An Update on Crit the Books

Hey folks, been thinking about things for a while.

Recently, those of you at the Quick Learner level have noticed that my articles have been pretty consistently coming pretty slowly. That’s due to a combination of a busy work schedule on my end, a lack of subject matter, and some frustration on my part regarding the lack of engagement with my material.

As such, I’m currently planning on ending with Crit the Books as a weekly article, at least as it exists currently. I might retool it at some point into a more personal writing blog, or do something else similar. I’ll be finishing out my articles through the end of February since my patrons deserve that much. At the end of February, I’ll be changing my patreon page away from a creator page, so memberships will be effectively canceled.

Thank you all for staying with me on my journey thus far; I think I have learned a lot in the process. I’ll be keeping this server around, but probably not staying too active. Thank you all, and happy gaming.

Lesson 17: Threats and Answers

Welcome back, readers, to another lesson here at Crit the Books. This week, we’ll be looking at the old gaming adage, “There are no wrong threats, only wrong answers” and dissecting it piece by piece. You’ll learn what a threat is, what an answer is, and why one can be “wrong” while another can’t be. It’s an important part of constructing your strategy and learning how to maximize your ability to win.

First off, we’ll start by looking at threats. Put simply, a threat is any component of a game that directly contributes to achieving your win condition. We use the term because these components threaten to win the game on their own. Threats pose a question to your opponent: Can you either win the game before I do, or prevent my threat from winning the game for me?” Because of this, you’ll often hear threats called “question askers,” especially in tabletop miniature gaming.

In contrast, an answer is any component of the game that neutralizes a threat. Related terms include removal or control; all of these terms point to the same core idea. An answer is how you stop your opponent’s threats from winning the game for them. While sometimes you are able to present threats that win the game faster than your opponent, answers are more reliable, since they don’t depend on the overall tempo of the game moving in your favor.

It’s important to realize that, in many strategies, a single component can serve as both a question and an answer in given scenarios. Let’s look at Magic: the Gathering. A 1/4 creature can serve as a threat, albeit one that will not win the game quickly, because it can attack your opponent 20 times to put their life total to 0. That same creature, however, can block a 2/1 creature and kill it, removing the threat that the 2/1 presents. In this way, that 1/4 creature can serve as both a threat and an answer, dependent on the situation and the threats your opponent is presenting.

To look back at the phrase we mentioned earlier – There are no wrong threats, only wrong answers – let’s examine this same situation but with some of the variables changed. Let’s say we have that same 1/4 creature, but this time our opponent has a 4/4 creature on the board themselves. Our 1/4 is still presenting the same threat to our opponent; it still has the ability to swing in 20 times. However, it is no longer an effective answer to the 4/4 threat. While it can block and prevent the damage once – a point that could still be very relevant! – it will no longer destroy the creature. It does not answer the threat our opponent is presenting.

In addition to this, all but the most simplistic of games will have answers that are limited in some way. If a game has answers that are too efficient or universal, the game trends towards a static state, where neither player can maintain a threat long enough to achieve their victory condition. Because of this, answers often trade situations where they are useful for efficiency vs. threats, or vice versa. Answers that are efficient and useful in a variety of situations tend to be the cream of the crop when it comes to answers or can even present powerful threats themselves. The Magic: the Gathering card Lightning Bolt, for example, is both an efficient answer and useful in nearly any situation in a game. Even when there are no threats for it to remove, it can still deal damage to a player, moving the caster closer to their victory condition.

This is where the phrase we mentioned earlier comes from. Threats, no matter what, will always apply pressure to the opponent that they must respond to in some way. This is very important – by applying that pressure with threats, you maintain control of the game and can direct it to flow in your preferred way. However, there will be situations in which nearly every answer is all but useless – perhaps it is not able to deal with the threats your opponent has presented, or perhaps it is so inefficient that playing it would be an active detriment to you. This is how we come to the phrase that is central to this article: There are no wrong threats, only wrong answers.

When constructing a strategy, be it building a decklist, putting together a team composition, or deciding which class features to take on an RPG character, it is important to keep this adage in mind. In general, your strategy should be more focused on threats then on answers. While there are strategies that focus more on answers than threats – control archetypes of most games being the most well-known example – these strategies tend to be more effective in stabilized metagames, where the ability to predict what your opponents will bring minimizes the possibility of wrong answers. Even then, those decks can sometimes flounder by facing a number of threats that outweigh their answers.

When using strategies you have constructed, it is also important to keep this adage in mind. When your opponent presents a given threat, your first instinct may be to answer it as soon as possible. This is a mistake that I see many new players to control archetypes make. They will see something and acknowledge that it is a threat to be answered but will spend resources or answers that would be better spent later on to answer a larger threat, or more than one threat at once. Remember that your answers are not universal, and sometimes should be saved for threats that are only answered by a smaller set of the answers you brought.

Another point to remember is that if you are trading threats and answers on a 1 to 1 basis, the player who manages to have access to more threats over the course of the game will most likely win. Because of this, it is important for heavy answer strategies to have some way to make their answers more efficient or meaningful than the threats presented. Many ways that these strategies do this is by looking at 2 for 1s – using an answer to deal with 2 (or more!) threats. Answer-based strategies will have to keep this in mind and will sometimes make sacrifices in efficiency or universality to achieve this.

When constructing a strategy and when piloting that same strategy, it is important to keep in your mind which components will be answers and which components will be threats. It is important to have both and finding the correct balance between the two is often the most difficult part of constructing a strategy! However, by learning the differences between the two and keeping the strengths and weaknesses of each in mind, you can put yourself on the road to gaming mastery.

A big thank you to my Patrons for this month: Alex, TicTac, and anonymous patrons. If there are specific subjects or concepts you’d like an article written on, I suggest you look at my patreon! For just $7 a month, you’ll be able to suggest article topics for me to write on.

As always, remember that it’s not enough to just hit the books if you want to win. You’ve got to Crit the Books!

 

Lesson 11: The Shoulders of Giants

Welcome back to Crit the Books! This week, we’ll be looking into other sources of gaming strategy. Over the years, a number of articles and books have been written on how to play games, and strategies to use within them. One of my goals with Crit the Books is to become similarly known within the gaming community as a place to look for depth of strategy.

I’ll be pointing you to some of these articles that I think are the most important, groundbreaking, or informational writing pieces in larger gaming strategy. I’ll also be explaining – in a brief paragraph or two – what makes the pieces so important, and what lessons can be gained from them. I’ll provide a quick summary, but of course, I think you should heavily consider reading the articles for yourself. Many of these articles are how I have built up my knowledge of gaming strategy myself!

The first piece of writing I’ll look at is one that has gone down in card game history as perhaps the most valuable piece of strategy writing ever done for the card game genre. While it focuses on Magic: the Gathering, it has uses in nearly every competitive game that I have ever played in one way or another. If you’ve ever been an M:tG tournament grinder, you probably know what article I’m talking about: Who’s the Beatdown? Written by Mike Flores!

Who’s the Beatdown? is primarily focused on how to realize when you are the aggressor or the defender in matchups of Magic: the Gathering. The article focuses on how to realize when you are the aggressor vs. the defender, and what that can mean for you in the matchup. The article characterizes the difference between the beatdown and control strategies as that between a strategy that wants to beat the opponent early via tempo, and one that seeks to outlast the opponent and gain an advantage through value or efficiency.

Who’s the Beatdown? itself is a heavily Magic: the Gathering focused article, but many of the lessons that it teaches can be applied to other games. In nearly every other game, the dichotomy between tempo and value is apparent in some way, shape, or form. Players can use the resources at hand to seek their victory condition early and lock their opponent into specific responses with their aggressive plays. Alternatively, players can make moves that individually are not as powerful but will gain them more power in the long game because their moves are more efficient engines. Knowing what side of this dichotomy you should be focused on is crucial for a new player.

Moving on, another book that I can’t recommend more is Playing to Win: Becoming the Champion by David Sirlin. Written mainly from the perspective of a fighting game player but incorporating a basis of chess knowledge, Playing to Win focuses on sharpening your competitive mindset through a number of examples from the larger gaming community as well as personal anecdotes.

Perhaps the most impactful thing from my reading was Sirlin’s differentiation between a poor player and a “scrub”. In introducing the latter term, Sirlin looks at the mentality that often causes players losses due to not wanting to make moves that are perceived as “cheap” or “no skill”. He asks of the reader, why would you not use all of the tools at your disposal to win the game? If you’re not using the tools at your disposal, you are either artificially handicapping yourself, or setting yourself up with excuses in case you lose. Either way, you’re not gaining any advantage by trying to avoid certain strategies because they are “cheap”. Sirlin is ruthless in dismantling this mentality in the reader, making it explicitly clear that he doesn’t have any interest in excusing poor play because one is worried about making the game “more fun”.

The final article we’ll look at today touches on one of the easiest ways to distill value out of game objects within games of all kinds. That article is The Philosophy of Fire, also by Mike Flores. The Philosophy of Fire is about breaking down your win condition into its constituent parts, then breaking down all of the components you have access to down to what they can do to propel you towards that victory condition. Then, you make use of the components that do the most for you along that axis.

The Philosophy of Fire is primarily Magic: the Gathering based, but you can apply the basic ideas to nearly every game you play. Let’s look, for example, at a board game: Ascension. In Ascension, players compete to gain the most honor, and they do so by buying cards from a central buy row, using card abilities, or by defeating monsters in the aforementioned buy row for rewards. Often times, I will see new players struggling with the game; they will spend most of the game trying to put together strong synergies in their decks or trying to get their masterful combo to go off. However, they start to see their opponents winning before they are. When players ask me why they are losing so often, I ask them, “What are you trying to do?” Occasionally they will answer with something like, “Get as many cards that draw cards so I can play more cards.” “Is that helping you win the game?” I ask them in return. Often, they’ll respond with something similar to “Yeah… wait, it’s really not, is it?”

The Philosophy of Fire is, put simply, another way to tell you to play to your outs. However, it is also a way to evaluate the actions and resources you are using during games and seeing if you are taking the right ones, or if you are engaging in what amounts to mental masturbation. It is very important to keep your eyes on the prize, and The Philosophy of Fire helps you do that.

When it comes to learning strategy in any gaming setting, it is important to remember that we stand on the shoulders of giants. While everything that someone else has thought of can be possibly reasoned out and thought of, that is a very inefficient way to learn. Instead, make sure to take advantage of the resources available to you, even if they are focused on games other than your normal ones. I am sure there are lessons you can learn. For this week’s homework, I would suggest you try to find a strategy article you haven’t read before and try to distill it down to its central lesson. Send your results to @CritTheBooks on twitter – I’d love to hear what you find!

A big thank you to my Patrons for this month: Alex, TicTac, and anonymous patrons. If there are specific subjects or concepts you’d like an article written on, I suggest you look at my patreon! For just $7 a month, you’ll be able to suggest article topics for me to write on.

As always, remember that it’s not enough to just hit the books if you want to win. You’ve got to Crit the Books!