In Characteristics of Games by Richard Garfield et al., a dynamic which emerges within a large number of multisided games is explicated...
Imagine a game, which we’ll call the “chip-taking game,” where each player starts with a pile of ten chips. Players take turns going around the table. On her turn, a player may take one chip from any player and discard it. The winner is the last person with any chips left. Most people would not enjoy playing this game for long. There is no real skill involved, other than the skill of convincing other people not to take your chips. And even if you possess that skill, once the other players notice you have it, they will probably react by trying to eliminate you first.
Unfortunately, many multiplayer games reduce to the chip-taking game, in the sense that most of their game features are irrelevant for determining the winner, who is instead chosen ultimately in chip-taking fashion. All that’s necessary is that the game be highly interactive, in the sense that players can affect the positions of other players, and also that players can target whoever they affect. Players can simply choose to hurt (“take chips from”) the leader using whatever means the game offers. Even if the leader is highly skilled, he is unlikely to be able to withstand the onslaught of all the other players. Once the leader is eliminated, or at least knocked back from his leading position, the players can attack some new player.
As a simple albeit artificial example, suppose we modify the chip-taking game so that on a player’s turn, she chooses another player and plays a game of chess against him; if she wins he discards two chips, and if she loses he discards only one. This game has all the complexity and skill of chess, but it doesn’t matter. Kasparov is no more likely to win than anyone else at this game, and probably less; the other players are likely to choose him consistently until he’s eliminated.
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When players can target other players in an arbitrary way that differentially affects their game states, we refer to this as politics.
Although the above language has a definitive tone, it seems that in some cases, even meeting the aforesaid criteria and even when the ranking of player skill is common knowledge, it could be possible for the most skilled player to avoid suffering politics by manipulating how the probabilities of each opponent winning evolve as players are removed from contention. For example, in a three player game of Magic in which it is common knowledge that Player A is the most skilled followed by Player B and finally Player C, there could in principle be some strategy for Player A such that either or both of Player B and Player C would be punished by aggressing against Player A before one of the other players gets eliminated.
My first thought was some kind of defensive "barrier" strategy, an extreme example being gaining quasi-infinite life. Another was a sort of "landmine" strategy, such as combat tricks which make attacking Player A very dangerous. However, these should only be effective (against game theoretically rational opponents) if Player B and Player C care about who gets second place. If their only goal is to maximize their individual probabilities of getting first place, then even though the barrier or landmine would make Player A the hardest or most dangerous player to aggress against, there is not necessarily any incentive to aggress against easier or less dangerous players first; the barrier or landmine will have to be conquered to get first place either way. (The dynamics appear to get qualitatively more complex by adding a fourth player, i.e., if Player C and Player D aggress against Player A, it may be rational for Player B to aid Player A, preferring to face Player A rather than both Player C and Player D together, since Player B would in the latter case become the next victim of politics.)
Are there any real deck/gameplay strategies in games such as multiplayer Magic which overpower politics?