[Fluxx] Re: Experiment about tactics in Fluxx

Mike Hargreaves Mhargreaves at bmsworldmission.org
Thu Apr 6 05:11:50 EDT 2006


Just one question -

How many of the none random wins were achieved off of the random players
card play?

Hey I'm playing devil's advocate here - but if a random play wins the
game for the tactical player then its still a matter of randomness to
determine who wins. As an example if both players were playing
tactically one would not play THE BRAIN NO TV if they had the TV in hand
and the other player has The Brain in play, a random choice here would
give the game to the owner of The Brain through non-tactical play. 

Even if playing The Brain whilst The TV is not in play is considered
tactically sound there's little chance that anyone else's tactical play
would result in a win for the holder of the Brain.

Mike Hargreaves
Multimedia Developer
BMS World Mission
01235 517627
http://www.bmsworldmission.org
 

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~ Today's Topics:
~ 
~    1. Experiment about tactics in Fluxx (Ryan Hackel)
~    2. Re: Experiment about tactics in Fluxx (Joseph Pate)
~    3. RE: Experiment about tactics in Fluxx (Charles Boyung)
~ 
~ 
~ ----------------------------------------------------------------------
~ 
~ Message: 1
~ Date: Tue,  4 Apr 2006 13:04:50 -0400 (EDT)
~ From: "Ryan Hackel" <deeplogic at excite.com>
~ Subject: [Fluxx] Experiment about tactics in Fluxx
~ To: fluxx at lists.looneylabs.com
~ Message-ID: <20060404170450.7014A8A194 at xprdmxin.myway.com>
~ Content-Type: text/plain; charset="us-ascii"
~ 
~ 
~ 
~ Howdy, rabbits and all!
~ 
~ I've conducted a scientific study in response to one of the 
~ biggest criticisms of Fluxx... that it is too chaotic for 
~ strategy or even tactical decision making.  I wanted to 
~ quantify the amount of effect that decision making has on 
~ Fluxx.  So I played 200 2-player games of Fluxx, with one 
~ player playing normally and the other player playing 
~ completely at random.  I even measured the amount of first 
~ player advantage.  The results are posted at BoardGameGeek:
~ 
~ http://www.boardgamegeek.com/thread/105929
~ 
~ ---Ryan, rabbit since '05
~ 
~ _______________________________________________
~ Join Excite! - http://www.excite.com
~ The most personalized portal on the Web!
~ 
~ 
~ 
~ 
~ ------------------------------
~ 
~ Message: 2
~ Date: Tue, 4 Apr 2006 13:26:52 -0700 (PDT)
~ From: Joseph Pate <jpate at marvell.com>
~ Subject: Re: [Fluxx] Experiment about tactics in Fluxx
~ To: fluxx at lists.looneylabs.com
~ Message-ID: <20060404203120.212012016 at maili.marvell.com>
~ Content-Type: TEXT/plain; charset=us-ascii
~ 
~ I may just be a blab rabbit, but I think this post (Ryan's, 
~ not mine) calls for some Rabbit points... assuming enough 
~ people still believe in science...
~ 
~ -Ankhst
~ 
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~ > 
~ > 
~ > 
~ > Howdy, rabbits and all!
~ > 
~ > I've conducted a scientific study in response to one of the biggest 
~ > criticisms
~ of Fluxx... that it is too chaotic for strategy or even 
~ tactical decision making.  I wanted to quantify the amount of 
~ effect that decision making has on Fluxx.  So I played 200 
~ 2-player games of Fluxx, with one player playing normally and 
~ the other player playing completely at random.  I even 
~ measured the amount of first player advantage.  The results 
~ are posted at BoardGameGeek:
~ > 
~ > http://www.boardgamegeek.com/thread/105929
~ > 
~ > ---Ryan, rabbit since '05
~ > 
~ > _______________________________________________
~ > Join Excite! - http://www.excite.com
~ > The most personalized portal on the Web!
~ > 
~ > 
~ > _______________________________________________
~ > Fluxx mailing list
~ > Fluxx at lists.looneylabs.com
~ > http://lists.looneylabs.com/mailman/listinfo/fluxx
~ 
~ 
~ 
~ ------------------------------
~ 
~ Message: 3
~ Date: Tue, 4 Apr 2006 18:31:40 -0500
~ From: "Charles Boyung" <charles at boyung.com>
~ Subject: RE: [Fluxx] Experiment about tactics in Fluxx
~ To: "'Joseph Pate'" <jpate at marvell.com>,	"'Fluxx 
~ Discussion List'"
~ 	<fluxx at lists.looneylabs.com>
~ Message-ID: <001601c6583f$edbf50c0$5a01a8c0 at CHARLIE>
~ Content-Type: text/plain;	charset="us-ascii"
~ 
~ I think it deserves something, anything for two reasons:
~ 
~ 1) Driving more people to the excellent boardgamegeek site
~ 2) Posting an article of this magnitude on a site that pans 
~ games like Fluxx so horribly, in attempt to prove the haters wrong.
~ 
~ -----Original Message-----
~ From: fluxx-bounces at lists.looneylabs.com
~ [mailto:fluxx-bounces at lists.looneylabs.com] On Behalf Of Joseph Pate
~ Sent: Tuesday, April 04, 2006 3:27 PM
~ To: fluxx at lists.looneylabs.com
~ Subject: Re: [Fluxx] Experiment about tactics in Fluxx
~ 
~ I may just be a blab rabbit, but I think this post (Ryan's, 
~ not mine) calls for some Rabbit points... assuming enough 
~ people still believe in science...
~ 
~ -Ankhst
~ 
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~ > 
~ > 
~ > 
~ > Howdy, rabbits and all!
~ > 
~ > I've conducted a scientific study in response to one of the biggest 
~ > criticisms
~ of Fluxx... that it is too chaotic for strategy or even 
~ tactical decision making.  I wanted to quantify the amount of 
~ effect that decision making has on Fluxx.  So I played 200 
~ 2-player games of Fluxx, with one player playing normally and 
~ the other player playing completely at random.  I even 
~ measured the amount of first player advantage.  The results 
~ are posted at
~ BoardGameGeek:
~ > 
~ > http://www.boardgamegeek.com/thread/105929
~ > 
~ > ---Ryan, rabbit since '05
~ > 
~ > _______________________________________________
~ > Join Excite! - http://www.excite.com
~ > The most personalized portal on the Web!
~ > 
~ > 
~ > _______________________________________________
~ > Fluxx mailing list
~ > Fluxx at lists.looneylabs.com
~ > http://lists.looneylabs.com/mailman/listinfo/fluxx
~ 
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~ 
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