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The Grand Melee - Competitive Play

Small Council The Grand Melee emptyrepublic

Welcome to The Grand Melee! I’m emptyrepublic and you might know me from the forums or from the CardGameDB series Scheming on the Sands. I’m making a move to The Grand Melee as I’m looking to try something different and because it’s the format I generally play the most. It’s also the thing that really hooked me on the GoT: LCG. So from time to time you’ll see me here with bigfomlof and possibly a few others. Anyway, enough about me, let’s get to this week’s topic.

Competitive Melee

We’ll keep it simple this week as we continue this long running series. So let’s talk about competitive melee or―more specifically―why joust is generally considered the “higher” format for competitive play and melee the secondary. We’ll break down the problems first and then theorize on some solutions.

The Problems

Here are some thoughts on why people don't generally like competitive melee; some of which you may have heard before especially if you frequent the forums on this site or FFG’s site. The list isn't exhaustive, but is a short list of complaints that can be found in the usual GoT communities online.

Problems with Competitive Melee
  • Game dynamics too unpredictable or volatile.
  • Don’t enjoy table politics.
  • Too much “psychology” involved.
  • Prone to abuse by colluding players.
Some of the points above feed into each other in one aspect or another but they can still be analyzed distinctively.

Unpredictable Game Dynamics
Concerns about game dynamics being too unpredictable or volatile can mean various things but most simply it comes down to the fact that with four players in a game card interactions can get bizarre. Additionally, the burden on the competitive player is higher because they have to constantly evaluate the board to try and anticipate potential threats and combos. This is clearly much more of a challenge in a four player game than a two player one. Finally, with four different decks in play the probability of unintended consequences will go up as plots are revealed and events are played and a seemingly innocuous plot might turn out to be disastrous.

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Table Politics
In Joust there is no table politicking because there is nothing to negotiate over. There has to be a winner and a loser. You do everything you can to be the winner and the other person the loser. In Melee you can increase your chances of winning if you can convince someone to at least enter some truce for a few turns. If you are sufficiently charismatic you could potentially pull off a coup by convincing someone to take out a larger threat while you slow plan to take out your ally. Many people don't like this. Either because the introduction of a meta-dynamic muddles the actual game dynamics or just simply because they've been the victim of such a tactic.

There also the issue of “Kingmaking”. Kingmaking essentially the act of a player who has determined that if they can no longer win to instead deliberately act in order to enable another player to win. To be clear, this is not player collusion. This is simply someone who began the game with the full intent to win themselves, but later on determined that for their advantage―or simply to spite another player―they would throw their lot behind another player if they could not win themselves.

“Psychology”
This ties in partially with the table politics portion in that to work the table politics you need a bit of a grasp of the psychology that’s going on among the players. While Melee format GoT is not the same as Poker there is a large element of psychology that comes into play that is the corner stone of Poker. This is reflected a few ways. First, understanding how your opponent things. If it’s someone you know you might have a reasonable edge in predicting how they would react in certain situations or how what tactic they use. This would often be the case in stable metas where the same base of players play each other regularly.

Colluding Players
To be clear, this is distinct from table politics. In essence player collusion is cheating, plain and simple. There were a few incidents in the past during competitive tournaments where this became a bit of a problem. There’s been controversy regarding what constitutes cheating and so on. Thankfully, Fantasy Flight recognized the problem and have recently addressed the issue by updating tournament rules to provide organizers a framework on how to handle future collusion and cheating. Unfortunately though that doesn't mean it can't happen again and it’s entirely understandable if someone prefers to not get into a situation where they are a victim of collusion when the tournament organizer did not or could not resolve the issue.

In joust all of these problems are essentially non-existent except for unpredictable game dynamics; joust dynamics are not as erratic as they can be in melee. So it’s easy to see why people prefer joust as a competitive format.

Solutions?

So some of the most salient problems with competitive melee have been laid out; is there anything that can be done?

Unfortunately not much. The problem stems from the simple fact that most of the things that people take issue with are not mechanical.

First off, would anyone want the game to be less dynamic? Complaints are already abound regarding new tech like The Long Voyage (TPoL) making the meta stale or uninteresting. Most GoT players seem interested in a vibrant meta with shifting archetypes and distinct lines between the various houses; not moving the game to state where everything feels and operates the same.

Table politics and psychology are entirely disconnected from the game mechanic and stem from meta behavior that is dependent on the personalities and egos of those participating in the game. Opinions of table politicking and player psychoanalysis is likely based entirely on one’s experience with other players and the ability/desire to engage with people outside the mechanics themselves. The simple fact is that some people like this and other people don’t. How one stands on this probably determines their position on melee.

Regarding player collusion, as mentioned before Fantasy Flight has already taken some significant steps to address this. In the official A Game of Thrones Tournament Rules they've gone to great lengths to outline what qualifies as collusion and addressed it directly as cheating.

What do you think?

Melee is present in most major tournaments so it’s not at risk, but when it comes to discussion about competitive play the focus is mostly on Joust. What are your ideas to bring Melee on par with Joust? Are the meta aspects too difficult to overcome or is there a solution that people just haven’t found yet?
  • bigfomlof, Kennit, MotoBuzzsawMF and 2 others like this


14 Comments

i enjoy melee as a fun semi competitive play, i like to win! But you can do every thing in your power to win, make no mistakes. then loose because the other scrub at the table cant see the true threats
    • scantrell24, kizerman86 and MotoBuzzsawMF like this
The most frustrating thing in melee, and it has happened a number of times to me, is when 2+ opponents decide to attack in the same turn, either beacuse they are after the easy Power gain, or because you happen to have a small advantage. In most cases I was unable to come back. I can see how this adds to the charm and flavor of the game, but this is why I am mostly a Joust player.
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scantrell24
Jul 11 2013 11:39 AM
Melee is certainly fun from time to time, but one of my main knocks is that the game can last significantly longer than joust, and you're waiting longer for 2-3 other players to marshall and attack as opposed to just 1 other player in joust.
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slothgodfather
Jul 11 2013 02:05 PM

i enjoy melee as a fun semi competitive play, i like to win! But you can do every thing in your power to win, make no mistakes. then loose because the other scrub at the table cant see the true threats


I actually find this argument a little funny. As, generally speaking, everyone is trying to win - everyone is a true threat. I could also argue that, especially with game politics involved, that there is no way to "make no mistakes" in a game. If you had won any of those games were a "scrub" couldn't see the real threat - couldn't your opponents make the same complaint? Most of our melees are won by someone who doesn't look like the "immediate" threat but then closes out the game on a turn.

Anyways, I personally really enjoy melee - but I do agree that not every game is enjoyable, it can take a long time, and it does suck when you are the weakest link and are farmed for power. After my experience at Worlds last year I can completely understand peoples distaste for melee in a competitive format however.
    • Kennon, bigfomlof and MotoBuzzsawMF like this
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mathiasfricot
Jul 11 2013 02:09 PM
I run a pretty fun melee deck with Queen's Guard
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MotoBuzzsawMF
Jul 11 2013 02:11 PM
Fortunately, my meta is pretty good at recognizing threats but there have been instances were I had to facepalm super hard. On the other hand, I feel like GoT was made for melee and it is my preferred way to play the game. Sure, there have been instances were my plans were foiled by a plot that ruined my plans but isn't that what the game is about? Overcoming these things? In my meta we each play a different house so there is no 2 of the same at the table. This opens alot of variation to our games and makes things interesting instead of become stale. I would think that a whole table of Greyjoy players would be really boring. Going back on rogue plots or events that ruin you day, I think it is the job of the player to recognize potential threats that come from a deck. From my experience, you can make a reasonable guess on their plot setup from the deck they are playing.

Anywho, I love melee and I would love to see it come back from being the annoying little brother in tournaments.


P.S. I am part of the resistance to "The Long Voyage" and refuse to play it.
    • Kennon and bigfomlof like this
i really enjoy melee.... much more than joust actually cause in my opinion its just more balanced.. what i mean is that f.e in a joust game one bad first turn can decide the game where as in melee due to the fact that there are 3 other players if someone pulls of and incridible start it just means that he is going to be targeted by all other players and not a certain victory like in joust... in addition i used to play a lot of poker and really enjoy not only beating someone cause i drew my 4 epic batles and a non kneller army (in a sow deck f.e.) first plot but also beating them psycholically by making them do something which helps me or convincing them to do something that will be best for me in the long run:P in the end i just think its more fun interacting with 3 players than just one... ofc in tournaments there are some problems with melee as mentioned in the article but as long as u have fun i think its still worth it.... for someone who wants to have full controll over the game and be rdy for all circumstances joust is the better choice although the fact of luck is bigger in joust at least thats how i see it....
    • bigfomlof, scantrell24 and TheIronborn like this
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MotoBuzzsawMF
Jul 11 2013 03:30 PM
I agree alextrigw. In melee the first hand is drastically different in terms of strategy. If you toss out a heavy to early with no chance for a save then you may have hurt your chances pretty bad but you can still come back.
    • MotoBuzzsawMF likes this
I would guess that some people's frustration is that you can make all the in-game decisions "correctly" but due to other players' interaction still lose.

There's an argument that you've therefore not made meta-game decisions incorrectly or not been persuasive enough but some people don't consider that as a skill in the same way as the in-game decisions. In some games like diplomacy or game of thrones the board game your expectation is that you're partly being evaluated on your ability to convince. Whether people want that to be part of Game of Thrones the card game may afect whether they like Melee.
    • kizerman86, Arzoo, MotoBuzzsawMF and 1 other like this
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scantrell24
Jul 11 2013 04:43 PM
One aspect of melee that I do enjoy is the variation in deckbuilding. You have to take a completely different approach than joust, and most cards have different "power levels". For example Slander and Lies (HtS) is way more useful when you have 3 opponents to target instead of 1.
    • Kennon, bigfomlof, emptyrepublic and 4 others like this
Melee is a really good, interesting and competitive format. GenCon this year, like World's last year, will serve only to validate this point.
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FinalWarrior
Jul 12 2013 02:51 PM
One way that our group makes melee games quicker (in casual play) is by having everyone marshal at the same time. Of course if a card like Jorah hits the table we have to pause the game to determine who the valid targets were.
"- Game dynamics too unpredictable or volatile.
- Don’t enjoy table politics.
- Too much “psychology” involved.
- Prone to abuse by colluding players."

You just described The Game of Thrones.
'Kingmaking' is why one of the main players in our game groups dose not like Agot much. But I think its part of the game, (in fact I think its part of lots of mulitplayer board games where you can interact with other players - even games like monopoly)

Personally I love melee and the politics of it has allowed an otherwise average player like myself to gently push for victory, against technically better players who looked a lot stronger out the starting cages.

That saying the random element of people will never sit well with some types of players.