Every higher level game of Onitama is essentially defined by the midgame play of both players and, to a lesser extent, by how precise they are in the end game. Two relatively equal (strong) players will split their games based on the mistakes or inaccuracies they make in the midgame, not based on the cards that are dealt.TreffnonX wrote: ↑19 September 2021, 15:34I must agreed with Bobba. While it is true, that a stronger player will usually beat a (relatively) lesser player, two relatively equal players do depend on the initially dealt cards. It is not a perfectly symmetrical game (but it is really close). As Bobba mentioned, it is not particular cards, but particular constellations. Sometimes the cards monopolize a certain move, usually a diagonal, Sometimes 1 forward, or a sidestep. Of course, not ever playing such a card is a mistake. If you just keep them, you play with one card less, which is obviously a hinderance. But the fact that in certain situation you *could* play it forces your opponent to play around that. Which card/s make the difference strongly depends on the available cards though, I think.FHenker wrote: ↑18 September 2021, 00:16I disagree with you: with very few exceptions (the most obvious one being a game with 4 forward cards and only 1 diagonal), the initial hand or the starting player matter very little to the outcome of the game, because there are plenty of opportunities to outplay the other player.BobbaFaht wrote: ↑16 September 2021, 13:45 'No luck involved' is almost correct. However the cards dealt at the start have a huge impact, depending on what cards are in the game. Certain constellations lead to one player being able to withhold a dangerous card from the opponent. Since this varies with the overall available cards in a game, it is not a particular card that is the linch pin. However, in many games I have played, the elephant, tiger and dragon cards were excessively strong, and one player usually sat on them to hold the threat over the opponent.
I'd say, there is luck involved. I agree with the overall feedback though: Great addition!
You mentioned the Dragon as being one of the strongest cards of the game, but it is the weakest card in the game. Tiger indeed warps games, but not because it is too powerful, but rather because it adds a new element to the game; however, strong players will know how to defend against it. The Elephant is indeed one of the strongest cards in the game, similar in strength to the Rooster/Goose, but again only the better players know how to take full advantage of it. None of these cards break the game and create an unbeatable advantage.
Holding on to a specific card is one of the mistakes that many beginner/intermediate players make, and which better players can easily exploit. With very few exceptions (like the example I mentioned in the beginning, or very specific endgames), holding on to a card leads to weaker game structures and to a loss against good players.
It is true that certain particular constellations, to use your naming, are extremely biased: for example, a game with 4 forward cards and 1 single diagonal can be won mechanically by whoever has access to the diagonal. If the diagonal is 2-sided it is even easier to win. Another constellation that results in very warped games is Tiger + Dragon, and in this one there is no clear winner or mechanical way to force a win but it is very easy to make mistakes, so it will simply tend to fall towards the player who knows how to play this combination better (and most players are bad at it, myself included despite being a good player overall).
Apart from these two examples (and maybe 3 forwards + 2 diagonals, but to a much lesser extent), no constellation has a serious impact on the outcome of the game. What has the main impact in the outcome is imprecisions/errors in midgame play, followed by imprecisions in endgame play.
It’s true that between weaker players who both want to hold on to the “best” card, the cards might have some impact in the outcome of the game. But between stronger players, who are very proficient in the openings and who don’t make obvious mistakes in the midgame or endgame, the cards have a negligible effect in the outcome of the game, apart from the constellations I mentioned above. At that level, the game is all about position and tempo, and not about individual cards or combinations of cards.
Note however that there is a very special type of card that is very strong in the endgame, and some of the best players plan their midgame so that they reach the endgame with those cards in their possession: those are the cards that look to both sides horizontally (like the Elephant, the Boar and the Goose/Rooster), because they are excellent at walling the opponent’s Master.
But truly, don’t think a higher level game of Onitama is defined by the cards that are dealt, it is all about gaining small tempo and space advantages in the midgame that can snowball into a winning endgame position, the individual cards or their combination is not the winning factor.
I recommend that you check out the YouTube video series Onitama Beginner to Master, made by Onitama_Oni: he was by far the best player in the now dead Onitama app and is the best player I know, and he explains very clearly the main strategic concepts of Onitama. He also explains in one of these videos why the cards/constellations are very overrated, especially by weaker players. He coached me and some of the strongest players in the app, and I bet he will be joining BGA at some point too