Rock Paper Scissors

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Rock Paper Scissors

Rock, Paper, Scissors Game

  • "Yeah, I brought out Typhus, but then he whipped a dreadnought and it was over. Shoulda brought a different rock..."

Some games have a clear mechanism of some strategy, unit, or other element being dominated by some other element, which is dominated by other element, and so on. The most basic example is, of course, the canonical game of Rock, Paper, Scissors. This effect happens in many wargames, e.g. archers defeat dragons defeat infantry. Choosing the wrong unit or strategy can lead to an unbeatable foe, e.g. your infantry feably swinging their swords at the dragons high in the sky above raining down fire upon their heads... A more modern example is the classic, tragic mistake of bringing a knife to a gun fight. Importantly, it's worth paraphrasing here the wisdom of Sergeant Zim to note that you can't pull the trigger on your gun if your hand is cut off or impaled. There may be other, less obvious strategies that enable an ostensibly weaker approach to succeed. Similarly, such games are interesting---and perhaps only interesting---when the relationships are cyclic. In the above example, clearly the rationale choice is archers. The decision is less clear, however, if infantry defeats archers...

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