Psych War in Multi-Player Card Games

by Steve Jackson

(Author's note: This article was originally written about INWO, but the principle is equally applicable to any multi-player card game, such as Shadowfist. It's all psychological warfare.)

INWO is a game of wills and wits. In the end, you have to convince the other players to let you win. Even in a two-player game, if you can control what your opponent thinks, you can defeat him.

To win, you must control the actions of your rivals. To control someone's actions, you need to know what they want. Unfortunately, what your opponents want is to win . . . and to make you lose. This is where the deception comes in . . .

The key is to convince your foes that they're more likely to win if they don't attack you. This is obvious in a multi-player game, but it's true even in a two-player game. Sure, there are times when you want to provoke an attack. But not many! Basically, you want to direct your foes' efforts at each other -- or, if you have only one foe, toward attempts to grow, or ineffective attacks aimed at you, rather than effective attacks that actually hurt you. To repeat, because it's so obvious and so important: You don't want them to attack you. Even if all you do is delay the inevitable, you've bought more time to grow and to mature your own plans.

"That's obvious," you say. But how?" Just like real life . . . any way that works. Offer deals. Offer alliance. Offer bribes. Plead, grovel, bluster and threaten. Or just smile sweetly and let them wonder what they've overlooked. Here are a few specific techniques to get you started . . .

Honesty? Really?

Any multiple-player card game is (or should be) thoroughly backstabbing, but paradoxically, there can still be a place for honesty. If you're just not good at intrigue, don't try. Fight fair, keep your promises, and don't stab anybody. When people figure out that you are honest, they'll be more likely to make deals with you, and much more likely to keep those deals. (Even the most depraved player is a bit reluctant to stab someone who always keeps his own promises.) And every good deal puts you closer to a victory.

A Fine Whine

When someone really sticks it to you, try to make them feel guilty about it. Maybe you can get them to help you out later, either in the name of "justice" or of "balance." Yes, it's a scam. So what? Sometimes it works.

Let's You and Him Fight . . . Not!!!

A basic, obvious ploy is to stir your foes up against each other, pointing out weak spots or trying to assemble coalitions against strong players. Everybody does it, and everybody is looking out for it. So turn the tables. When somebody else is obviously trying to stir up trouble, act the peacemaker. Point out the disadvantages of an attack right then. If you do it right, you'll make points with the person who was going to be attacked . . . and maybe with the potential attacker. Best of all, you can put the would-be troublemaker in the position of playing up to you and trying to earn your goodwill so you won't make him look bad again!

That's not to say, of course, that there's never a time for overt troublemaking. But it shouldn't be the only arrow in your quiver.

You Owe Me One

In the early part of the game, do little favors for your rivals. Maybe all of them; maybe just one or two who you think will be vulnerable to this ploy. A good way to do this without alienating anyone else is to help them make a key takeover from their own hand. If they're a bit short on Power, help them out with a spare token or two.

Later in the game, when it's getting tense, you can call in this favor when they really don't want to be reminded of it. "Come on! Don't help him attack me! Remember, I helped you get started! Just leave me alone this once, and we'll call it even."

Yes, it's whining. If it makes them do what you want, it's all part of the game. Of course, some people can look you in the eye and say "Tough." The term for these people is "winners."

The Berserker Ploy

If your opponents are certain you'll get even, they're less likely to attack you. Or if they do attack you, it will be an "open" attack rather than a broken deal.

How can you fill their hearts with fear? The best way is to pay back any injury . . . with compound interest. But act as though your counterattack is not really your choice . . . just the inexorable wheels of justice, grinding over them. After all, you don't want to make them a permanent enemy; you want them to learn their lesson and leave you alone in the future.

Not everyone can carry off this attitude, but when it works, it works.

An extreme measure is to "suicide" on a rival who hurts you badly, throwing everything into an attack or series of attacks to take them down with you. That does you no good in this game, but might build up some fear for the next one. (However, many people -- including, usually, me -- think that suicide attacks are a mark of the munchkin. If your play group won't stand for it, don't do it. If they think all's fair in cards and war, go kamikaze!)

Please and Thank You

And never underestimate the value of asking nicely for a small favor or a bit of help. Some opponents will enjoy it if you roleplay the "evil Illuminati" (or fanatic samurai lord, or whatever) - but others will roleplay back at you by never budging an inch. If you break the pattern by just saying "Please" when you need a bit of help, you might get it. (Yes, the real Illuminati work that way, too. Why do you think politicians smile so much?)

This works especially well for women in an otherwise male playing group. Hey, of course it's an unfair advantage. Take it and run! Subtlety is (usually) the key. For every male opponent who's been successfully distracted by a bold smile and a low neckline, a dozen have given away the game a piece at a time because, quite unconsciously, they were competing to see who could get a smile and a "thank you" from a lady who they would have sworn wasn't flirting at all.

In the end, it all comes down to psychology. The skill with which you play your cards must be matched by the skill with which you play your opponents. When you have mastered the game table, you can move on to . . . ahh, but I can say no more.


Copyright © 1999 by Steve Jackson Games. All rights reserved. Pyramid subscribers are permitted to read this article online, or download it and print out a single hardcopy for personal use. Copying this text to any other online system or BBS, or making more than one hardcopy, is strictly prohibited. So please don't. And if you encounter copies of this article elsewhere on the web, please report it to [email protected].


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