a great player of a game, than you should be able to manipulate the game such that the victory is incredibly close.
kevin crog
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I like that a lot David, I will probably try it some future time.
2. Board Game: Puerto Rico [Average Rating:8.30 Overall Rank:2]
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Jason Little
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Play to the best of your abilities every time. PART II
You should avoid intentionally bad moves, lackluster strategy or moves that purposefully weaken your own position. By playing down your abilities, you lessen the experience of the others and cheapen their attempts to win.

The Problem: With a few exceptions, strategy is completely subjective. I know there are dozens of players who have mathematically calculated that the strongest possible opening move, based on certain plantation availabilities, is to begin PR with Settler > Quarry. Others swear by Builder > Small Market. If you always follow the current "best" moves, that leaves no room for experimentation, exploration and discovery. It becomes an automated sequence of events, and is no longer a game -- and no longer fun. I personally enjoy trying things I've never tried before in a game. Even if I lose, I still had a new experience instead of "same old, same old."
Steve Wagner
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I second this. To me it's more fun to lose while enjoying the ride down than to win a boring easy victory.
Jason Little
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(daw65) you bring up an interesting thought (excuse me while I put my devil's advocate hat on... :devil: there)

Would fast-tracking the game be acceptable if you were already in first place? Or instead of trying to end the game, should you instead try to increase your lead?

From another point of view, if you have no chance for 1st place, but hold a narrow lead over 2nd, would fast-tracking the game to the end be acceptable to secure a second place finish, even if it guarantees you won't win the game and you would, in effect, be helping someone else win?

Dave Wilson
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I can see fast tracking the game when holding the lead. After all, the goal is to win, and ending the game quickly gives opponents less of an opportunity to catch up.

Doing it when in second place is a bit iffy, IMO. It's still colluding with the leader to give the win to the leader, so I think I'd generally say "Eeww!" Personally, I'd much rather mentally concede the win, and then pursue winning second place, as it's the best I could do. Also, it's good practice for the next game, when I plan on whipping this game's winner's butt. :devil:
kevin crog
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One thing I like about Citadels are the checks and balances against making the optimal move every time. You're best strategy is often to take the second best role for your position, to avoid getting clobbered. Ah, nothing sweeter than stealing a bucket of gold someone has carefully saved up.
Peter Vogelzang
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On speeding the game in second place:
Again, this depends on what you define as "best". Speeding a qualifying game while in second place when that place secures you a place in the finals is perfectly acceptable in my book. Focussing on second place in almost all other circumstances I view as mildly reprehensible. Pretty bad if you rob someone else of a reasonable chance of winning, than it's kingmakering (shame!).

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3. Board Game: Vinci [Average Rating:7.30 Overall Rank:134]
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Jason Little
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Focus on improving your own game position.
If everyone is focused on improving their game position, then everyone can "win" by optimizing his or her personal performance. If fate has you in last place, you should focus on what strategies you can employ to get your best possible score or rank despite your situation.

The Problem: I hate to lose. I find no solace in coming in 6th place of a 5 player game by only 10 points instead of 20. I was still @ss last. I prefer addition by subtraction -- or more accurately, advancement by backstabbing. I have more impact on the game overall if I screw someone else's position over, even if it has smaller impact on my own score. If my move only improves my score by 10 and has no other bearing on the game, that's boring. I'd personally prefer only scoring 5 points, but gouging 5 points out of the person with the lead by attacking his lands/resources/position -- now instead of only impacting one player (me), my move impacts all the players.
I would like mustard with that. No! Wait. make that ketchup. Wait! WHY MUST I CHOOSE?!? Can't the Feds provide free ketchup to everyone?!?!?!
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I did this on my first game of Vinci. I could attack one of two people (I was dead last by 30 points) so I attacked the leader, and allowed the 2nd place player to pass him.

Also, the leader had been stomping on me the whole game.
Aaron Sapp
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In two of the games of Ticket to Ride that I played in over Christmas people violated this item. In one my sister's boyfriend just played randomly making whatever connections he could without trying to complete routes. At least at the end he started trying. In the other my cousin went out of his way to mess up people's routes. I was seriously frustrated. If you don't want to play, don't play.
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A corollary of the "If you don't want to play, then don't play" concept would be "If they don't want to play, then don't make them play."

Wearing someone down to finally get them to play a game is sometimes just asking for trouble.
Gregor McNish
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Very interesting one. I think this one depends on the game/group. I wish there was a way to tell beforehand what the accepted etiquette for this was in new game/groups.

Some games are all about ego and backstabbing and revenge, and thats fun. Other games are about beautiful (if perhaps not strategic) moves that are too much fun not to do.

And then there's lots of games where your idea of the game isn't shared by everyone in the group.

I think I tend to play tit for tat- If the leader's played well, hasn't shitted on people, and I'm not in a position to win, I'll play to improve my own position. If they've played in a nasty way, and I'm not in a position to win, then I'll stuff them up.

In any case, I'll ignore other players telling me what I *should* do. If they wanted a robot to play, they should have invited one.

Rob Derrick
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Quote:
A corollary of the "If you don't want to play, then don't play" concept would be "If they don't want to play, then don't make them play."

Wearing someone down to finally get them to play a game is sometimes just asking for trouble.


It took me a long time to learn this, but it may well be one of the most important things a boardgamer can learn. I've got years of watching people who have been dragged into games doing everything in their power to sabotage the game to prove how boring it is. And yet, only a few months ago, I was invited to a friend's party where she specifically requested games. I tried to figure out the best easy starting games for a group of essentially non-gamers. I tried Time's Up. My friend hated it from the description, but we still tried to slog through it, hoping she would allow herself to see the fun. After the first round, and lots of complaints about how she didn't know any of the people on the cards (and yet still she and her partner had come in 2nd!), she begged that we stop. The rest of the people wanted to continue, but her negative reaction clinched it. They then wanted to play Apples to Apples - and another disaster. Finally, the rest of the group went off to play something else, and my friend, my daughter and I played Attika.

She loved it.

Now, if someone expresses that much disgust at the description of a game, I will quickly put it away, and if they display that much discust at the prospect of playing a game, then we'll probably watch a movie. It's just not worth the pain.
4. Board Game: Diplomacy [Average Rating:7.16 Overall Rank:182]
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Jason Little
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Play for yourself, not for others
By overtly improving another player's position in the game with your moves, you are lessening the experience for others. Playing the role of 'kingmaker' by throwing your lot in with another player to advance their odds of winning is counter to the Social Contract.

The Problem: There are just some times where you simply can't win, be it by mathematic elimination or self-fulfilling prophecy. Would you prefer to toil on in a game that you've already concluded you cannot win, or remain engaged and active in the game by still having an impact on the outcome? And if your actions are overly influential on creating a "runaway leader" -- then why aren't the other opponents vying for your assistance?
Paul Sommer
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The most danderous game I know for causing real life hatred and verbal violence.

AVOID.:(
David Me
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Sometimes playing to help other players is part of the metagame. Say you were playing some game with a negotiation element vs. Ned and Ed. Ned has totally stopped you the entire game from having any chance to win, not just hindered you in a normal manner. Ed spread out the damage or focused it on the whoever led at any given moment.

My solution: attack Ned at every opportunity and help Ed to win the game even if it means giving Ed your own money/points/resources.

This strategy will maybe make Ned think twice next game before he nails you to the wall for no reason.

It may sound harsh or retributive, but if you think about it, Ned was guilty of kingmaking (or peon-making maybe in this case) in the early game when he sent every negative effect your way.
Stan Essick
United States
South Riding
Virginia
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I have a cousin that plays Settlers of Catan in this way. If he gets behind, he just hands all his resources over to someone everytime for one resource in return. The problem is that no game that I can think of rewards a player for coming in 2nd, 3rd, 4th, etc. Second place is the first loser.

I've been trying to work on a system where you play a 'season' and points are awarded for 1st, 2nd, and 3rd (if there's four players). The overall winner is the one with the most points at the end of it all. The problem here is, of course, someone getting behind in the rankings so that even a 1st place finish in a game won't help them :(
Seth Jaffee
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[quote]The easiest examples, of course, are always in 3 player games - incidentally, where this "Kingmaker" problem is at it's greatest.

Kingmaker - "I cannot possibly win. I'm not sure which one of you will win if you Duke it out, but I'm going to end it right now and pick . . . YOU. Congratulations!" I hate :angry: winning or losing a game in this situation, and have made it a policy never to do this for any reason.[/quote]
The problem is, you're in a catch-22. You CAN'T avoid kingmaking in a 3 player game a lot of the time.

For example, let's say there's a 3 player game of Puerto Rico, it's your turn, and it's the last turn of the game. You are in 3rd place and nothing you do will change that. Player A is winning, and player B is in 2nd. Player B has 2 large buildings that are unmanned, and manning them would certainly bring player B into the lead...

Let's also say that you have an unmanned Fortress.

Do you choose Mayor?

If you do, you have crowned player B the winner of the game. If you do not, you have crowned player A. Perhaps player B passed on Mayor, expecting you to choose it to inprove your score.

So what do you do? If you choose mayor to maximize your score, player A is upset that you handed the victory to player B. If you don't then B complains you didn't play to maximize your score.

There is no good answer here, and my initial point is there's no way out of kingmaking.

- Seth
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"The most danderous game I know for causing real life hatred and verbal violence."

What is to be avoided here is the sort of player who cannot - usually due to low or no self-esteem - separate interpersonal reality from in-game events. Such a player, indeed, will find he is seldom invited to play again. Or, if he is invited back, no-one will in any way modify their gameplay in order not to upset the "poor, wee laddie."

The true Diplomacy player is a bridge to the superman -- all others would do well to stick with Monopoly or, better still, solitaire card games.
5. Board Game: Advanced Civilization [Average Rating:7.95 Unranked] [Average Rating:7.95 Unranked]
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Jason Little
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If you commit to play a game, play it to the end.
When you agree to play a game, it is reasonable to expect you to complete it, regardless of your position. By becoming distracted, disintereted or trying to wrap up a game early, you're breaching the Contract and doing a disservice to the other players still interested in the game.

The Problem: My attention span sucks. But I do agree with this principle. We played a massive game of Advanced Civilization a while ago, and after 7 hours, I felt that I was mathematically out of the game. Sure, I could possibly vie for 5th place instead of trailing in 6th, but my ability to affect the game and my interest flagged considerably. The prospect of playing for another 3 hours to crown a winner I knew wouldn't be me seemed pointless. I would far prefer to play several other games with everyone starting out on equal footing again. What I didn't realize was that my wanting to quit and crown the current leader as the winner really bothered some of the other players, and that certainly wasn't my intention.

During the game, it was hard to see beyond my own petty disinterest. Afterward, I realized what a poor sport I had been and apologized. My amended 'personal' Social Contract stipulation will keep me from investing time in games that take longer than 4 hours in the future, unless we set a clear and mutually acceptable timeframe.
Daniel Edwards
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So you found it strange that the players who did have a chance to win wanted to keep playing???
Greg Webster
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I think this is one of the more important social contract rules, and further, the discomfort that it can cause is enough to make me want to avoid games where it's easy for it to come up. Although I've never played it, Adv Civ seems to be a good example. Even if I was winning, I would not want to continue playing out a game where 25%-75% of the players had lost interest because they were out of it. 30 minutes of that would be too long, 3 hours would make me suicidal.
Monopoly :yuk: is another example. I don't want to sit there with $100 and 10 mortgaged properties, waiting to see which of the two superpowers will knock me out, and I certainly don't want to sit around waiting for them to finish up. I wouldn't want to subject anyone else to that feeling either.
I'd rather play games where everyone can be fully engaged up to the end, and once it becomes obvious who's going to win, the game's nearly over anyway and we'll be able to rack 'em up again.
Alex Brown
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2 interesting alternatives to the "never quit" rule.

1) (slightly less interesting) Lunchtime. Sometimes people get called away, need to leave early, or the game goes on longer than they thought. They just quit the game and we muddle on without them. Sure, it's annoying, but we're at work playing a game.

2) The only game I've ever walked out of was Ninja Burger. First of all, I hated (*hated*) the game. Secondly, I could see no adverse effects on anyone else from me quitting at that point in time, as most of NB is completely non-interactive and we were nowhere near the end.
If quitting has no impact on anyone I have no problem with it. Note that there are few games where this is the case! but Ninja Burger is one of them. Munchkin probably another.
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There is absolutely no excuse, barring uncontrollable circumstances outside the game, to justify not playing out one's position to the end. Exceptions being a game whose rules allow for concession or retirement (e.g., chess), or if all concerned are willing to concede to a mutually agreeable endgame (as in Diplomacy).

Similar to my comment regarding Diplomacy (above), the player who consistently refuses to play out a game because he is bored or not doing well (the most selfish and objectionable reason of all), will tend not to be invited to play again.
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There is absolutely no excuse, barring a gun to the head, to justify insisting that someone play out an anticlimactic game who's winner is obvious. An exception would be a game in which a player has made it clear at the beginning that he'd like to practice his endgame.

Similar to my comment regarding Diplomacy (above), the player who consistently insists on playing out a game because he enjoys seeing his opponent squirm (a cruel and objectionable reason to enjoy a game), should be dealt with harshly in all metagaming strategies.
6. Board Game: Road to the White House [Average Rating:6.14 Overall Rank:2600]
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Jason Little
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Never cheat.
Cheating cheapens your participation and lessens the victory for the other players. Cheating is disrespectful of your fellow gamers and invariably breeds mistrust, which can seep into other social aspects outside of gaming.

The Problem: I agree wholeheartedly with this point. In principle. But it's so *damn* tempting sometimes... Draw a few more cards from your deck, tick off a few extra votes, take an extra dollar from the bank. No one will notice, right?

It can be easy to fall into this trap. Did you read earlier how I hate to lose? Well, it was slightly exaggerated to make a point, but sometimes the prospect of cheating does crop up. Being completely honest, I have to admit that I have cheated at a few games to improve my position. Most of the time I break down and confess by the time the game is over, but even if I don't, I always feel lousy about it.

But I've "cheated" far more often to subtley nudge a game in someone else's favor. Especially for my niece, nephew and wife -- or friends who've been having especially bad days. I don't mind them rubbing in an especially close victory I helped them achieve, since I still got what I wanted out of the game -- social interaction and fun.
Daniel Edwards
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The affirmation:

Do I need to. Have to say you have a lot of guts to admit to this. I remember cheating in some roll die and move game when I was a little kid. I felt so ashamed that i remember the feeling to this day if not any other details of the game.

I think theres a difference between "cheating" and "funding" though. When your playing with certain people your doing it to promote their fun rather than trying to win. You just need to know when you get to the point where you should start playing properly.
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If I can see another players' hand of cards, I ask them to cover them up.

This is a great point... With larger groups gathered around a smaller table, this is very easy to do. Sometimes it's purely accidental, sometimes it's abused... If another player is carelessly holding their cards -- are you bad for cheating or they a sucker for not paying attention?

I think it's cheating... But it is one of those blurry lines, because there isn't always intent, and it's something other players have control to correct, not just you... But I'm not advocating this.
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When I was younger (12-15 years old), my grandmother would take the 4 grand girls to the beach for the week. Durrning this time we had a continuous game of Partner Uno. My cousin S. and I were always partners. We devised a way to let the other one know which color we needed when we had uno. In the thoughts that it might help us win. Well the score proved otherwise. By the end of the week (This was every year not just a one time experience.) My other Cousing A. and My sister were always a few thousand points a head of us. It was very frustrating.. but it proved to me that cheating does not work. To this day my sister and A still don't know that we cheated.
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Tish Soulliard (Melsana) -- the cardplay "cheat" is another excellent point...

For partnered card games where bidding is important (pinnochle and bridge come to mind) proficient players and skilled partners can convey a lot of information about the strength of their own hands by how they bid...

Is letting your partner know you've got a strong hand and really need to win the bid cheating? What about if your bidding style/system also conveyed suits/ranks? Where is the line between legitimate passing of information and unfair advantage?

Hard to say, another grey area.
Rob Derrick
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I want to weigh in on cheating.

And yes, temptation always lurks around the corner.

But, I have three kids. And I have a goal to raise them as honest and ethical as I can. And I play games with them. So the issue of cheating is covered very early on. I have made it clear to them that if they cheat, they will no longer be invited to play games with us. I also try to instill in them that obvious but often forgotten fact -- in a 6 player game, 5 people will almost always inevitably not win. That is, more people will lose than win, always, and the more games you play, the wider the gap will become. Therefore, the enjoyment of games cannot possibly come from winning alone, otherwise, why bother. Lastly, when I play with them I will always give them advice, if they want it, and it will always be the best possible advice I can give from their perspective at that moment. But, I will also never 'cheat' to let them win. If I ever play suboptimally, I will do it openly, by giving them a handicap, or by letting them take a move back, or more rarely, by openly 'holding back' a turn or two to allow them to "catch up" in a game where I hold too much of a skill advantage. This tactic means that they will lose games against me far more than they win. But, when they do win straight up against me, they will know that they did it on their own.


As for temptation -- I got a chance to play the prototype for Ticket to Ride: Europe a few months ago at Gulf Games. And I was playing quite well, and I knew I had a significant lead, and I realized that if I drove the game to the end in the next two turns, I would clinch it. So I did.

We all counted up our own individual scores. And as I did, I realized that I had neglected one 2-track connection for one of my long routes. Now, this would have been one of the few wins I would have had at this GG. Sometimes it is like that. And, as we all know, at least one win or two is really nice to have. So it would have been trivial for me to just pretend not to see that I had missed that connection and just count up my score and claim the win. After all, everyone I was playing with was as easygoing as can be, and probably wouldn't have even noticed, and if they had, I could have easily feigned ignorance too. I mean, I only noticed it myself by chance, because I had already convinced myself all my routes were complete. But, even though they would never have known that they been cheated, I would have known. They would have thought I'd won the game -- I would have known that I really didn't. And, more importantly, I would know that the respect that they held for me for being a person worth gaming with would have been falsely earned.

I earned a button "Clueless" from my daughter for that play, but I wore it the whole weekend with pride. I've won my fair share of games, and lost way more. But more than that I've won some of the best friends I've ever had playing games, and every game I play with them I come away a winner.
7. Board Game: Modern Art [Average Rating:7.46 Overall Rank:68]
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Jason Little
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Remember, it's just a game - we're all here to have fun.
Um... Remember, it's just a game - we're all here to have fun... There's not much more to say than that.

The Problem: There is no problem. I can agree with this 100%. It doesn't always work out that way, but if everyone can at least agree on this one principle, a lot of the other issues sort of work themselves out, don't you think?
Daniel Edwards
United Kingdom
London
Unspecified
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Well we can finally agree on something 100% although this is the only one that I break from time to time.
John Lopez
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Tucson
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Tempers suck. My temper sucks... I am banned from certain games due to a few, um, childish outbursts. Fortunately my gaming group hasn't been broken over them, and I do try to not let things bug me as much as they used to. It *is* just a game and copping an attitude *isn't* fun for anyone.

Ava Jarvis
United States
Bainbridge Island
Washington
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Amen.

It's an easy thing to lose sight of, and the most important principle while gaming. :)

Rob Derrick
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New Mexico
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Quote:
Remember, it's just a game - we're all here to have fun.


The most important thing is to have fun!

This used to be my number 1 rule. It seemed intuitively obvious. And then I had someone show me its weakness.

I had two people in a six player game turn a 15 minutes rules explanation into 45 minutes, laughing, joking, playing, as we use to say in the service, "grab ass", and otherwise repeatedly disrupting the explanations. It was a crayon rails type game, and they also managed to break two of the crayons before the game had even started.

When I finally called them on it, they shot back at me, "But I thought you said, 'The most important thing is to have fun!' Well, we were just having fun. So what's wrong with that?" Well, the other people weren't having fun.

So, now I have a new rule, and whenever I'm introducing new people to gaming, this is what I tell them:

The most important thing is for each person to try to make sure that everyone else has fun!

Works like charm. But, even I need to be reminded occasionally (see comment above at Vinci)
Jason Little
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And a dependent corollary to "We're All Here To Have Fun" is "Fun For A Few Is NOT Fun For All" ... This applies to a wide variety of gaming situations, but for me and our group, it's most applicable to RPGs... If one person in a group goes off on their own, steals from members of his own party or does other things that are legitimately "in character" but against the group, it gets quashed. Quickly.

Fun at the expense of another, or what's fun for one by ruining fun for others, is implied -- because if we're all here to have fun, and a few people take it upon themselves to leech fun from others to improve their own experience, well... a pox on them. Or something mildly annoying and itchy, anyway.
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This point would perhaps be better served using Diplomacy as the referenced game, but I entirely agree.
8. Board Game: The Settlers of Catan [Average Rating:7.61 Overall Rank:45]
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Camo Coffey
United Kingdom
Newcastle upon Tyne
Tyne & Wear
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Discriminate Carefully. PART 1

If you're going to target someone (ie. place the Robber), target the leader in preference; the leader expects it and should not feel victimised for the attack. (Of course, this contract doesn't really apply to wargames or others with any kind of high screwage factor.)

The Problem: Often, I may have other reasons for targeting a different player. To use Settlers as the example, perhaps I know that player has resources I need. Alternatively, perhaps that player has been targeting me all game, and this is pure retribution...

On the other hand, perhaps this contract should instead be not to feel victimised if you have been targeted -- but that might require a somewhat more saintly approach to gaming than we're familiar with, especially if (like ynnen admits) you hate to lose...
Casey Petersen
United States
Kearney
Nebraska
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This is the one I'd put under the heading "Play for yourself,not for others".

Twice I've had the game wrapped up only to have another player give the game to someone else for the sole purpose of depriving me of the win ("I'll give you 4 bricks and 3 lumber for a sheep"). Not cool.
John Lopez
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One of my gaming group has a second objective in every game (after trying to win)... never letting me win. See entry about tempers...
Jason Little
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Oh, this is pretty applicable. Some games actually require you to "pick" on another player... By either sending a disaster their way (Advanced Civ, unless you'll take it on the chin yourself), stealing their resources (when 7s are rolled in Catan), or some other mechanic.

It does tend to get old when you're repeatedly picked on for no apparent in game reason -- and if you're already in last place, it can be downright insulting.

However, if it's in the mechanics of the rules, if perhaps not the spirit of the Social Contract, are you being a sore loser for denying them a mechanically viable playing option, or are they being a poor player by not choosing an option which improves their own position/hurts the leader?
Ken H.
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Picking on the leader makes sense, but I wonder what the social contract says about pointing out the leader (truthfully or otherwise) to persuade others to pick on somebody besides you.

"Wow, Jason has five roads already. We have to do something about those two points he just got. Oh, and look, he's on all the good sheep numbers.

So what if I have 4 towns already. I have no ORE! This game is all about ore, you know -- there's no way I'm going to win. Now if I had *sheep*, you should be worried. Hmm, now who is sitting on all the sheep numbers?"


In my opinion it's okay, especially when skill level and/or rules knowledge is roughly equivalent among the players. If somebody is playing "trick the newbie", or is using subtle persuasion tactics disguised as rules explanation, then it becomes questionable.

Jason Little
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(Rubric)

A keen observation... This happens in a lot of games, and often introduces a dimplomatic aspect to games generally devoid of any such element. Getting others to fight your enemies for you is an ancient tactic... But manipulating newcomers or taking advantage of another's inexperience with the rules falls into the grey area of acceptable behavior...
Josh Cappel
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Toronto
Ontario
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An interesting beginner-player observation here:

Settlers game. Early/midgame. No apparent leader, everyone's got like 4 or 5 points. Joe plays a Soldier and places the robber on a hex with two different players' settlements on it. Who does Joe choose to steal a card from?

Guesses, anyone?

That's right: The player with the most cards.

But why?

1. Joe wants to attack the stronger player.
2. Joe feels that more cards = better chance of drawing something good.

Joe is making a mistake in two ways here.

1. Taking a single card from a player with a lot of cards will probably not affect their play. Taking a card from a player with three or fewer cards will more likely be damaging to their plans. If you have to choose between making negligible impact on a player with many resources, or making significant impact on a player with few resources (considering the game scores are fairly even and it is early in the game), you should go for the greater impact.

2. It is likely at this point in the game that Joe has placed the robber on this specific hex because he is hoping to steal a specific resource. (Rather than as a blocking maneuver to impede runaway production, which typically starts to happen later in the game). What is also likely is that Joe is hoping to steal the resource of the hex he has placed the robber on. Newer players do this consistently for some reason. If Joe is savvy at all, the number of that hex has been rolled recently, so the players settled there should both be holding the desired resource. Joe should steal from the player with the fewer cards. It's more likely to draw the resource you want from a small hand than from a big one.

Come on, Joe! Get with it! Are you playing to win, or what?

~Josh


9. Board Game: Tongiaki [Average Rating:6.33 Overall Rank:933]
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Camo Coffey
United Kingdom
Newcastle upon Tyne
Tyne & Wear
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Discriminate Carefully. PART 2

If you're going to target other players, don't victimise any one player; it creates ill feeling and reduces enjoyment of the game -- for that player and, sympathetically, the others as well.

The Problem: I do prefer to "spread the love" but sometimes it's just necessary to keep drowning one player's ships; he's well in the lead, after all (to satisfy PART 1, above). As long as that player knows he'll not necessarily be my target in the next game, I won't feel too guilty.
Camo Coffey
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I feel I have to add a little note here: I've been on the receiving end of this kind of bad play far too often, and it really does get old real quick. I've played games with the explicit contract from the other players, "It doesn't matter who wins as long as Camo loses". Mostly, that's out of spite because I tend to beat them unless they gang up on me. (In other groups, I just lose because they're better than me...)
Jason Little
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(oops, forgot to add to the previous post)

the only reason i think the fact that i own the games is significant is that i read the rules and teach the games when they're first introduced -- for some reason, they think that since i've read the rules beforehand, i have a much better grasp of the gameplay and strategies, and therefore already have an advantage in the game before we even start.

it's absolutely not the case, as i can't always remember to put pants on let alone remember all the intricacies and potential strategies of a new game...
kevin long
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Jason - i don't see Camo's experience as strange? Every group is different - and sometimes it only takes one person in a group to sway all the others to a concept, faulty or not - look whos prez in the states :)
kevin long
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oops - sorry that was directed at AVA
Dave Heberer
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I think it's highly amusing when someone says: My group has a mantra that it doesn't matter who wins as long as it's not me. The reason they say this is I usually win unless they gang up on me. That sucks that they do that.

Well how much does it suck to play a game and one guy always wins? I would band together to break that up to. I play to win, but I do have people that I know are just good at games. If I don't see that person go down early, I'm not going to win. So if there can only be one winner, and left unchecked someone always wins, I will gladly join up to gang screw that person so I have a non-zero chance of winning.
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Christian Sinclair
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Interesting list, must have taken you a while to compile.

I break it down to a simple rule, I play to have fun with other people. My wife says I like to play board games a little too much, but I simply state that I like to hang out with people and interact with them, not play the game.

The game is just a tool.

Just becuase I drive to work for 1 hour total everyday in a car, does not mean I like to drive in a car too much.

In the case of gaming to be social, the ends absolutely justify the means.

(Unless you beat me at my own game...then I'm taking it home with me and not playing with you anymore. :laugh:)
Eric Haas
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Edgewood
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Quote:
PLaying "on a whim?" You mean "having fun?" Perish the thought.


I think he meant to say "playing whimsically." Doing so can spoil the fun for those trying to take the game more seriously.
Damon Asher
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Jefferson
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My take on this is that I think everyone needs to try their best to win - but shouldn't care if they lose as long as they have fun trying.
Peter Vogelzang
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A great list! Thank you to Jason and all the contributors.

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An interesting topic of discussion. Readers will gather from my other comments above that I do subscribe to some form of "social contract" with regard to gaming. I've been involved with various games and sports associations, both formal and informal for decades. I can assure you all that there is indeed a "social contract" (either formal or informal) with regard to gaming conduct. Basically, I think it boils down to three simple rules:

1. A game is a game. When playing it is best to presume that your opponent will view anything you do within the context of the game (barring rules violations) in this light. Conversely, you will do better to presume the same of said opponent's actions. In other words, do not blur the distinction between interpersonal relations and what you (or an opponent) does in the game.
2. Do not agree to start a game unless you are reasonably sure that you can finish it, and are firmly commited to doing so. Naturally, one is not responsible for out-of-game circumstances or events beyond one's control.
3. Do not intentionally violate the game rules.

I do not believe that issues such as whether it is right to attack the underdog or 'throw' a game rightly fall under the concept of "social contract". These fall under "style of play," and are of relative and subjective value depending on the individual player, and in the context of a given specific game.
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