In the opening a master should play like a book, in the middle-game he should play like a magician, in the endgame he should play like a machine. -Chess Grandmaster Rudolf Spielmann |
The early middle-game goes from the end of the opening (tribe down to six players,
or there is a swap, or there is a merge) until after the merge and one tribe
has a majority. As in chess, it is the middle-game that is the most difficult.
The opening is mostly about creating a strong tribe and a sense of team. This
definitely puts restrictions on the strategies a player should pursue and he
or she should stick to the book. As the game moves into its final stages, rolls
and positions become less flexible and the avenues a player will go down will
become more clear, at times almost forced. The key to a good endgame is to never
take your eyes off the goal and to pursue it relentlessly, like a machine.
It's the middle that is hard. A player thinks less about the tribe and more
about alliances within that tribe. Even further down, it's less about alliances
and more about individuals, but exactly where these switchovers occur are very
blurred lines indeed with many mitigating variables: tribe type, player position,
opponent player types, win-loss record on immunity challenges, has there been
a swap? has there been a merge? The list goes on. That being said, there are
still axioms and tactics that, though perhaps not absolute, should most certainly
be kept in mind. Just as in chess one will rarely go wrong looking to take advantage
of pinning your opponent's piece, Survivor as well has its tactics that one
should always have ready to pull out of your arsenal.
As mentioned above, one way in which the game moves into this phase is through
a player swap. I devoted a seperate article to this
so I'm not going to repeat all that stuff here.
Overall Strategies - You Are An N-Tribe Right?
How you play depends a lot upon your position (see Defining
Your Position for the definitions of the various player types), so I'm going
to start with strategies unique to each of those. But first, if your tribe has
yet to achieve N-tribe status (as described in opening
strategy), you can ignore all of this because being an N-tribe is of overriding
importance. That needs to come first, before you can proceed further. If you
are entering the middle-game not an N-tribe, you are likely on a downhill slide
that needs to be corrected fast.
N-player Strategy - Playing It Cool
The next stage of the game begins when there are only nine or ten players left
and what the N-player needs is at least five votes to control that stage. Some
folks might be saying, if there are ten players left, don't you need six to
have the majority? Nope, assuming this isn't the situation of the tribes being
tied five-five (a seperate situation dealt with at the end of this document),
five is enough because players are terrified of ties. If you have five solid
votes (including your own), there will always be someone (likely a few someones)
that will vote your way rather than force a tie; trust me. Just the fact you
are an N-player means you have at least three votes - again, including your
own - and likely more. It's time to shore these things up. A third, without
another close ally, will almost certainly stay loyal to the dominant duo right
up until the end because he has no better option, but after that you need to
be carefull to get the right people to play fourth and fifth in your alliance.
You need to get people that will vote with you even though it is clearly to
their advantage not to later in the game. By this stage, you have been with
your tribe-mates for quite some time (at least a week), so what you need are
some PP-players to fill this roll.
First get a stable fourth. One possiblitily is to get someone who is partnered
with the third creating a foursome of two equal, at least at first glance, pairs.
This works fine if both the third and fourth are type PP-players and won't stick
together in the end, but this is obviously not ideal as it begs a tie at the
final four, or worse, a coup before that. Another possibility is a fourth who's
primary loyality is to the dominant pair (or just yourself). Again, a PP-player
is needed but games seem to be chocked full of them so hopefully this won't
be a problem. It is very likely that an N-player at this stage already has a
four player alliance. If this is the case, I wouldn't advise mucking with it.
Stability is the key. If you swap players in and out of your alliance, you are
bound to piss off more people than you need to.
The fifth need not have the same long-term stablity as the fourth because once
the game is down to eight, you won't need that player anymore. You need to find
a PP-player who doesn't think too far ahead in the game. Thankfully, Survivor
is full of these. The best is to find an issolated T-player with no other allies
and to approach them regarding joining the dominant alliance. Be careful in
how this alliance is proposed. The wrong way to go is to have an obvious foursome
talk to the potential fifth together because that makes this person's low standing
in the alliance abundantly clear. Rubbing a playe'rs low social standing in
their face is always a bad idea. Many players will delude themselves that they
can make it up the social ladder so don't shatter their fantasy until it's too
late. A better plan is to have only one or two players from your alliance talk
to the potential fifth, giving the illusion he or she may actually be sitting
second or third. The N-players could do this, but if their relationship with
the third and fourth is very clear to everyone in the tribe this is little better
than having all four do it. The third and fourth are in an ideal position to
bring in a fifth because if they play the game right, they will be needing the
fifth late in the game to dispose of the dominant duo. If the N-players can
trust the D-players in their alliance, then they make the ideal ones to bring
in a fifth. It is the N-player's ability to pull together a loyal five player
alliance that will eventually decide whether they will succeed or fail in this
game.
With the five chosen, the N-players need to now play it cool. As Brian Heidik
said, "be the Ice Man." Continue to concentrate on the team and do
everything you can to make the T-players feel part of the game. Going into the
merge with the majority is an almost essential component to success and that
isn't going to happen if part of your tribe is demoralized and ready to pack
it in. The pervailing attitude the N-player should try to establish is that
it is the other tribe that is the enemy so that the players lower down on the
social totem in your own tribe will be less likely to decide to try and make
a move until it is too late. Should you go to tribal council, your boot choices
should be the ones that will cause the least ripples in the tribe while maintaining
strength.
This doesn't mean you can't remove a social strong or aggressive player (ie.
one that possess a threat to you). It is possible that you can remove a strategically
strong player early without overtly disrupting the tribe, but a more likely
opportunity for this to occur is as the merge looms. This is especially true
if your tribe is significantly in the lead with regard to winning challenges
and you feel you can sacrifice a little harmony in order to remove a potential
threat. It's a balancing act. If the other tribe has been reduced to four players
(thus guaranteeing your majority in a normal merge) you may even want to throw
a challenge to accomplish do this. In fact, as will be discussed in late middle-game
strategies, the best scenerio for the N-player is a merge with a slim majority
(6-4). Anything more than that increases the chances of a coup so there is no
problem with N-players removing a little deadwood if they sense the merge coming,
just don't go nuts and begin booting every tribemate with a good smile and well
developed biceps. Access who the one or two key threats are and deal with them.
D-player Strategy - Bide Your Time
The D-player is riding either third or fourth in the dominant alliance and many
a player in this position has been more than happy just making it to the final
four. Don't be! The reasons as to why will be talked about far more in the article
on endgame strategy, but for now these players need to realize that they are
going to have to make a move on the dominant duo but their best opportunity
will likely come much later in the game.
Ideally, these two players should ally. D-player's need to be very sure of each
other and should begin feeling each other out early in this stage of the game.
In order to play this roll effectively, these players both need to be AP types
but at the same time need to hide their plans from their allies, a tough job.
It is very possible that one of the D-players isn't willing to turn on their
leaders after living as much as a month with them. Many players can't do this
for purely sentimental reasons. If either of the D-players feels they can't
rely on the other when the time comes, then they had best look to the T-players
for support, making a secret final two promise perhaps with the alliance's new
fifth. Either way, subtlety and secrecy are important and both are in pretty
short supply when it comes to Survivor.
It is very possible that an aggresive D-player may find themselves unable to
secure trustworth allies. A situation they should certainly avoid is one where
they simply swing the balance of power to become the D-player of just another
alliance. That is no good. If they are to turn on the N-players, it must be
to become N-players themselves. Anything less will not do. They also can't press
too hard at this stage as it could easily cause the dominant alliance to collapse
and perhaps the tribe with it. If relationships with the other D-player or T-players
are not baring fruit, then the D-player is best waiting to see what opportunities
may present themselves come a merge or swap.
So basically, as far as voting is concerned, the D-player is doing little more
than going along with his or her alliance, but there are always exceptions.
Perhaps if the N-player's lead is completely ineffectual or they target a D-player's
second, or perhaps the D-player themselves in some fit of hyperparanioa, I can
see having to take measures into your own hands, but this would have to be early
in the game, probably during the opening, as the N-player would certainly have
the allegiance of a second and third (or else they wouldn't be an N-player)
which means you would need the support of at least three other players to avoid
a tie. A swap could present another opportunity, but the D-player needs to beware
of playing too aggressively and make sure the reasons for the coup are sound.
Even without the support of the other D-player, they are usually better off
waiting until well after the merge to try and turn the tables.
T-player Strategy - The Uphill Struggle Begins
In the first nine seasons, the only player to be in this catagory at the beginning
of the early middle-game and to go on and win was Tina Wesson, and she did it
by becoming an N-player through a coup on the very first tribal council of this
stage. That's a pretty dismal record and it's easy to see why. Let's say the
early middle-game ends when there are nine players left and the mix between
the two tribes are 5-4 (a very common scenerio). The N-players have a solid
pair of D-players (also very common), that leaves only one isolated T-player!
What's he or she going to do? Join the other tribe and play the fifth for them?
No way! Perhaps he can join the other tribe to boot one of the other N-players
and then flip back, but that is a dangerous game and unlikely to succeed. It's
worth a shot (I would do it over waiting for your number to come up), but in
all likelihood that T-player is screwed. Things do get better for the T-player
if their tribe's majority is bigger after the merge, or if they feel that the
N-player's alliance is a weak one and they can get support of the fourth but
I will save all that for when we get to Late Middle-game strategy.
For now, what is the T-player to do. Number one, do everything you can to win challenges. First off, every time your tribe wins a challenge it is one more time you aren't getting voted off (as a T-player those crosshairs are never too far away). Secondly, winning challenges increases the number of your own tribe to make the merge and the more of your own people that make the merge, the more material you will have to work with in attempting a coup. To help your tribe win challenges, it means you still have to put your all into the tribe. This can be difficult because you are likely feeling your tribe is hardly putting its all into you, but you have to get past that.
But what if your tribe does lose an immunity challenge, how should you play? Here are the questions to ask yourself? One, how many of our tribe is likely to make the merge? To answer this question, imagine the two tribes split the remain immunity challenges until there were ten players left. If there is an odd number of challenges, give the extra win the tribe currently in the lead. If the number is seven or more, you should definitely wait until after the merge to make any move. If the number is four or less, you should make your move now if you can though in all likelihood, in this scenerio you are likely the one going. If the number is five or six, you are in a grey zone.
Question two, is it you or your second going? If the answer to this question is yes, then there are no holds bared and try for the coup. Question three, is the leader of your tribe so ineffectual that he is running your tribe into the ground? Be honest, just because you aren't the leader or allied with him or her doesn't automatically make them incompetent. If the answer to this question is yes, then you should be trying to get rid of them.
If you are going to make a move, make sure you shoot for the head of the alliance. If you are going to do this, you must dispose of the leader and be ready to assume the mantle of leadership yourself. Anything less, and you might as well continue to ride in their shadows. Taking out one of the D-players only wounds that alliance but likely won't kill it and a wounded animal is exceedingly dangerous.
Here's the kicker, though. Knowing it is in your best interest to dispose of a leader now and actually doing it are two entirely different things. The leader is almost surely the leader because he or she has the support of the tribe, meaning your ability to drum up enough votes to get rid of him or her is severely hampered to say the least. No, the best hope for the T-player in this phase is to hope there is a swap while your tribe is in the majority. This shuffling of the deck has a real chance of changing your hand and from where you are standing, that hand will likely be better than the one you were originally dealt.
Athletic Players - The Big Lie
You might be wondering why I've gotten so deep into this document without talking
about getting rid of those threatening athletic players before the merge occurs
and immunity becomes individual. The reason is because I think this strategy
is way overused with many players taking themselves, and their tribes, right
out of the game. This over zealous pursuit of athletic and charismatic players
hurts the tribe, not only by removing strong competitors but through demoralizing
the rest of the tribe. Once the other tribe is down to four members, N-players
are free to pursue this avenue to their heart's content, even throwing challenges
to do it, but not before. Even with that, I wouldn't put that much weight on
athleticism, but rather on charasima and intelligence as these are the traits
that mark the true "threat", not simply what they can bench press.
Here's something to stew on in regards to those mega beefcake players they like
to put in these shows. If they are so readily perceived as a threat, the chances
of them drawing support after the merge is actually less, making them less of
a threat. If I were an N-player with the other tribe down to four and choosing
between two T-players to boot from my own tribe, one being a muscle bound male
who kicks ass in the challenges and the other a 95 lbs female with charasma
and brains, I would boot the woman every time. Besides, the immunity challenges
are far more about competitiveness, endurance and smarts than about brute strength.
Many a Gold's Gym dumbbell has been perfectly useless at the challenges despite
his or her perfect abs. And don't even think about pulling this kind of stunt
until the other tribe is down to four. As mentioned above, N-players should
boot the player that createS the least ripples in the tribe. If that happens
to be a charasmatic threat, great, it has been done many times before, but don't
make removing threats your overall priority as it will likely kill your tribe.
The Merge With Tribes Are Tied - Don't Be The One To Blink
Once the merge hits we exit the early middle-game unless the two tribes are
tied in numbers. If that is the case, the issue of which tribe is to achieve
dominance must be settled first before players can even begin to think as to
their next steps.
With the current tie breaking rule (see article on Ties) this is basically a
big game of chicken. Winning in chicken is not rocket science, in fact the best
chicken players are dumb as bricks. It's all about convincing the other tribe
that you will not be the one that flinches. Don't believe a single promise that
comes your way from the other side to break the tie. All promises will almost
certainly be forgetten once the other tribe is safely in the majority. Instead
be the one that intimidates the other tribe and lets them know that everyone
on your tribe is not afraid to roll the dice. Talk to the members of your tribe
and do your best to convince them this is the best course. If you stick to your
guns, there is a good chance someone from the other side will cave rather than
to go to the purple rock. If not, go to the rock and let the chips fall where
they may. The alternative is giving the other tribe the majority which only
means a slightly longer, though much more certain, death.
When deciding whom on the other tribe to target there are a couple of things
to consider. One is leadership. If you can take down their leader (one of the
N-players) there is more of a chance the rest of the tribe will fold up their
tents. Two is the likelihood they'll change their vote in a revote. If there
is someone that you feel would be very squimish about going to the purple rock,
make sure you do not vote for him. After the first vote, the players
involved in the tie do not participate in the revote and it would certainly
be a shame if a player who might have changed their vote to avoid the rock was
denied the opportunity.
Some examples.
The Good:
The Maraamu tribe from Survivor-Marquesas: This tribe was in an ugly state after
their first two boots and nowhere near an N-tribe. The dominant alliance was
made up of two equal, and equally aggressive, pairs: Rob/Sarah and Sean/Vecepia.
They just completed a coup over the previous leader, Hunter, by removing his
third, Patricia, while leaving Hunter (an athletic player) and his second (Gina)
alone. Remember the adage first mentioned in Swaps:
When taking down an enemy, shoot for the head. With Hunter still in the game,
the tribe was still bitter and divided. The reasons for keeping the athletic
Hunter were clear, but when they lost their third immunity challenge in a row,
it was clear that what he gives in the challenges and around camp is more than
offset by the lack of a defined leader. Rob, Sarah, Sean and Vecepia made the
right decision and cut him loose. After that there was a player swap, and with
Maraamu being down eight to five in the number of players, it was pretty clear
that they were likely to end up in the minority on both sides of the island.
Gina and Sarah ended up together with three members of the other tribe and when
they lost their first challenge, their was no hesitation what-so-ever in getting
rid of the next to useless Sarah.
What was interesting is that the tribe's three most aggressive players (Rob,
Sean and Vecepia) moved over to live with five Rotus. Three of those players
basically formed the dominant alliance, John, Tammy and Gabriel, though that
alliance was yet to be put to the test of actually going to a tribal council.
Instead of sucking up to the dominant players (a mistake every other minority
tribe has done in the past) the three Maraamus began stirring the pot, trying
to create dissention. John, Rotu's leader, at first welcomed the newcomers but
when it became clear to him that they weren't playing ball with him he became
more aggressive, especially to the aggravating Rob. John naturally wanted to
shore up things in his alliance, bringing in a fourth in Robert but suddenly
Gabriel, uncomfortable with the level of tension around the camp, began telling
John that he was not going to play the alliance game and would vote more as
his conscience guided him.
Now feeling he can no longer depend on Gabriel, he replaced him in his alliance
with another Rotu, Zoe, giving him a solid four - John, Tammy, Robert & Zoe
- but he didn't stop there. He was so worried, and paranoid, regarding Gabriel
he wanted him gone and elicited the help of the Maraamus thinking Rob would
be tickled pink just to live another three days. He should have known better.
Rob immediately did the right thing and approached Gabriel with the plan of
the four of them voting John, forcing a tie and going to the tie breaker (votes
against no longer counted). This is exactly how the tribe in a minority situation
should play. It's the old saying, "the best defence is a good offence." Putting
pressure on your opponent increases the liklihood of them making a mistake and
a mistake by those ahead is the only way for those behind to catch up. If Rob
and company just played like good little tribemates, there is little doubt that
they simply would have been voted out one by one.
This particular situation didn't quite go as planned because Gabriel refused
to force the tie and bowed out by throwing away his vote on Rob. At least it's
a Rotu going instead of a Maraamu, but it paid off even better than that because
when the three Rotus who went to the other side of the island saw the popular
Gabriel gone they were shocked. They realized the game was more ruthless than
they first preceived and when John's aggressive posturing continued after the
merge, they teamed up with the remaining Maraamus and exercised a coup. Unfortunately
for Rob, he was voted out before that happened, along with Gina, but it is important
to realize that without this constant pressure being put on John and his alliance,
they would not have taken such an aggressive stance and would have likely pagonged
themselves to victory.
The Bad:
The Sook Jai tribe from Survivor-Thailand: This tribe was dominanted by the
foursome of Penny, Jake, Ken and Erin, backed up by Shii Ann. This alliance
was called the "Fortress Five" by fans because they built a shelter that only
housed the five of them. Could they make it any more clear to the T-players
that they were on the bottom of the totem? In the opening they removed athletic
T-players (actually, most of the T-players were the athletic ones) Jed - actually
throwing only the third immunity challenge of the game to do this - and Stephanie.
Once into the early middle-game, their play did not improve. Other than Shii
Ann, the other T-player was a young, strong man named Robb who spent his entire
time sucking up to the dominant group. Shii Ann is what I would called a Brutus
player, waiting in the wings looking for the best place to put the knife. Shii
Ann was also, easily, the physically weakest player in the tribe. Right from
the beginning she was unpopular with the T-players, but instead of booting her
they got rid of the strong but not so bright Robb, despite losing three of the
past four challenges. Not surprisingly they lost their next challenge as well
and finally were forced to get rid of Shii Ann, the player that should have
been their very first boot. Physically, this tribe was head and shoulders above
their competition in Chuay Gahn, but now they were down five players to four
despite winning three of the first four immunity challenges - their one loss
being the one they threw.
The tribes still weren't allowed to merge and, again no surprise here, Sook
Jai lost another challenge, their fourth in a row. The truly indicative thing
about this alliance is that with each of the first four players they voted out,
they did not shed a single tear and returned to camp feeling pretty pleased
with themselves. When they finally had to boot someone they preceived as one
of their own, the tears flowed o' plenty. If they felt half as bad as this about
voting out any of the previous four, they likely wouldn't have found themselves
in this situation at all. The sense of building a team to compete against the
other tribe was completely lost here. This final vote of the early middle-game
was an interesting one, though. Penny and Jake were a pair and were deciding
whether to vote out Erin or Ken. They chose to keep Ken because they were worried
the tribes still weren't going to merge and that they would need his strength
- too bad they weren't thinking that way with their first three boots. Erin
and Ken, meanwhile and hardly atypically, voted for each other showing they
didn't know how to play this situation either, but I'll leave that discussion
for when we are dealing with endgames.
The Ugly:
The Mogo Mogo tribe from Survivor-All Star: Mogo Mogo actually came out of the
opening in pretty solid shape. They performed well in challenges with the only
player they lost being one that quit before there was even a challenge. At the
beginning of the early middle-game, the tribe consisted of Colby, Kathy, Lex,
Richard and Shii Ann. As mentioned, they had yet to go to tribal council so
actual alliances and promises had yet to be challenged. By the best I could
figure it seemed to be Colby, Lex and Richard playing leaders with Richard depending
upon Colby and Colby depending upon Lex. Kathy and Shii Ann most certainly had
a relationship but Kathy's support seemed more to be drifting Lex's way. It
doesn't really matter because this all began to fall apart when the game moved
into the next phase when the Saboga tribe was dissolved. The players actually
got to pick the players that would come their way and Mogo Mogo brought over
Ethan with the expressed purpose of booting him out. Their second pick was Jerri.
But something changed after they lost the very next immunity challenge and Mogo
Mogo shifted into removing threats. The first victim was Richard. No one seemed
to notice that this brought the original Mogo Mogo down to only four members,
the same as Saboga which doesn't even exist anymore. Besides that, Richard was
a leader and a solid contributor around camp and in the challenges. Like so
many tribes in the past, once the internal battles begin so do the challenge
losses and they went on to lose the next three immunity challenges in a row.
Not content with Richard gone, the tribe felt Colby should go next. We don't
need to win challenges do we? Next went Ethan, their only voting which made
any sense as next ep would be the traditional merge. The thing was, there was
no merge just yet. Instead there was a swap and through some miracle of probability
a random selection of buffs had the tribes staying exactly the same except for
Amber (one of the N-players from Chapera) coming to Mogo Mogo. What a gift!
But not content to do the obvious Lex, Kathy and company made the absolutely
mind boggling move of voting out Jerri. Jerri was unlikely to play the loyal
fourth forever, but thinking Rob will stick with a quick statement that he'll
take care of Lex if he takes care of Amber is certainly less likely. But hey,
Lex and Kathy got to play the ever popular hypocriful moralist on the jury so
they kind of got what they wanted too.