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Tournament strategies: tournament vs club game

Level 3. Professional · 8 min read

The final part of "Mafia in the Style of Zen" begins with an honest division: until this point the author analysed the game without splitting it into tournament and ordinary club play, but strategies, devices and approach in competitions differ from home games in a number of ways. This shows in a somewhat different focus of the participants' attention and in the difference of game dynamics. This lesson gathers these differences in one place.

A tournament is an individual championship

A tournament is first of all an individual championship: the competition is with all players at once, and personal contribution weighs much more. This means the confrontation is not only between blacks and reds but also inside the teams, for the points of the best player. Strategies and actions at a tournament are aimed at personal contribution to the result and demonstration of strength, so a substantial part of what you can allow yourself in ordinary games is not used at tournaments.

The author contrasts strong and weak play. Strong play is a demonstration of skills of persuasion, decisiveness, the ability to understand a game, and it is rewarded with extra points. Far from all actions that are right and help all civilians decide on the team are rewarded: for example, keeping players at the table instead of lifting, or playing a balance. Devices for prolonging the game should of course be used if the game is hard and the question is whether the team will win at all. But the brighter and stronger the play, the higher the chance to get extra points. That is the fundamental difference. (Details about extras in the lessons "Playing for extras" and "Points of the best player and how to deprive competitors of them".)

Strong players are killed after round zero

Another substantial and unpleasant difference of a tournament from ordinary club games for strong players: they are constantly killed on the night after round zero. This is a consequence of the fear that an experienced civilian can not only sort out the situation but also gather all civilian votes against the mafia. The black team prefers to shoot not even the presumed sheriff but exactly the threats to its team, leaving weak players. The author calls this an unpleasant but quite effective strategy of the mafia.

Practical conclusions:

  1. If you are a strong player, do not count on living to the critical round thanks to good play in round zero: you may be killed precisely because of it.
  2. Always leave a clear will, whatever round you are killed in (more in the lesson on the best player's points).
  3. Work with weak players at the table: if the mafia shoots the strong, the fate of the game depends on those whom you managed to teach red moves.
  4. When holding a black card, consider that strong reds may be the first shot: the agreement must provide for this.

What this part covers

The author lists the topics: tuning in to victory, pitfalls at the game table, depriving other players of their best moves and getting them for yourself, what in mafia is considered dirty and what permissible. He optimistically believes that if the reader worked through the book answering the questions, he has already formed an individual style and plays quite well, so there are no extra questions at the end of the chapters of this part.

Two key skills for winning

The author tells two episodes from his tournaments. He played nine tournaments, most with experience of less than a year and a half, without reaching the final tables. After sleepless nights, thinking about defeats and modelling the strategies of successful players he found the answers.

Situation one. The author is the sheriff, killed on the first night with a red check. He correctly names the black trio and leaves a will to remove two of them. The mafia wins three against three. At the same tournament another player the author respects dies as the sheriff, leaves a will with three blacks, and the civilians win dry, removing on his lead.

Situation two. The author is the only living red check, the sheriff was killed on the very first night. He nominates player no. 6 and asks everyone to vote for his removal. His vote and the vote of the one voted go against no. 6. In the next round they miss on him, he accidentally does not nominate no. 6 and shouts: "we remove no. 8!". The mafia wins three against three, the blacks were no. 6, no. 8 and no. 9, gathering seven hands. At another table the same respected player, being black with a killed sheriff, lifts three civilians at nine.

The author makes a reservation that he describes these episodes from memory, they contain cognitive distortions, but the examples are telling: even if you sorted out the situation better than anyone, with a shortage of two main things it will be extremely hard to win. These two things are influence and empathy. Influence is the ability to seize attention and lead others, empathy widens the field of effect (see the lesson "Influence and empathy: the basis of winning a tournament"). Neither a good agreement, nor a red line of play, nor a quick mind that works out the blacks and finds the sheriff is the main thing: influence is the basis of winning.

How to use the conclusions

  1. Define the tournament goal: a prize, the final table, rating.
  2. Find out from the judges the criteria for extras before the game (more in the lesson on points).
  3. Plan the game allowing that you may be killed after round zero, and the will must be ready.
  4. Decide where your personal contribution is bigger: as a red you lead the table, as a black you lower suspicions.
  5. Work on influence and empathy, not only on logic.

For the black

A black at a tournament uses the law of the individual count: the best contribution to the win gives points. A simple black gets them for the deciding hand and the smallest number of suspicions; the don for finding the sheriff. Your choice of strategy is determined by whose points you want to "beat" and whom to remove at nine.

Example (compiled for the Academy)

A tournament game. A strong red player no. 4 actively leads the table in round zero, offers a lift scheme and analyses the pairings. The mafia sees the threat and kills exactly him on the first night. Players without his influence are left without a leader. The reds who had discussed in advance in their minutes "if I am killed, vote like this" kept control and won.

Self-check questions

  1. How does a tournament differ from a club game in the focus of attention?
  2. Why are strong players killed on the night after round zero?
  3. Which two skills does the author call the main ones for winning?
  4. What must you leave so that a kill does not deprive you of your contribution?

Practice

Compose a sheet "My three tournament rules": what I do in round zero, what I say in the will, how I answer shouts. Play two training games with it and check what worked.

Typical mistakes

  • Playing a tournament like a home game.
  • Leaving decisions to those still alive instead of a clear will.
  • Underestimating influence and thinking logic is enough.
  • Not finding out the rules for awarding extras.

Source of the idea. The chapters "Tournament strategies" and "Two key skills for winning" from Dmitry Novik's book "Mafia in the Style of Zen" (2020). The conclusions, example, questions and practice were compiled for the Academy.

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