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Small-Scale Question Sunday for September 18, 2022

Do you have a dumb question that you're kind of embarrassed to ask in the main thread? Is there something you're just not sure about?

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If anyone here plays board games regularly, what's your opinion on kingmaking? I'm aware there are a range of opinions on this, and this is a point of contention for many players out there.

Kingmaking, for the uninitiated, is basically a behaviour players can engage in during board games where after you fall behind the other players to the extent that you're effectively out of the game, you can throw the game in favour of the player you want to win. This is usually based on in-game grudges (someone absolutely screwed you over, so you'd rather they not win) and it regularly rears its head in social board games, one of the most common games I see it in being Settlers of Catan.

Personally, I am not against kingmaking. I think kingmaking, teaming, and all other related behaviours are inherent in social board games with more than two players and can't really be avoided (nor should it). A big part of any social game is about judging your adversaries' personalities and playing the players accordingly, and if you engage in aggressive behaviour early on and make enemies, there's clearly a risk that comes with it. You can't make it difficult for a player to win then expect them not to take their revenge. Additionally, strategically employing kingmaking and threats thereof can set a meta-rule for future games - if you screw me, I'll screw you back - which might make a player think twice about taking their chances to screw you in the future. The humans you're playing with are part of the game, and the relational dynamics are what make a lot of social games interesting in the first place.

It goes without saying that if the player still has a good chance of winning kingmaking would probably be a poor strategy, but I don't inherently have a problem with pursuing revenge in and of itself.

Games generally have win conditions. To me kingmaking depends on the nature of the win condition. In Catan, for example, there's nothing inherently that great about getting 10 victory points; you're just a little more advanced than your competitors. In that case I'm against kingmaking because why should another settlement throw away their own development. In some other game though, kingmaking might be fine, depending on the premise of the game.

The win condition in Catan is just about getting 10 victory points, yes, but the benefit of winning is something more inherent - it's about getting the status of "winner", which is what drives everyone in the first place. A perspective that views winning in Catan as "nothing inherently that great" kind of also allows one to argue that kingmaking in Catan really isn't a big deal in the first place. Since winning in and of itself isn't valuable, the one on the receiving end of kingmaking shouldn't care too much.

Anyway, let's consider this hypothetical scenario. I have a three-player Catan game. Sat clockwise around the board are Player A, Player B, and Player C. Player A has 9 points and possesses Longest Road, Player B has 8 points, and Player C has 5 points. C is pretty much out of the game, and A is clearly about to take the win with a massive deck of resource cards. However, A blocked a road of C's earlier in the game which meant C couldn't build a settlement in an important place, and/or they repeatedly moved the robber onto hexes of C's at an early stage, meaning they couldn't progress. Now, it's currently B's turn and C has enough brick and lumber to grant B Longest Road, granting them 10 victory points.

I can't make a coherent argument as to why C shouldn't kingmake, in this scenario, outside of "You might make A feel bad". Making people feel bad is also what you do when you block people earlier in the game (even when it's done for your own benefit), and games like Catan are all about stepping on people's toes. I see no reason why policing or punishing early aggressive behaviour with sabotage in the late-game should be prohibited.

What I'm gesturing towards is the question of whether kingmaking defies the spirit of the game. I think the "spirit of the game" is inherently much more important than we think. Most games are able to get away with relatively short rulebooks because players naturally gravitate towards actions that make sense. For example, most games have no rules regarding how long a turn can take, because turn duration can be governed by social restrictions players impose upon each other. To me, kingmaking is in the same boat. Sure, there are very rarely rules against kingmaking, nor should there be, but sometimes it's permissible and sometimes it's not, and some of that permissibility depends upon the spirit of the game.

I agree that it makes sense to punish early behavior with late-game sabotage, I just think that it really depends upon the game and how bad the early behavior really was. It's also perfectly in-line with the rules to spend your game sabotaging another player for a real-life grudge you have against them, but I think that that also should be discouraged.