SURVIVOR STRATEGY GUIDE – 2.4

 

By: H.C. Island

 

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Introduction

 

I love strategy games.  When I think about the games and sports I enjoy most - chess, sailing, Monopoly, curling, baseball, Diplomacy - they all have strong strategic elements to them.  Many of these games also balance the strategy with physical challenges (sailing, curling, baseball), elements of chance (Monopoly), or social dynamics (Diplomacy).  The other thing I find these games have in common is that, at heart, the basic concept of the game is very simple, but from this simple core a complex and interweaving tapestry of strategies and game situations evolves to the point that everyone one of them deservedly has literature (some far more then others) devoted to how these games are played.

 

To me, Survivor is remarkably similar these other games.  At heart a remarkably simple concept that evolves into a game combining strategy, physical ability, social dynamics and luck in a complex, dynamic and very exciting way.  While these other games have books devoted to analyzing their play, Survivor, at least to my knowledge, does not.  The purpose of this document is to provide the beginning of such a guide.

 

This is the second version of my Survivor strategy guide, the first version of which I began writing during Survivor’s second installment in Australia.  The guide then began going through a number of tweaking adjustments, but as Survivor – Africa drew to a close it started to become clear to me that it needed to be completely rewritten.  Producer, Mark Burnett has made it clear that changing the rules of the game in midstream will likely become a regular part of each installment, so a more flexible and versatile style of playing was required in order to end up on top.  Most of the ideas presented in my first strategy guide will resurface here, but I’m hoping that this version will reflect the kind of flexibility that is required.

 

Finally, I know I’ll be accused of being an armchair quarterback and I suppose, in a sense, I am.  People that have played the game say that there is no way you can know what it’s like until you are actually there, and that is very likely it true.  What I would say to these people is this.  I would love to play this game and if given the opportunity I would, and definitely the experience I would gain would greatly enhance my ability to write pieces like this.  The thing is, the chance of this ever happening is remote, to say the least, so in the meantime I will continue to write about the game using as much information as I have at my disposal.  Besides, many of the strategies that I write about here were inspired from watching the players of this game.  I learn from them.

 

Rating Players

 

Players in this game come from every possible background and range from the naïve to the crafty, from the reckless to the wimpy.  Before I get into talking about all these types of people, I want to make one general statement regarding the players of Survivor.  This is such an important statement, that I think it can be put down as a rule.

 

1st Law of Survivor: Half the players can be trusted only as far as to act in their own best interest.  The rest cannot be trusted that far.

 

Never forget that everyone else is there to win the game too, and any smart player will always act in their own best interest.  Given that, there are always a significant number of players that don’t seem to be able to realize when they are not acting in their own best interest.  These players range from under-achieving marshmallows that simply ride on the coat tails of others to overaggressive and reckless players that will likely not only bring themselves down, but all those around them as well.  Marshmallows aren’t hard to work with as they are predictable and can be taken advantage of, while reckless players need to be handled with extra caution.  This brings us to our next rule.

 

2nd Law of Survivor: Know your players.

 

This is an important skill that can’t really be taught.  Players that can “read” the personalities right from start are at a great advantage.  Knowing whom you can trust, when you can trust them and how you can use them is a huge part of the game.

 

There are three broad skills that are required in order to be successful in Survivor: strategic sense, social skills and physical ability.  I would place the first two on roughly equal footing as far as importance.  Physical ability varies in importance throughout the game.  It has importance in the early stages and at the end but is less important, and actually can be a hindrance, in the middle stages of the game.  Let’s summarize each of these abilities below.

 

Strategic Sense: This is what this document is all about.  Someone who comes into the game without an overall strategy has very little chance to win in the end.  “Flying below the radar” is not a strategy, though it seems to be the primary strategy employed by close to half the players that play this game, hence why anyone with any strategic sense has already doubled their chances of winning.  I think proponents of flying below the radar are mislead by how far non-aggressive players can sometimes get.  Just because a player makes their way into the final four, or even the final two, doesn’t mean they have a realistic shot at winning.  Juries have demonstrated (though the first one was close) that they tend to vote for the player that controlled the game as opposed to the one that got to the end just because they were not threatening to anyone.

 

In Survivor – Africa, Kim Johnson was a non-threatening player who got into the final two by winning the final two immunity challenges.  Yet she had no hope of winning against either Lex van den Burghe or Ethan Zohn who were the pair that controlled the game.

 

Also, don’t confuse aggression with strategic sense.  Although being strategic may require aggression at times, it also requires discretion at others. 

 

In Survivor – Marquesas, Rob Mariano was an overaggressive player who played himself, and almost his entire tribe right out of the game, though certainly there were many others that share in the blame in the destruction of the Maraamu tribe.

 

As I mentioned earlier, this document is devoted almost entirely to this one aspect of Survivor so it’s hard for me to summarize it all into just one statement.  If, however, I were to put down what I felt was the most important idea that players must constantly keep in mind, it would be this.

 

0th Law of Survivor: Never, ever forget it is a game.

 

The biggest mistake players make is to start taking what goes on in the game personally.  Targeting and allying with players based upon personal likes and dislikes is an almost sure way to play your self right out of the game.  At the same time, players shouldn’t be ashamed of wanting to win and doing the things that are required to win.  Being ruthless in a game is not the same as being ruthless in life.  This doesn’t equate to immorality.  In baseball, should a man on second refrain from trying to read the catcher’s signs?  In poker, is someone who gives off the impression they have a better hand then they do immoral, of course not to both.  Players that feel voting off someone that you are friends with is wrong, has no business being in this game.

 

Social Skills: It seems funny that, for something I consider of roughly equal importance to strategic strength, I’m giving this skill such short attention.  The reason for that is simple.  Players largely have control over the strategies that they use, but usually have very little control over their social skills.  A player can do their best to get along with everyone but in the pressure cooker that is this game, if you don’t have the ability to work well with people, you won’t win.  People that are whining or abusive in their relationships with others might as well not sign up.  Survivor places sixteen people of widely divergent backgrounds into an isolating and exclusive environment for over a month, and players must have the ability to develop quick relationships with almost anyone.  I’ve always felt that older players had the greatest advantage with this.  Players whose circle of acquaintances includes a wide variety of people from different age groups and social backgrounds really have an edge.  With certainly some exceptions, players in their low twenties, especially those that are still in school, tend to only have to work with other people of the same demographic as themselves.  For this reason, I would rarely put my money on anyone under the age of twenty-five winning this game unless they balance this off with a lot of life experience.

 

Leadership is also a skill that comes naturally to some people.  Leadership is a double-edged sword in this game though.  Being the leader allows you to steer the tribe but at the same time will make you the target for votes from your opponents and even criticism from your own alliance.  Players that earn the mantle of leadership from their tribe-mates and demonstrate quiet leadership, facilitating the social function of their tribe, are likely not putting themselves at a disadvantage.  A top-down style of leadership likely will not work.  Richard Hatch did get away with this in the first Survivor, but likely this style of play will not work in the future, as more people become students of the game.

 

Social skills are not just about leadership and working together however.  Being able to read people is an important social skill.  Being able to judge whom you can trust and whom you can’t, who’s predictable and who is not and who’s a threat are all very important.  Successfully being duplicitous is a social skill.  The ability to manipulate others is a social skill.  Lying well is a social skill.  All of these abilities should never be ignored or marginalized.

 

In the end though, players cannot be anyone but themselves and need to try and find a role in the tribe that emphasizes their strengths and minimizes their weaknesses.

 

Physical Ability: The importance of this attribute varies at different stages of the game.  First off, there is a minimum physical level that is required.  Players that have difficulty even getting through the reward and immunity challenges are more then likely to exit the game early.  Even beyond this, the two players that are athletically the weakest in their tribe at the onset of the game, need to play very carefully to avoid being targeted in an attempt to strengthen the tribe.  Being strong physically at this stage is important, as your value to the tribe is immeasurable as they try to win immunity challenges and minimize the number of people they have to vote out before the merge.  That being said, being physically imposing can be a detriment as a player can be so intimidating athletically, that players may target them for being cast-off as the merge gets closer.

 

After the merge, the most athletic players not in the dominant tribe are the likely ones to be targeted, so here it is clearly a disadvantage to be a strong, physical player.  Even the most athletic players cannot continue to win the wide variety of immunity challenges when there are over a half a dozen other players all trying to do the same.  Even athletic players in the dominant alliance need to be careful after the merge, as they will be the likely targets if other players attempt a coup.  I don’t subscribe to the view of many, that players should throw some of the challenges so as to not appear a threat.  A player throwing a challenge and then being voted out would feel pretty foolish.  Sometimes there are strategic reasons to throw challenges, but just laying low is not one of them.

 

Once into the final four, however, the ability to win challenges becomes big again.  The people that win the last two immunity challenges largely control the players that get voted out.  People need to remember though that typically, the last two challenges has been fallen comrades, testing how well you knew previous tribe members, and hands on the idol, an endurance challenge that has been won by a woman every time.  One needs to consider more then just pure athleticism in the end.  More on this in the topic will come in the endgame strategy section.

 

In the end, I don’t think there is an ideal level of athleticism for Survivor, beyond meeting the minimum physical ability needed to face the challenges.  It all depends so much on the dynamics of each individual tribe.

 

Let’s see how these three principles apply to the final two in the first Survivor, Survivor – Borneo.

 

Richard Hatch:

Strategic Sense: Definitely one of the best players to play the game in this attribute.  Though hardly perfect, he was the first to figure out the game and stood head and shoulders above the others in Survivor – Borneo.

Social Skills: Although many players in the game disliked Richard, his ability to read and manipulate those around him was a tremendous attribute.  He recognized the players that were threats and removed them, and he manipulated his allies in order to work for him.

Physical Ability: Although by no means an athlete, Richard more then met the minimum requirements the game asked of him and was competitive in the challenges once the more athletic players were no longer around.

 

Kelly Wigglesworth:

Strategic Sense: Virtually none.  Kelly would not target players she liked and wasted votes on those she did not.  At the final four she seemed to be thinking strategically, but made the wrong choice.  Kelly’s strategy seemed to be schmoozing with those she liked and voting for those she didn’t.  She tried to play both sides of the alliance fence and burned herself doing it.

Social Skills: Kelly got along very well with the younger members of both tribes, but not with the older members of her own tribe.  Her attempts at trying to have everyone like her, in the end, got certain people very angry with her.  In many ways she was the antithesis of Richard Hatch.

Physical Ability: Kelly was physically very strong and athletic.  It was this ability, and this ability alone, that kept her in the game as long as she was.

 

Overall strategies will change depending upon the phase of the game and what role a particular player falls into.  Modeling after chess, I have split the game into three distinct phases named the opening, middle-game and endgame.  The purpose of each phase is to leave the player in a good position for the next phase, and ultimately for winning the game.

 

One last overall rule before we get started with the specific phases of the game, and that is this.

 

3nd Law of Survivor: Rules are made to be broken.

 

The rules presented here are not cast in stone, though sometimes I make them sound like they are.  For every rule presented, it is likely there is a situation in which it should be broken; in fact I mention a number of them.  Players just need to make sure they think long and hard before going against them.

 

Phase 1: The Opening

 

This is the longest single phase of Survivor and ends after the seventh player has been voted out.  These first seven players voted out do not form the jury of Survivor and have no further effect on the game.  When the seventh player has been voted out, nine players will be left, and since by this point the tribes will be merged, one or the other of the old tribes will be in the majority.  By the time the opening is over, the players should want to accomplish two things.

 

1.      Not be booted themselves.

2.      Have their tribe be in the majority.

3.      Be in a good position to seize control during the middle game.

 

Not being booted: Obviously this has to be everyone’s first priority.  Each tribe will do their best to win immunity challenges, but the likelihood is that a tribe should expect to kick off at least two players before the merge.  Each player needs to do everything they can to have those two people not be them.  Different types of players have different things to worry about, but there are some general things to keep in mind for everyone.

 

1.      Work towards tribe unity.

2.      Demonstrate your worth to the tribe.

3.      Keep your head down.

4.      Don’t be too aggressive.

5.      Form alliances.

 

Work towards tribe unity: Players need to do their best to fit into the tribe and help the tribe act as a unit.  The socially awkward and players who’s personalities or backgrounds do not mesh well with the rest of their tribe are at the greatest risk.  More often then not, the first person booted is the person that least fit in with the rest of the tribe. 

 

In Survivor – Australia the first two people voted out were Debb Eaton (from the Kucha tribe) and Kel Gleason (from the Ogakor tribe).  These two players were neither the weakest, nor the least useful people in their tribes.  They were the people that least fit in with those around them.  Players that are used to only acquainting with a narrow group of people are at the greatest disadvantage here. 

 

Demonstrate your worth to the tribe: Each player needs to find to find a role within the tribe.  Early on, athletic players have it the easiest as their role is obvious, to help win immunity challenges.  Early in the game, it is virtually always a mistake to vote out an athletic player.  Players that are not athletic can still find roles working for the tribe.  This could be anything from gathering or catching food, making fires, cooking or other practical skills.  Players can also put themselves in the role of a tribe moderator or councilor, facilitating good relationships between fellow tribe members.  Players should never make this their game wide strategy however.  This is just meant to get a player past the first couple of tribal councils.  After that, other more strategic factors will come into deciding who gets booted.  Players that think just catching fish or being able to run faster then everyone else in the challenges will get them far in the game, are making a serious mistake.

 

Keep your head down: Players should not make enemies unnecessarily.  This includes the players that you believe will soon be voted off.  At the very least, it may make the player look like a jerk and alienate them from friends of the booted player.  At the worst, booted players can put votes on you that could come back to haunt you in the situation where votes against determine the outcome of a tie vote. 

 

Don’t alienate yourself in voting.  Vote with the tribe.  Don’t be a top down style of leader, though being a leader due to the respect of your tribe is not a bad thing at all.  Keeping your head down doesn’t mean don’t say or do anything, as this could also alienate the player from the tribe.  It means working and doing your best to appear as a solid member of the tribe.

 

Ironically, people with strong bush-craft skills are particularly vulnerable here.  Most of the players will have never camped in their lives and will have no idea when it comes to making fires or building shelters.  Often a player that is a bit of a woodsman will think that their knowledge will be invaluable, but often these people just end up annoying most of the other players.  Most people don’t like being continually corrected on how to do things.  These players need to be careful not to unconsciously appear as if they are taking control of the tribe.  Help with the fire (emphasis on help, not take control), as getting a fire going is huge that first night.  After that however, step back.  Offer advice and of course physical assistance, but try not to take control of everything.  If you see that the shelter isn’t really being built right or players are wasting their time building ridiculous animal traps, so what?  There are more important battles to fight later.

 

Don’t be too aggressive: Some players seem to want to be aggressive right from the start.  They come on like gangbusters, aggressively forming alliances and trying to marginalize people they perceive as threats.  Besides drawing attention to themselves and breaking the rule just mentioned above, they are also running the risk of drawing lines in the sand and wasting energy having the tribe war with each other when their chief concern should be winning challenges over the other tribe.  Richard Hatch got away with this in the first Survivor because the rest of the tribe was still getting a feel for how they should play the game.  This style of play won’t work again.  In every season since, players have tried the aggressive leader roles and have been burned everytime.

 

In Survivor – Australia Mitchell Olsen and Jerri Manthey came out like gangbusters, targeting threats and forming obvious alliances.  By their third tribal council, Mitchell was gone and Jerri was powerless.

 

In Survivor – Africa aggressive play by many members, but lead by Carl Bilancione and Silas Gaither, split the tribe right down the middle.  These fractures were never repaired, and directly lead to the downfall of every member of this tribe.

 

In Survivor – Marquesas Rob Mariano and Sean Rector thought they were in an episode of the Godfather.  Rob even said to the camera that “fear will keep the other players in line”.  All they succeeded in doing was painting targets the size of Zeppelins on themselves.

 

Form alliances: I use the word alliance fairly loosely.  An alliance implies a degree of strategic thinking and foresight, but often this is not the case.  Often it is more of a clique then an alliance, like the kind of social groups people formed in high school.  Here I define an alliance as a small group of people that have a strong tendency to vote together.

 

From the previous section, people might be getting the impression that I think alliances are a bad idea, far from it.  Players that are not in any form of alliance or friendship are sitting ducks early in the game.  In the end, no player is going to go anywhere without being in a strong alliance.  Alliances just need to be formed subtly, without overly threatening the other players.  Alliances are best kept under wraps as long as possible.  Alliances need to be picked carefully, because once they are chosen, it will likely be detrimental to change them.  Below are some principles of picking alliance members.

 

1.      Have a “second”.

2.      Don’t be in an alliance with nothing but athletic players.

3.      Alliances shouldn’t be more then three players.

4.      Pick players that are predictable.

5.      Don’t be too picky.

 

Have a second: Casual viewers of Survivor often say it’s a game where the winner screws over everyone, but that is not the case.  Because in the end there are two players that are left for the jury to choose between, a player has the luxury of having one person that they can remain loyal to throughout.  Having a good second is such a major advantage that it can almost be said to be a necessity.  A player and the second are the core of any alliance, and for people trying to guess the outcome of a game; they must first be able to pick out the seconds.  Some people put a lot of emphasis on choosing a second that is such a jerk that you are almost sure to win against them.  I think this is a mistake.  Being allied with an abrasive player will make it difficult to bring in more support and will very likely prevent both players from ever making it to the endgame.  I think it’s more important to pick someone you can trust to vote with you and someone that you will enjoy working with as this will be your confidant for over a month.

 

Don’t be in an alliance with nothing but athletic players: If a player is an athletic player, they shouldn’t surround themselves with more athletic players as they will be far too intimidating as the game approaches the middle stages and will have an increased chance of being disposed in a coup.  On the other hand, having an athletic player in the alliance can be an asset in the middle game because winning immunities gives the alliance greater control over the voting.  Just make sure this person doesn’t become a target himself or herself.

 

Alliances shouldn’t be more then three players: Some players may be without a second and be forced to be a third in an alliance, however players should never allow themselves to be fourths or fifths in an alliance.  These people are far better off forming their own alliance with the plan of eventually turning on the other alliance in the middle-game.  Certainly you can have groups of five or more players that will vote and act together, but these should be two alliances that have allied and should eventually split apart.  This being said, there are players that seem content to play the fourth, or even the fifth, anyway.  If an alliance of three has someone that is content to play the fourth or fifth, these players should be used, but make sure that they aren’t about to pull a coup later.

 

Pick players that are predictable: The players in the game can be put into one of three groups: marshmallows, aggressive and reckless.  Marshmallows seem to think that flying below the radar is the best strategy and won’t cross anyone.  These people are great to have in an alliance as they almost always vote as they’re told, even when they are sitting fourth or even fifth in an alliance.  These people also have the advantage of not earning the respect of the jury and are not likely to garner a lot of votes in the final two.  The disadvantage of a marshmallow is that it may be difficult to get them to play aggressively when it is called for (like when attempting a coup).  Aggressive players are not necessarily bad either.  As long as it is in their best interest, they’ll vote with the alliance, but don’t expect them to keep voting with you from the fourth or fifth spot.  These people need to be seconds or thirds in order to keep their loyalty.  Reckless players are aggressive to their own detriment.  They should be avoided.  Their biggest danger is that in their zeal they can easily bring down the whole tribe.  The good news is that it is often fairly easy to convince other players they need to go.

 

Let’s see how the members of the Ogakor tribe of Survivor – Australia fit into each category.

 

                        Marshmallows: Amber

                        Aggressive: Colby, Tina, Keith (I’m giving Keith the benefit of the doubt here)

                        Reckless: Jerri, Mitchell

                        Not around long enough to tell: Kel, Maralyn

 

Don’t be too picky: You can only work with what you’ve got.  It’s better to be part of an alliance that is not perfect then to not be in any alliance at all.  Alliances seem to often fall along social lines and once someone is tight in an alliance, it may be next to impossible to woo them over so it may be better not to try, as aggressive alliance forming can easily put your head on the block.  Players shouldn’t be afraid to form alliances with people that normally may not be part of their social group.  In fact, this is often a very good idea.  Don’t automatically form alliances just with people of the same age, sex or economic group.

 

In Survivor – Marquesas, Hunter Ellis and Gina Crew had Rob Mariano, Sarah Jones (a pair) and Patricia Jackson voting with them early in the game but didn’t like Sarah and so decided to vote her out.  The result was Rob and Sarah joining forces with Sean and Vecepia (two outcast players in the tribe) and taking out Patricia, leaving Hunter and Gina now powerless. 

 

Have your tribe be in the majority: Coming out in the majority after the merge should be the overriding concern of every member of the tribe.  By the time of the merge the players have been together for about three weeks and the trials that they’ve been through have in all likelihood created bonds that will be next to impossible to break, even with a player swap.  For that reason, players shouldn’t bank on other players crossing the lines in tribes.  Moving from one tribe to the other is almost always suicide as you are entering that tribe at the bottom of the totem pole.  This underlies the importance of each player doing everything they can to have their tribe on top come the merge.  The tribe on the bottom is very likely out of the game unless the dominant tribe makes some blunders.

 

Vecepia Towery was the exception to this rule in Survivor – Marquesas where she was able to work herself into a winning position despite having her tribe outnumbered at the merge 7 to 3.  She had a number of factors to her advantage however.  First, the dominant alliance was overconfident and made their alliance an obvious one.  This woke up a rather marshmallowish weaker alliance that decided to take them out.  I think the nature of the dominant pair, one of which was beside her in the final two, helped her as well.  They were moralistic but didn’t come across as strategic.  They simply didn’t give off that air of aggressive gamesmanship that the winners of this game always seem to have.  Second, because the new dominant alliance was fairly non-aggressive, they weren’t about to deal with the threat that the weaker tribe represented.  Third, the other two members of her tribe, Rob Mariano and Sean Rector were very outspoken and were obvious targets before her, but at the same time stirred the pot and fractured the Rotu tribe.  Finally, she just got damned lucky and won the challenge at four and one of the dominant pair went creating a very dynamic final three where she suddenly became the player the other two thought they could win against.

 

Another thing to consider is jury votes.  The more fellow tribe members that make the merge, the more of them that will be on the jury and provide potential support to any fellow tribe member that makes the final two.

 

Obviously the only way to have your tribe on top is to win immunities and the best way to win immunities is to make the tribe as strong athletically as possible.  For this reason the first people voted off the tribe should be the athletically weakest players on the tribe.  Of course, the people who are the weakest two players in the tribe won’t subscribe to this strategy and they must try to steer the others in a different direction.  In each of the first four Survivors, there have been a number of players that were one of the two athletically weakest in their tribe, yet still made it deep into the game.  Roger Bingham (fifth place), Rudy Boesch (third place), Kim Johnson (second place), Kathy Vavrick-O’Brien (third place) and Tina Wesson (first place) all fit into this group, so obviously being a non-athletic player is not necessarily a detriment.  This doesn’t change the fact that removing the weakest player is still in the best interest of the others.  Players that are disrupting the unity of the tribe can also be targets for removal.  Again, it’s the overall function of the tribe that should be the primary concern, their ability to win challenges.

 

Situations can change.  The need to take out a weaker player is less when a tribe is ahead and more if a tribe is behind.  As the merge approaches, the need becomes less as well, though players should be careful not to bank on exactly when the merge will occur.  The producers of the show have shown that they are fully prepared to move the merge around, though players can remain reasonably sure that the merge will occur after the fifth, sixth or seventh player voted out.  If players were very sure the merge is coming after the tribal council they are in, it would be a good time takes out a strong player.

 

A potential player swap also changes things.  If a swap is likely coming, it should be treated in much the same way as a potential merge.  Like when the tribes merge, if there is a player swap, it is the tribe that is in the majority that is in the distinct advantage, underscoring even more the importance of those first few immunity challenges.  More on this is discussed in the section on swaps.

 

Finally, while still under the topic of tribe unity, it is important to try and make everyone in the tribe feel they are still part of the game.  Tribes that work well as a unit, are far more likely to win challenges, while tribes that are divided are more likely to lose, as many of the challenges are less about strength and more about teamwork.  As well, shunned and isolated players may feel they have nothing to loose and may become very dangerous if they make it to the merge or if a player swap is made.

 

In Survivor – Africa, Frank Garrison and Teresa Cooper where isolated players in their tribes and wasted no time at all screwing their tribe over once there was a player swap, even though it wasn’t in their best interest to do so.

 

Ironically, it is possible to have too much of a majority come the merge.  A large number of players in dominant tribe just makes it that much harder for the dominant players to control them.  A 6-4 majority at the merge is ideal.  This may make it tempting to want to start booting your own tribe members and perhaps even throwing a challenge to accomplish this.  Never start playing this kind of game until the tribe is assured the majority after the merge, in other words, the other tribe has lost four or more players.

 

                        In Survivor – Marquesas, seven of the eight members of the Rotu tribe made the merge.  The dominant players were John Carrol, Tammy Leitner, Robert DeCanio and perhaps Zoe Zanidakis.  Even with this alliance of four (though Zoe was iffy), there were still three members in the dominant tribe that would be fools not to merge with the weaker tribe to form another alliance.  If more Rotu’s were gone by the merge, the dominant players would have had an easier time.

 

Be in a good position to seize control during the middle game: Assuming that a player’s tribe is in the majority after the merge, each player in the tribe will find themselves in one of two positions.  They will either be in the dominant alliance or in the weaker alliance.  Both positions are workable in the middle-game and which is better depends upon the dynamics of the tribe and the attributes of the individual players in the game.  The largest threat to the dominant alliance is the possibility of a coup.  The likelihood of a coup depends upon the level of aggressiveness, the athletic ability and the social skills of the two alliances.  A player in the weaker alliance, who has an aggressive second and is against a dominant alliance made of athletic and/or abrasive players, is in a good position to pull a coup.  If the player lacks an aggressive second or if they themselves are strong athletically and/or abrasive, then the chances of a coup are very slim and the dominant alliance is in the better position.  Obviously there is a lot of gray area in between.  This is one of the most technically complicated areas of Survivor and will be discussed in depth in the middle-game section.

 

Players have to be thinking ahead from day one in order to see what role they are likely to fall into.  Day one friendships often turn into week one alliances.  Right from the beginning, players need to try to get a feel for the dynamics of the tribe.  Plan that three players will be voted out by the merge (any more then three means the tribe is in the minority so it likely wouldn’t matter anyway) and try to predict who these players would be.  Put yourself in the shoes of your opponents and try to guess what they would do.  If players see they are falling into a roll that will be unworkable in the middle-game, then they need to do something about it, even if it means breaking previously mentioned strategies like kicking out strong players early.

 

The merge: Players shouldn’t count on the merge occurring at a specific moment.  In Survivor – Africa the threat of a delayed merge was made but then not carried through.  The thing is, there is little to prevent the merge from being delayed, or pushed forward for that matter.  In fact, an uneven merge may be exciting, as it would really underscore the importance of winning immunity challenges during the opening.  Realistically though, the merge can’t be moved ahead or back more then one tribal council, that is the merge will occur after the fifth tribal council and before the eighth.  This means that if players are at the fifth or sixth tribal council of the game, they should consider that there still may be one or two more immunity challenges left before the merge.  This needs to be taken into account if players may be planning on removing an athletic player.

 

Despite all this, in four installments of Survivor, the merge has always occurred after the sixth tribal council.  Producers may be reluctant to move this for a variety of reasons, so players are likely safe counting on the merge occurring at this time.

 

The swap: In Survivor – Africa, the producers of Survivor threw a new twist into the game, the player swap.  In the incantation that came out in this season of Survivor, once the tribes were at six players a piece, three players from each tribe were interchanged.  This was actually first contemplated for Survivor – Australia but the tribes were uneven at the time it could occur.  It happened once and was fairly popular with viewers, so players should be prepared in case it happens again and in fact it did.  In Survivor – Marquesas, the swap was pulled after the third player was voted out even though the tribes were uneven, by simply reshuffling all the players into two groups randomly, while keeping the respective number of players in each tribe the same.  Again, three players from each tribe interchanged. 

 

In Survivor – Thailand, Jeff Probst extended the offer, to each player, to individually switch tribes.  They all declined.  Frankly, I can’t imagine a situation in which it would be to the advantage of a single individual to accept this offer.  Perhaps if a strong alliance of players agreed ahead of time to march over to a decimated tribe in order to take control of it, I could see the advantage, but this would be a dangerous game as the producers of the show could pull some other trick out of their sleeve to counter this.  I think the best thing in this situation is just to stay put.  Actually, I’ve always been suspicious of a switch option in this season of the game.  The players in this tribe had torches that had different coloured bands on them.  Eight were silver and eight were gold.  On top of this, they were distributed unevenly between the two tribes with each tribe receiving five of one colour and three of the other.  I will always be curious if this was a potential swap plan that was foiled because Chuay Gahn lost all but one of there silver torches as players were voted out and Sook Jai was down to four silver and three gold after the third immunity council.  If a swap were held here, by having all the players with gold torches go one way and the silver torches the other, it would have meant that Chuay Gahn would have lost only one player while gaining three from Sook Jai.  On top of this, it sure looked like the dominant alliance in Chuay Gahn traded torches so that they all had the same colours.  These two occurrences may have pushed the producers to abandon this switch method.  I think it is unlikely this method will be used again, but if it were it would certainly be advantages for an alliance to quietly trade torches to insure they had all the same colour.

 

A swap should be treated in the same way as a merge (except there are two merged tribes) – refer to middle-game strategies.  Players should not abandon their old alliances and tribes, even if they are now split up.  In each tribe there will be a dominant alliance and that alliance will want to strengthen its position.  Throwing challenges in order to remove opponents that are now in your group should definitely be considered.  Remember, the most dangerous opponents are not necessarily those that were formally in the other tribe, though never begin booting your own tribe-mates until you are sure that you will be in the majority come the merge.  There will also be a weaker alliance and a weaker tribe (again, refer to middle-game strategies) and players in these positions should play in much the same way as if they would in the middle-game.  The one overriding rule for these two groups though is to stick together.

 

In Survivor-Africa, Frank Garrison and Teresa Cooper were sent over to the other tribe with Silas Gaither, a player that they had been battling with.  Instead of sticking together, Frank and Teresa joined forces with the other tribe to remove Silas.  This moved gained them nothing as they were never let into the Boran alliance and it removed the chance that together, the three of them could have ended up on top.  If Samburu went into the merge ahead, Frank and Teresa could have then used Boran support to remove Silas without much difficulty.

 

More then anything the swap underlies the importance of the first three immunity challenges.  The tribe that is behind at a swap is in serious jeopardy. 

 

Tie votes: Most viewers of Survivor are familiar with the rule that, in the event of a tie vote, it is the player with the most previous votes against that goes.  However, in Surivivor – Marquesas the rule was dropped and was replaced with having all players, minus a player that has won an individual immunity, put their hands into a bag and draw stones.  The one that draws the purple, is the one that goes, whether they were involved in the tie or not.

 

This happened for the first time in Survivor – Marquesas when they were down to four players.  Paschel English and Neleh Dennis voted Kathy Vavrick-O’Brien while Kathy and Vecepia Towery voted Neleh.  The tie held in a revote.  The players were explained the new rule and were allowed to converse and decide if they were going to change their votes.  All of them decided to hold their votes and Paschel, Neleh and Kathy (Vecepia had won immunity) reached into a bag.  Paschel drew the purple rock and was removed from the tribe even though he had no votes against him.

 

I’m going to deal with both ways of breaking ties separately.  The thing is there is nothing to stop the producers from changing the rule once again, so I’ll have some general principles regarding tie votes at the end.  First off, one should consider the factors that have already been discussed in determining whom to vote for. 

 

If previous votes against count, then the decision is easy.  You target the opposing player that you think (or know) has the most votes against.  If players are only guessing at who has previous votes against (for example, if they were from the other tribe), they should realize that the players with the most votes against tend to be players that had personality conflicts with other members of their tribe.  The following is a list of who had the most votes against at the merge.

 

Survivor – Borneo: The players with the most votes against were Rudy Boesch and Jenna Lewis.  Both had personality conflicts with certain members in their tribe.

Survivor – Australia: The players with the most votes against were Keith Famie and Jeff Varner.  Same reason.

Survivor – Africa:  Clarence Black for Boran (personality conflicts).  In Samburu things were weird because two members of the dominant alliance got the ax due to the player swap.  Without the swap, Silas Gaither and Lindsey Richter would have made the merge with tons of votes on them. 

Survivor – Marquesas: The players with votes against were Kathy Vavrick-O’Brien and Rob Mariano, again personality conflicts.  One should also consider Sarah Jones who had seven votes on her by the time of the swap.  Without the swap, she could easily have made the merge with a mountain of votes on her.  Again, this was due to personality conflicts with other members of her tribe.  Are we seeing a pattern?

 

 

Now let’s talk about the new drawing stone rules.  The first question is, should anyone change their votes knowing that they will be drawing stones and that everyone will have an equal chance of going, whether they have any votes on them or not?  The first thing that needs to be considered is how flexible the alliances are at that particular stage of the game.  If there are eight or ten players involved in a potential tie, the players that are riding fourth or fifth in these alliances really need to ask themselves whether the risk of going to stones is worth it.  What they should be doing is shopping for a better deal, either final three or two, and avoiding the tie all together.  This kind of deal should not be done during the tribal council though, but well before as they need to be well considered.  Once such a deal is made, it will affect the way you play the rest of the game.

 

But, what if such a deal is not in cards?  Should a player risk the stones or should they stab their alliance mates in the back to become the lowest member in the other tribe?  This is a complicated question and depends on a number of factors such as how early or late in the game the tie occurs, is it before or after a swap or merge and is playing in the weaker alliance feasible.  I thought perhaps the most instructive thing to do is to look at the ties and potential ties that have occurred in the game and try to determine what would be the best strategy in each case if the stone rule were in play.

 

Survivor – Africa: Tie at eight.  Carl Bilancione, Teresa Cooper, Frank Garrison and Linda Spencer voting Lindsey Richter.  Lindsey, Silas Gaither, Kim Powers and Brandon Quinton voting Carl.  Should any of the players consider changing their vote before going to stones?  The first thing that may be considered is if a third alliance is possible.  Players that are third or fourths in each alliance may want to consider reforming into another alliance and avoid the tie altogether.  This could be particularly effective if done in secret where a turncoat from one side appears to be the fifth in an alliance but has actually made a final two deal with one of his or her new alliance mates.  In this case, I’m not sure that was possible.  This tie occurred in the third tribal council of the game and there was a swap coming after one more tribal council.  I know these players didn’t know this was coming, but future players should always play as if there will be a swap after the third or fourth tribal council.  The swap will, in all likelihood, at least temporarily break up alliances and allow players in the minority back into the game.  Players also have to ask themselves how effectively they could have played in the weaker alliance roll after the merge.  Players that are not physically intimidating and socially adaptable stand a good chance of playing the weaker alliance roll very well.  In short, if this tie were to occur in a modern game, players like Teresa, Kim and perhaps Brandon, Lindsey, Linda or even Frank should consider voluntarily putting themselves into the minority in order to avoid the stones.

 

Survivor – Australia: Tie at six.  Colby Donaldson, Tina Wesson and Keith Famie voting Mitchell Olsen.  Mitchell, Jerri Manthey and Amber Brkich voting Keith.  This tie occurred in tribal council four.  The alliances were a lock, so making new deals wasn’t going to happen.  With no swap coming these players would be crazy to change their votes and put themselves into the minority, but if it were to happen now, a swap would be very likely next episode.  As well, this tribe was in the minority (5 players to 7) when compared to the other tribe after this council, meaning that after a swap they would be very likely to be in the minority in their new tribes and alliances would no longer mean anything.  If a swap was coming, these players would be better avoiding stones and switching sides.

 

Survivor – Africa: Tie at six. Lindsey Richter, Brandon Quinton and Kim Powers vote Tom Buchanan.  Lex van den Burghe, Tom and Kelly Goldsmith vote Lindsey.  This tie occurred after a swap in the sixth tribal council.  With the merge likely just around the corner, a lot was riding on the outcome of this vote.  If Lindsey went, Boran would have the majority in the merged tribe.  If Tom went, the two tribes would be tied.  Being in the majority after the merge is of such a large advantage that, in this situation, the players are better taking their chances with the stones.

 

Survivor – Thailand: Potential tie at six.  This tie never occurred but was certainly considered with Ghandia Johnson, Jan Gentry and Helen Glover voting Clay Jordan and Ted Rogers, Clay and Brian Heidek voting Ghandia.  This occurred in tribal council four with a swap very likely in the next episode (though, in this case, it didn’t occur).  The tribe was also in the same minority as Ogakor in the Australia tie discussed above.  With a likely swap around the corner and the tribe in the minority, going to stones would have been an unnecessary risk.  In the end, Helen did the right thing and voted with the men to remove Ghandia.

 

Survivor – Australia: Tie at ten.  Alicia Calaway, Jeff Varner, Elizabeth Filarski, Roger Bingham and Nick Brown vote Colby Donaldson.  Tina Wesson, Colby Donaldson, Jerri Manthey, Keith Famie and Amber Brkich vote Jeff Varner.  The first thing to consider is the possibility of a new cross tribe alliance.  Players like Elizabeth, Roger, Jerri, Amber and maybe Keith and Jeff should look at where they are sitting in their alliance and try and structure a new alliance with them towards the top.  If this is at all possible it should be attempted.  If it isn’t possible, then the players should take their chances with the stones as the outcome will determine which tribe ends up on top.  Switching sides just to be sixth, or at best fourth in the dominant alliance isn’t worth it.  Another factor to consider here is who wins immunity.  If the immunity winner is in your tribe, the chances of your tribe coming out on top increases from 50/50 to 5 in 9 as the immunity winner cannot be booted.  Not much perhaps, but as we go deeper into the game, this change in probability becomes more and more as the next example illustrates.

 

Survivor – Borneo: Tie at four.  Richard Hatch and Rudy Boesch vote Kelly Wigglesworth.  Susan Hawk and Kelly Wigglesworth vote Richard Hatch.  In this scenario Kelly changed her vote to Susan, thus breaking the tie, but what would have been the best move if this had gone to stones.  Richard and Susan were locked in their votes.  Kelly had won immunity and so would be safe against the stones.  The player she would most want to go would be Richard (see endgame strategies), so she shouldn’t change her vote.  The only person with a decision to make is Rudy.  Against Susan and Kelly, Rudy would surely be the next one gone unless he wins immunity, a tough prospect against the athletic Kelly, yet with Richard in the mix, Richard would probably take Rudy to the final two over Kelly.  So if Rudy changed his vote, his chances would be less then 1 in 3 of making the final two.  If he stuck to his vote, his chances of going right now would be 1 in 3.  If he and Richard survived, his chances of making the final two will have increased to less then 2 in 3, giving him a total probability of making the final two to less then 4 in 9.  His odds are likely best sticking with his Susan vote and risking the stones.

 

Survivor – Marquesas: Tie at four.  Paschel English and Neleh Dennis vote Kathy Vavrick-O’Brien.  Kathy and VecepiaTowery vote Neleh.  Vecepia has immunity.  Paschel is the only one who needs to make a decision here.  Should he stick with his vote and risk the stones, or should he save himself from the stones and help take out Neleh?  Paschel’s situation is that if he went into the final three in the minority, he would be the sure target due to his popularity with the jury and so would have to win immunity in this situation.  If he went into the final three in the majority, then Neleh would be the target if Vecepia won immunity.  A probability analysis has his probability of making the final two if he stuck with the stones is only 4 in 9.  The probability of him making the final two if he sold out Neleh are only 1 in 3.  You can see how important the immunity win has become.  Add to this the negative effect screwing over his second might have on any jury vote and it is clear to see Paschel’s best option is to stick with Neleh and draw stones.

 

So what do we have?  In the seven scenarios I presented above, in only one of them was it clearly better to avoid the stones and in two it was a bit of a wash.  In four of the seven, it was to the player’s advantage to take their chances with the stones.

 

So, we see that changing votes in order to avoid drawing stones is a mistake in most circumstances.  How does this method of breaking ties affect who should be targeted in a tie vote?  First, one needs to consider all the other factors that affect who to vote for.  A number of these factors have already been discussed and more of them are still to come.  The best scenario in a tie vote situation though is that someone on the other side waffles and changes their vote to favour your alliance and you avoid the stones all together.  A marshmallow is unlikely to screw over anyone and a smart, aggressive player will likely realize their best bet is to take their chances with the stones.  That means your best candidate to waffle is an egocentric, reckless player who won’t want to take their chances with the stones and convince themselves they are being strategic in screwing over their partners.  Don’t target his player in you voting!  The players that are involved in the tie are largely bound to holding their votes, instead target the player that is least likely to waffle.

 

A quiz has been used to break ties.  This rule has been scrapped, but one never knows if it could come back.  If this were the case, one should target the player they feel would likely do the worst with the quiz (that is if there isn’t a candidate for votes against if that rule were in effect).

 

Survivor – Africa: Lindsey Richter, Brandon Quinton and Kim Powers vote Tom Buchanan.  Lex van den Burghe, Tom and Kelly Goldsmith vote Lindsey.  Lex, Tom and Kelly picked Lindsey because they knew she had votes on her.  Lindsey, Brandon and Kim targeted Tom because they felt he would do the worst with the quiz.  They had no information on votes against and besides, Tom would be a good candidate for votes against anyway.

 

Are there other tie-breaker options?  Certainly, but what the producers will next pull out of their hats is hard to guess.  Personally, I don’t think the votes against rule will be coming back and the drawing stones seemed popular, so if I were in this game, I would expect stones, or some variation of it, to be in play.  One last piece of advice, I think players that are in the dominant positions should do their best to avoid ties period.  They have too much to lose if things go wrong.

 

Passing Immunity: While on the topic of rule changes, the other big rule change that was thrown into Survivor – Marquesas was the ability for the player to pass immunity on to someone else.  The only situation where I can envision passing immunity is if the tie vote rule were in effect and there was going to be a tie vote and the player with the most votes against was in your alliance and the player with the next most votes against was in the other alliance, or there were no other players with votes against, or a tie in votes against.  Basically, the situation would be that you are saving your alliance from sure destruction. 

 

This basically was the situation in Survivor – Australia in the tie vote when there were ten players left.  Keith Famie had the most votes against for Ogakor and Jeff Varner for Kucha.  With this rule, the best thing the immunity winner could do was to pass it on to one of these players.

 

The thing is, with the vote against rule apparently gone, I would say you should never pass away immunity, period.  The amount of deal talking during council revolving around the immunity necklace in Marquesas astounded me.  Make your deals before hand folks and the necklace shouldn’t be a part of it.  This ain’t Monopoly.

 

Survivor – Marquesas: Sean Rector, Vecepia Towery, Kathy Vavrick-O’Brein, Neleh Dennis and Paschel English were left in the game.  Sean and Vecepia were a pair, as were Neleh and Paschel.  Kathy wins immunity and plays lets make a deal at council.  Although the episode made a big deal of the negotiating, the fact that Kathy has the immunity necklace around her neck means nothing.  If Kathy felt she was better off with Sean and Vecepia, she should join with them, if she felt she was better off with Neleh and Paschel she should join with them and that’s it.  The thing is, this decision was obviously coming since the moment John Carrol was voted off four immunity councils previously, which gave these players almost two weeks to think about what they were going to do here.  The fact that Kathy didn’t start talking deals until literally minutes before the voting was to go down underscores how weak a player she was.  These agreements require thought and pondering.  They’re not to be made lightly and players should be going into council already knowing exactly what they are going to do.

 

Throwing challenges: It is certainly possible for it to be in the interest of some members of a tribe to throw a challenge or two as the merge approaches.  If a tribe is guaranteed to reach the merge in the majority then the dominant alliance in that tribe should begin considering the possibility of throwing an immunity challenge.  If the alliance is in the majority in the tribe, then there is nothing that can stop them from removing who they choose from the minority members in the tribe.  It is better to do this before the merge, as after their target could find potential allies in the other tribe and prepare a counter-offensive.  Obviously the target should be either the most athletic or the most aggressive player in the minority alliance.

 

In Survivor – Africa, after the player swap, Ethan, Kim J and Clarence suddenly found themselves in a majority when Frank and Teresa decided to turn on Silas (a mistake, as previously mentioned).  They threw the immunity challenge in order to ensure Silas’ departure, though wouldn’t it have been delicious if Frank and Teresa double-double crossed them, voted with Silas and took out Clarence.  Now that would have been brilliant!

 

Never forget who the opposition is: A final note before we move into the middle-game.  With so many factors that can pull players in different directions it can get confusing what to do, so I’m presenting this final rule that should always be kept in mind.  Never forget that the key opposition is the players in the other tribe.  Sometimes players can get so wrapped up in battles within their own tribe that they forget who the real enemy is.  Never think that members of the other tribe are your allies, except in the most extreme of circumstances, they are not.  Coming out on top in the middle-game means that the members of the other tribe have a severely reduced chance of winning the game.  A player that allows the weaker tribe back into the game is likely decreasing his or hers own chances of eventually winning.  The only exception to this is if the player is an isolated player in their own tribe and likely to be being booted out himself or herself before long.  In this situation there are no holds barred.

 

Kathy Vavrick-O’Brein, Paschel English and Neleh Dennis joining forces with the weaker tribe in Survivor – Marquesas was discussed about earlier, but there are other examples of players that likely would have been better off joining members of the other tribe.  In Survivor – Africa, the isolated player Clarence Black found himself in a new tribe with tribe-mates Ethan Zohn and Kim Johnson and Samburu members Frank Garrison, Teresa Cooper and Silas Gaither after a player swap.  Clarence was destined for the chopping block and Teresa and Frank were isolated in their tribe as well.  A natural play would have been for Clarence to join forces with Samburu as Teresa’s and Frank’s third and remove Ethan.  Alas, none of these players were aggressive enough to make this play and were just happy not to have their own heads in the noose for a while.

 

Phase 2: Middle-game

 

As soon as the seventh player has been voted out, we enter the middle-game.  This phase ends when there are only four players left at which point we enter the endgame.  Every player voted out from here on in will become a member of the jury and will have a say on who the eventual winner will be.  Although I’ve set the beginning of the middle-game at a specific point, the truth is many of the strategies presented here will actually creep into the closing days of the opening, especially once a merge or swap has occurred.

 

Each player will find themselves in one of three positions.

 

1.      Dominant Alliance: This can consist of two, three but no more then four players.  These are the players in control of the game and each member of the dominant alliance is planning on taking each other into the final four.

2.      Weaker Alliance: The remaining members of the dominant tribe (the tribe in the majority) that are not in the dominant alliance.

3.      Weaker Tribe: The players that are not in the dominant tribe.

 

Survivor – Australia had a very clear division of the players into these groups. 

Dominant Alliance: Colby, Tina & Keith

Weaker Alliance: Jerri & Amber

Weaker Tribe: Alicia, Elizabeth, Nick & Roger.

 

These roles are dynamic and can change as the game progresses.  In Survivor – Borneo, Kelly Wigglesworth began in the dominant alliance but then dropped out.  The key question to ask is, are the players in the alliance planning on taking each other to the final four?  If the answer is yes, then they are all in the dominant alliance, if no, then the outcasts are not.  One of the most dramatic changes occurred in Survivor – Africa.

 

Division after the seventh tribal council in Survivor - Africa:

Dominant Alliance: Ethan, Lex & Tom

Weaker  Alliance: Kelly & Kim J

Weaker Tribe: Brandon, Frank, Kim P & Teresa

 

Division after eighth tribal council:

Dominant Alliance: Frank, Kim P & Teresa

Weaker Alliance: Brandon

Weaker Tribe: Ethan, Kim J, Lex & Tom

 

Division after ninth tribal council:

Dominant Alliance: Ethan, Kim J, Lex & Tom

Weaker Alliance: None

Weaker Tribe: Frank, Kim P & Teresa

 

This definitely represented the most bizarre set of circumstances that have yet occurred in Survivor and I’ll be getting to them eventually.

 

When there are player swaps in the opening, tribal lines can often get blurred and deciding which players are in one tribe and which are in another can get confusing.  The roles that each player has in the game needs to be considered carefully in such situations.

 

This was the division after the eighth tribal council in Survivor – Marquesas.  I’ve included the name of each player’s original tribe and then their new tribe in parentheses.

 

Dominant Alliance: Paschel (Rotu/Maraamu), Neleh (Rotu/Maraamu) & Kathy (Rotu/Maraamu)

Weaker Alliance: Vecepia (Maraamu/Rotu) & Sean (Maraamu/Rotu)

Weaker Tribe: Zoe (Rotu/Rotu), Robert (Rotu/Rotu) & Tammy (Rotu/Rotu)

 

Although a little blurry, the tribal lines are still there.  The dominant alliance are all original Rotu members that have no intension of letting the weaker alliance in the door.

 

Before getting into the strategies of each of these groups, I want to present one overall rule that should be kept in mind.

 

Middle-game Rule: Always have a plan B.

 

The wrong player winning immunity can throw a wrench into a team's plans, and players should discuss before hand what they would do in that eventuality.  This discussion should not be left until after the immunity challenge when players may not have the opportunity to carefully consider their plans and decisions may be made in haste.

 

In Survivor – Australia the two tribes were tied going into the merge and the Kucha tribe was planning on voting for Keith Famie whom they were pretty sure had previous votes against.  When Keith won the immunity challenge, they were forced to vote for someone else and made the poor choice of picking Colby Donaldson, a choice they may have made differently if they had given it more thought.

 

Coming up are the strategies that need to be followed by the players in each of the previously defined groups.

 

Dominant Alliance: The goal is a simple one, to get the members of your alliance into the final four and the endgame.  The biggest threat to this goal is not the members of the weaker tribe, but the members of the weaker alliance within your own tribe!  The first two or three tribal councils after the beginning of the middle-game are the most volatile and need to be handled with the greatest of delicacy.  With each council, the players of the dominant alliance need to make a decision, whether to vote out a member of the other tribe or whether to vote out a member of the weaker alliance in their own tribe.

 

Voting out members of the other tribe: This call is a relatively simple one.  If the dominant tribe (the dominant and weaker alliances added together) is only ahead by one, a member of the weaker tribe should be removed.  The reason for this is a simple one, allowing the weaker tribe to become tied in numbers opens the opportunity for them to seize control of the game.  The two biggest risks to the dominant alliance are, in order, the possibility of a coup and the possibility of an enemy player winning some key immunity challenges towards the end.  The possibility of a coup should be dealt with first, so the first players taken out should be the players that are most likely to attract the weaker alliance members from your own tribe.  Factors like intelligence, charisma, aggressiveness and how well liked they are by players of the weaker alliance should factor into these decisions.  Another factor is support from the weaker alliance.  The dominant alliance likely cannot remove anyone without support so targeting someone that you are unlikely to get support for is pretty foolish.  If the weaker alliance is sleepily riding out the game, the last thing the dominant alliance wants to do is wake them up with overly aggressive game play.  When it comes to the weaker alliance, sometimes it may be best to let sleeping dogs lie.

 

In Survivor – Marquesas the weaker alliance appeared to be prepared to just ride out the rest of the game but a couple of events changed their mind.  One was when a quiet and popular member of their own tribe (Gabriel Cade) being removed by the forming dominant alliance and the other was an immunity challenge where the dominant alliance let it be clearly known who was in and who was out.  The weaker alliance ended up pulling a coup on the dominant alliance and seized control of the game.  Subtlety and humility may stay the course here.

 

Strong immunity contenders are the next players that need to be dealt with.  Ideally, the dominant alliance will want no strong immunity contenders that are not in their alliance left when they are down to six players in the game.  They shouldn’t discount the possibility of players putting together immunity winning streaks toward the end of the game; however early in middle-game there are so many good targets, that the wrong player winning immunity is not a big deal.

 

In Survivor – Borneo, Tagi made their first target after the merge the opposition leader Gretchen Cordy rather then the more athletic Gervase Peterson.  Gretchen was definitely the bigger threat.

 

In Survivor – Australia, Ogakor was ahead of the weaker tribe five players to four and targeted the smart, aggressive and athletic Alicia Calaway from the other tribe.

 

Voting out members of your own tribe: This is a far more delicate procedure and timing is the key.  If the dominant tribe is ahead by two or more players, then there may be an opportunity to take out one of the weaker alliance.  The more players in the dominant tribe the more they need to remove one of your own because the larger the tribe the larger the threat of it splitting into opposing factions.  Again, the biggest threat to the dominant alliance is the possibility of a coup and that needs to be at the forefront of the players’ minds.  The dominant alliance shouldn’t wait too long either, because as the weaker tribe gets smaller in number, the chances of the weaker alliance joining with them become higher.  For example, if there were three members in the dominant alliance, two members in the weaker alliance and one (or even two) members of the weaker tribe, the weaker alliance would be foolish not to join forces with the weaker tribe to take a run at controlling the game.  If there were more members in the weaker tribe, then the weaker alliance can’t control them and joining with them is not so obvious an advantage.

 

In Survivor – Africa, the dominant alliance jumped the gun and removed a member of the weaker alliance too early and brought the two tribes into a tie in the removal of Kelly Goldsmith.  It was only the completely dysfunctional nature of the weaker tribe that allowed the dominant alliance to remain in the game.

 

The dominant alliance likely cannot take out a member of their own tribe without help of the weaker tribe and they need to consider very carefully whether they can get it.  If the weaker tribe is more then likely to join with the weaker alliance, then it is better for the dominant tribe to continue to take out weaker tribe members.  As always, players need to put themselves in the position of their opponents and try to guess what it is they would do.

 

After the eighth tribal council In Survivor – Borneo the dominant alliance really consisted of only Richard Hatch and Rudy Boesch with Kelly Goldsmith, Sean Kenniff and Susan Hawk in the weaker alliance and Colleen Haskill, Gervase Peterson and Jenna Lewis in the weaker tribe.  Richard and Rudy are obviously in a difficult position and it is only the ineptitude of players like Sean and Kelly that are keeping them in the game.  Remember that this is the first Survivor and players are inventing strategies on the go.  Richard would likely love to make a move on Kelly, but is unlikely to get support from the weaker tribe as they are more likely to side with Kelly and take out Richard or Rudy, so he takes the safer path of continuing to take out members of the weaker tribe.

 

If the dominant alliance feels they can get the support of the weaker tribe then they need to consider who to target.  Usually this will be the person who is the least popular with the weaker tribe (though this may not be the player in the weaker tribe’s best interest).  The dominant alliance may love to remove a more popular or athletic player, but if they have the support of the weaker tribe, they shouldn’t look the gift horse in the mouth.

 

The best example of this strategy put to action was in Survivor – Australia.  The dominant alliance was Colby Donaldson, Tina Wesson and Keith Famie, the weaker alliance Jerri Manthey and Amber Brkich and the weaker tribe Elizabeth Filarski, Nick Brown and Roger Bingham.  Jerri was an abrasive and aggressive player and it didn’t take too much to convince the weaker tribe to vote with the dominant alliance to remove her, even though it wasn’t in the weaker tribe’s best interest to do so.  See below.

 

When there are only four players left in the dominant tribe, the dominant pair (the two players calling the shots) needs to make a decision on whether to take the fourth member into the endgame or instead, take a member of the weaker tribe.  The biggest concern is, as always, the possibility of a coup.  What the dominant pair needs to ask themselves is, what is the likelihood that the third and fourth person in the final four will join forces and take on the dominant pair.  The dominant pair should have the player that is least likely to join with the third as the fourth in their alliance.  Barring this concern, the next one is athletic ability.  Although immunity is not of great importance in the middle-game, in the endgame it can be of overriding importance.  At the final four, the person who wins immunity could easily control who goes, while at three, the person who wins immunity completely controls who is in the final two.  The final consideration is popularity with the potential jury.  Barring everything else, the most popular player not in the dominant alliance should be taken out.

 

In Survivor – Africa, Kim Johnson moved from the weaker alliance into the fourth in the dominant alliance.  She was a better choice then anyone in the weaker tribe as she was not as aggressive, disliked by the third, a weaker immunity contender and less popular to the jury.

 

What may be an effective way of preventing a coup is to promise the least aggressive member of the weaker alliance a place in the final four and then to vote out the more aggressive one.  This is not a risk free attack either, as it is very likely that this player would be better off sticking with the weaker alliance and attempting a coup, and a feeling you might take out their partner could be the match that starts the fire.

 

The coup: Despite their best efforts, the dominant alliance may not be able to avoid a coup and may see their position toppled.  Although the natural impulse would be to be angry, players should never forget the zeroth law of Survivor – never forget it is a game.  The players in the weaker alliance are simply trying to do the same thing the players in the dominant alliance are trying to do, win the game.  Personal feelings should always take a back seat to strategy and the surviving members of the former dominant alliance need to remember that.  Like it or not, they are now in the weaker alliance (or even the weaker tribe) but it may not be a complete disaster as that position may still be workable and there is still a chance they can get themselves into the endgame.  What they need to do is adapt their strategies to their new position.

 

The first coup finally occurred in the fourth installment, Survivor – Marquesas.  Here is how the players stood after the seventh tribal council.

 

Dominant Alliance: John, Tammy, Robert & Zoe

Weaker Alliance: Neleh, Paschel & Kathy

Weaker Tribe: Sean & Vecepia

 

The weaker alliance and weaker tribe did the smart thing, joined forces and dethroned the leader of the dominant tribe.  After the next council the players now stood as follows.

 

Dominant Alliance: Neleh, Paschel & Kathy

Weaker Alliance: Sean & Vecepia

Weaker Tribe: Tammy, Robert & Zoe

 

Weaker Alliance: If the weaker alliance consists of two people or more, they should ally, regardless of any personal ill feelings they may have for each other.  Trying to fly below the radar to try to make it as far as you can is the wrong way to go.  If you’re not in the dominant alliance, then you are not slotted to make it into the final four and you should do something about it.  Counting on winning a number of consecutive immunity challenges is a foolish strategy.  Although Kelly Wigglesworth pulled this off in Survivor – Borneo, your chances are better trying to seize control of the game yourself.  You run the risk of actually getting booted out sooner, but the potential gain is winning the game, and isn’t this why the players are there?

 

If the weaker alliance has any chance of getting the support of the weaker tribe, they should attempt a coup.  The players shouldn’t wait too long and shouldn’t feel guilty about doing it either.  Again, the Zeroth Law of Survivor applies.  The timing of a coup needs to be considered carefully and the aggressiveness of the dominant alliance factors into this decision.  If the weaker tribe is fairly sure that the dominant tribe is not planning on voting any of their own tribe off until all of the weaker tribe is gone, then they should wait until the weaker tribe is reduced to the point that their numbers are fewer then the weaker alliance.  At this point, the weaker alliance can join them out right and control the new alliance.  Players need to be very careful with this course though, because you are banking on the foolishness of the dominant alliance and underestimating opponents can be a dangerous business. 

 

Survivor – Marquesas: Once the number in the weaker tribe fell below the number in the weaker alliance (see above) the weaker alliance would have been foolish not to join forces with them.  Here was the division of the players at the merge.

 

Dominant Alliance: John, Tammy, Robert & Zoe

Weaker Alliance: Neleh, Paschel & Kathy

Weaker Tribe: Rob, Sean and Vecepia

 

Even if the dominant alliance had wanted to take out a member of the weaker alliance (Neleh would have been the best choice), they would have had a tough time getting support from the weaker tribe.  See what an aggressive weaker tribe can do.

 

If there is a chance the dominant alliance may start taking out members of the weaker alliance, then a coup should be considered as soon as the weaker tribe has two fewer players then the dominant tribe (weaker and dominant alliance added together).  At this point the weaker tribe will almost certainly have more members then the weaker alliance, so the weaker alliance would be better off rejoining with the dominant alliance after the coup.  If the weaker alliance feels that bad feelings on the part of the dominant tribe may make reunification impossible (don’t forget, the largest barrier to reunification can always be the target of the coup), then they may have to put off the coup.  If the weaker alliance feels that one of them is on the verge of being voted off but reunification may be impossible, then they might was well go for it, as they have nothing to loose.

 

The target in the dominant alliance needs to be chosen carefully.  If the coup is late in the middle-game, then the target should be the most athletic of the dominant alliance to reduce the chance of unexpected immunity wins throwing wrenches into plans.  If the coup is early in the middle-game and the weaker alliance doesn’t outnumber the weaker tribe, the weaker alliance is likely better off rejoining with the former dominant alliance rather then let the weaker tribe back into the game.  For this reason, if there is a player that would likely be a barrier to the reunification of the tribe, then that should be the player targeted.  If the tribe is reunified, players shouldn’t make the mistake of thinking that everyone is happy.  Play will likely be far more aggressive now and a further reducing of the players in the former dominant tribe may be required later.  There is, of course, always a good chance that the tribe cannot be reunified, in which case the weaker alliance is forced to ally with the weaker tribe.  This can be a less then ideal situation, in fact the players of the weaker alliance may actually be worse off then they were before the coup but no risk, no gain.  If reunification doesn’t occur, players shouldn’t give up on it.  After another member of the dominant alliance is booted, reunification can be attempted again.

 

Survivor – Australia: Tina Wesson and Colby Donaldson made it more difficult for the weaker alliance to join with the weaker tribe by never allowing the weaker alliance to outnumber the weaker tribe.  Although this was their smartest strategy in the game, it would never have been accomplished with the support of the weaker tribe.

 

Weaker Tribe: Rule one: stick together.  These players are in a very weak position and their best shot hinges on their ability to put any ill feelings aside and to act as a team.  The first thing these players need to realize is that, barring a major mistake on the part of the dominant tribe, the best any of them are likely to do is to get one of them into the final four where they can take a shot at winning the last two immunity challenges and making it to the end.  That being said, I still feel the flying below the radar strategy is not the best bet.  Mistakes can, and have, been made by dominant tribes, but they are more likely to happen if the weaker tribe can find a way to facilitate them.  The first thing weaker tribe would want to do is begin quietly and subtly working on the weaker alliance, trying to see if there is the potential for a coup there.  Isolated and reckless players are the best candidates for crossing tribal lines.  Players need to be careful in whom they pick and how obvious their moves are.    If the dominant alliance catches wind of what is going on, it may hasten the weaker tribes extinction.  Again, this is not a reason to just fly below the radar.  As with the weaker alliance, if there is no risk there is no gain.  

 

In Survivor – Marquesas, Rob Mariano made the right move in targeting Kathy Vavrick-O’Brien as a potential turncoat immediately after the merge, but he made the mistake of making his maneuverings painfully obvious.  He certainly stirred up a hornets’ nest, but in the end he was the one that got stung and was the first person booted after the tribes merged.

 

If a coup is not going to happen, then the weaker tribe can still put votes on members of the dominant alliance starting with the player the weaker alliance is most likely to vote for.  This could be the leader, the most athletic player, or the most abrasive player so reading the dominant tribe is important.  Once this person has the most votes against, the weaker tribe should move to putting votes on the next member of the dominant alliance.  One should note that this later strategy is rendered completely mute if votes against do not count.

 

Where the weaker tribe suddenly does have some power is when someone in the dominant tribe wants to remove one of their own tribe mates.  This is when the weaker tribe needs to make a decision.  Should the weaker tribe play along or should they fink on the would-be traitors and turn the tribe on itself the other way?  There is a good rule that should help in making this decision.

 

Rule for the Weaker Tribe: Let Chaos Reign.

 

The more chaos the better as far as the weaker tribe is concerned.  It increases the likelihood of a major mistake being made, of feelings to be hurt and alliances to break down, and all of this works to the advantage of the weaker tribe.  Leaders and athletic players should be booted.  Reckless, abrasive and foolish players should be left in. 

 

In Survivor – Australia, when the dominant tribe was down to five players the decision was made by the dominant three to boot their most reckless and abrasive player in Jerri Manthey.  The three members of the weaker tribe played along and Jerri was gone, but in reality their best move would have been to target the most athletic player in the dominant alliance in Colby Donaldson.

 

As I mentioned earlier, the only way for the weaker tribe to get back into the game is in members of the dominant tribe making a mistake.  This mistake could be in the form of not recognizing the threat of an isolated player or in the form of one or more members of the dominant tribe wanting to remove one of their tribe-mates and bringing their numbers down far enough for the weaker tribe to take control.  If this should happen, the weaker tribe needs to make a decision as to what player in the dominant tribe should go.  First off, they need to be sure they don’t play this too cute.  Someone is handing them a gift and they need to make sure they don’t look that horse in the mouth and blow the opportunity entirely.  If the defector(s) is adamant on removing a particular player, it may be in the weaker tribe’s best advantage to just go with it, even if strategically they may want a different player.  If the tribe has some flexibility on whom to take out, they play it in much the same way as they would if they were the dominant alliance, worrying about players that might facilitate a coup and players that are athletic.

 

In Survivor – Africa, when the dominant tribe was down to five, they made the mistake of targeting one of their own members in Kelly Goldsmith, even though this would have brought the two tribes into a tie, because they felt she may be putting together a coup.  Kelly caught wind of what was going on and approached the weaker tribe to take out the dominant alliance leader in Lex van den Burghe.  The members of the weaker tribe now needed to make a decision, help Kelly in taking out Lex or help the rest of the dominant tribe in taking out Kelly.  Three members of the weaker tribe (Frank Garrison, Teresa Cooper and Kim Powers) decided to take out the more athletic Lex, but the fourth member (Brandon Quinton) voted Kelly, likely only because he didn’t want to vote the same way as Frank, a player whom he disliked.  In the end, Kelly went and they were in a position to take control.

 

Unfortunately these players forgot the first rule of the weaker tribe, stick together.  Frank, Teresa and especially Kim were so angry with Brandon in going against the plan that they helped the formally dominant tribe in removing Brandon and handed the game right back to them.

 

Phase 3: Endgame

 

When the game is down to four players we enter the endgame.  Like middle-game each player will find themselves into one of three roles, but unlike middle-game immunity plays a huge role in the outcome.  The roles are as follows.

 

1.      The Dominant Pair: These are the two players in the driver’s seat that are planning on taking each other into the final two.

2.      The Third: The player the dominant pair is planning on taking to the final three.

3.      The Fourth: The player the dominant tribe is planning on taking out at four.

 

In Survivor – Australia the dominant pair was Colby Donaldson and Tina Wesson, the third was Keith Famie and the fourth was Elizabeth Filarski.

 

Each stage of the endgame is different, so I’ll play this one tribal council at a time.

 

Four Players Left: As you can tell from above definitions, it is the dominant pair that decides who is the third and who is the fourth.  There are a number of factors to consider.  First off, they may feel obligated to a third player and this could be a very powerful draw and even strategically may be strong.  If the third is loyal to the dominant pair, they may not want to take the risk of targeting that player as this may push him or her to join forces with the fourth, the worst-case scenario for the dominant pair.  Another thing to consider is immunity strength, as a strong immunity contender should be removed.  The third thing to consider is popularity with the jury.  A player that is likely more popular with the jury then either of the dominant pair should be removed.  Finally, if previous votes against count and the player with the most votes against happen not to be in the dominant pair, then the dominant pair should play it safe and target this player in case a tie vote occurs.

 

The third needs to make a decision on whether to vote with the dominant pair or to vote with the fourth to take out one of the dominant pair.  If it isn’t possible to take out one of the dominant pair in a tie vote (if the most votes against is on either the third or the fourth, and votes against count) then the decision is easy and the player should stick with the dominant pair.  If the decision is open, the third first needs to realize they are unlikely to get support from anyone, so the idea of an alliance is silly.  The first thing to consider is immunity strength, as this player should go.  When talking immunity strength players need to consider more then just athleticism.  The final challenges in all three Survivors has been Hands On The Idol (an endurance challenge played in Survivor – Borneo, Africa & Marquesas) and Fallen Comrades (played last in Survivor Australia) where players are quizzed on what they know about their tribe-mates that were voted out (this challenge was played at four in Borneo, Africa & Marquesas).  Another factor is jury popularity with again the most popular player going.  The last, and most important, consideration is the dynamic at three.  The third should think about who would take who in each possible combination of three and vote towards getting the combination that has the most people picking him or her.  This usually means taking out one of the dominant pair

 

Immunity is huge at this stage with the player winning immunity often being the player that will decide who goes.  At the very least if the fourth wins immunity, they immediately graduate to being a third.  In the first four Survivors immunity played a role in the outcome at four.

 

Survivor – Borneo: Dominant Pair: Richard & Rudy, Third: Susan, Fourth: Kelly.  Kelly wins immunity leaving the other three players with no choice as to how to vote.  Richard and Rudy voted Susan while Susan voted Richard.  Kelly could decide whether Richard goes (he had the most votes against) or Susan.  Popularity with the jury was too close call, but Richard was clearly the stronger immunity contender.  More over, the dynamic at three with Sue in the mix favoured Kelly where Sue would have taken Kelly, but with Richard in the mix, neither Richard nor Rudy would have taken Kelly.  Kelly made an error and voted Sue.

 

Survivor – Australia: Dominant Pair: Colby & Tina, Third: Keith, Fourth: Elizabeth.  Keith had the most votes against, but Colby was second.  Tina and Colby were going to target Elizabeth giving Keith the opportunity to take out Colby by teaming with Elizabeth.  This would have been a good move on his part as Colby was the strongest immunity contender, popular with the jury and creates a dynamic where Tina would have taken Keith into the final two.  We’ll never know if Keith would have done this because Colby won immunity taking away that option as Tina had no votes against, while Elizabeth had two.  Keith did the only thing he could do and helped vote out Elizabeth.

 

Survivor – Africa: Dominant Pair: Ethan & Lex, Third: Tom, Fourth: Kim.  Kim wins immunity leaving the other three with no options on how to vote.  Ethan and Lex vote Tom, while Tom votes Lex.  Kim could decide between Tom and Lex (Lex had the most votes against).  Lex was the stronger immunity contender, more popular with the jury then Tom and removing him creates a dynamic in which Tom may have taken Kim.  Kim made a mistake and voted Tom.

 

Survivor – Marquesas: Dominant Pair: Neleh & Paschel, Third: Kathy, Fourth: Vecepia.  Vecepia wins immunity resulting in all the votes being pretty much forced.  Neleh and Paschel vote Kathy, Kathy and Vecepia vote Neleh.  As discussed in depth earlier, Paschel is the only player that really has any choice, but he made the right choice in sticking with his second.  The tie holds and Neleh, Paschel and Kathy have to draw stones.  Paschel draws the coloured stone and is gone.

 

Three Players Left: Immunity is everything now as the player that wins immunity goes to the final two and decides whom is going there with him or her.  Looking at things objectively, one would think that the only strategy would be for a player to vote out the one that is the most popular with the jury but often things aren’t quite so simple.  First off, one shouldn’t underestimate the wrath of a jury that just witnessed a player taking out their second, someone who has been a loyal ally likely from the very beginning of the game.  Even removing that factor, it is against most people’s nature to vote out their second, even if it is to their advantage.  A player and their second have been together for more then a month, with the second likely being the only other person that a player can confide in.  The hardships that these people are forced to endure usually creates ties that bind, so it shouldn’t be surprising when players take seconds, even when it isn’t in their best interest when it comes to winning the game.

 

Survivor – Borneo: Richard knew that no matter who won immunity, they would be taking him along.  He also likely figured that he would have been compelled to take his second, Rudy, a person he was very likely to lose against, and so he avoided the whole situation by simply throwing the immunity challenge.  Kelly won the challenge and took Richard, the player she had the best chance of winning against.

 

Survivor – Australia: Colby won the immunity challenge and had to decide between his second, against which the jury vote would have been a coin toss, or the less popular Keith, against whom he would have more then likely won.  He went with his second, Tina.

 

Survivor – Africa: The third, Kim, wins the challenge and was put in an interesting position, as she was almost certain to lose against whomever she picked.  Instead of picking the person she felt she had the best chances against, she picked the person she felt most deserved to win in Ethan.

 

Survivor – Marquesas: This was the first Survivor where the dominant pair did not make it into the final three.  As such, loyalties were slim.  Neleh was better off in the final two against Vecepia and would take out Kathy.  Vecepia is better off without Kathy in the picture as well.  Kathy would likely win against either, but stood her best chance against Vecepia.  Neleh wins immunity and votes out Kathy.

 

Two Players Left: The fate of the two players is now entirely in the hands of the jury.  The thing to realize is that most members of the jury don’t simply vote for the player they happen to like the best, but rather for the player they felt best played the game.  Certainly players that didn’t treat their tribe-mates with courtesy and respect or didn’t work for the tribe would be at a disadvantage here, but that doesn’t mean that players who played the game hard are at a disadvantage either.  In fact, I think that players who never forgot this was a game and played the game to win while at the same time displayed the greatest degree of sportsmanship are at the greatest advantage.  A player who simply “flew below the radar” and then won an immunity challenge or two at the end will be very unlikely to win the game, no matter how a nice person they happen to be.  Players have got to show that they took control of the game.

 

Survivor – Borneo: Richard won over Kelly in a close 4 to 3 vote.  Most of the people who voted Richard did so because he was upfront with the way he played the game and had a strategy from the onset.  This was the first Survivor and many of the players were at odds with how the game should be played.  Since that time, the game has evolved in a way that most people follow the model set down by Richard.  It is extremely unlikely that someone like Kelly would come this close to winning again.

 

Survivor – Australia: Tina won over Colby in a close 4 to 3 vote.  These two players were a pair since the early stages of the game so separating them strategically is extremely difficult if not impossible.  In the end what may have made the difference was Tina’s ability to act as a moderator in the tribe and make almost all the players feel included, while Colby had conflicts with a couple of players.  This was definitely the toughest call and one can make convincing arguments for Colby winning as well.

 

Survivor – Africa: Ethan won over Kim in a 5 to 2 vote that could have easily been 7–0 as the two people that voted Kim claimed to have changed their votes at the last minute.  Ethan was in a pair with Lex and definitely had a strategy towards the game while Kim was a coat-tail-rider with no chance of winning.

 

Survivor – Marquesas: Vecepia won over Neleh in a close 4 to 3 vote.  This vote could have gone either way, but what made the difference was that Vecepia was unapologetic for the way she played while Neleh came across with a touch of hypocrisy (likely rubbing off from Paschel) in trying to explain why she played the way she did.

 

The Rules of Survivor Strategy

 

The following is a summary of the ideas previously presented boiled down to a series of numbered rules.

 

0.      Never, ever forget it is a game.

1.      Half the players can be trusted only as far as to act in their own best interest.  The rest cannot be trusted that far.

2.      Know your players.

3.      Players cannot be anyone but themselves and need to try and find a role in the tribe that emphasizes their strengths and minimizes their weaknesses.

4.      Rules are made to be broken.

5.      Flying below the radar in of itself, is not a sound strategy.

6.      Work towards tribe unity in the opening phase.

7.      Demonstrate your worth to the tribe.

7.1.   Players should never make demonstrating their worth, their game wide strategy however.

7.2.   Early in the game, it is virtually always a mistake to vote out an athletic player.

8.      Keep your head down in the opening phase.

8.1.   Don’t alienate yourself. 

8.2.  Vote with the tribe.

8.3.   Don’t be a top down style of leader.

9.      Don’t be too aggressive in the opening phase.

10. Form alliances within the first week.

10.1.                    Alliances just need to be formed subtly, without overly threatening the other players.

10.2.                    Have a “second”.

10.2.1.Being allied with a jerk will make it difficult to bring in more support and will very likely prevent both players from ever making it to the endgame. 

10.2.2.Pick a second you can trust to vote with you and someone that you will enjoy working with.

10.3.                    Don’t be in an alliance with nothing but athletic players.

10.4.                    Alliances shouldn’t be more then three players.

10.5.                    Pick players that are predictable for your alliance.

10.5.1.Marshmallows are great to have in an alliance as they almost always vote as they’re told even when they are sitting fourth or even fifth in an alliance. 

10.5.2.Marshmallows also have the advantage of not earning the respect of the jury and are not likely to garner a lot of votes in the final two.

10.5.3.The disadvantage of a marshmallow is that it may be difficult to get them to play aggressively when it is called for (like when attempting a coup). 

10.5.4.Don’t expect aggressive players to keep voting with you from the fourth or fifth spot.  These people need to be seconds or thirds in order to keep their loyalty. 

10.5.5.Reckless players should be avoided.

10.6.                    Don’t be too picky in forming your alliance.  Work with what you’ve got.

10.6.1.Aggressive alliance forming can easily put your head on the block. 

10.6.2.Don’t automatically form alliances just with people of the same age, sex or economic group.

11. Do everything you can to have your tribe be in the majority at the merge or swap.

11.1.                    Don’t bank on players crossing tribal lines after the merge or swap.  Don’t rule it out either.

11.2.                    The first people voted off the tribe should be the athletically weakest players on the tribe. 

11.3.                    Players that are disrupting the unity of the tribe can also be targets for removal. 

11.4.                    The need to take out a weaker player is less when a tribe is ahead or more if a tribe is behind. 

11.5.                    As the merge or swap approaches, the need to take out weaker players becomes less, though players should be careful not to bank on exactly when the merge will occur.

11.6.                    Make everyone in the tribe feel they are still part of the game.

12.   Be in a good position to seize control during the middle game.

12.1.                   Day one friendships often turn into week one alliances.

12.2.                   Players have to be thinking ahead from day one in order to see what role they are likely to fall into.

12.2.1.  Plan that three players will be voted out by the merge.

12.2.2.  Put yourself in the shoes of your opponents and try to guess what they would do. 

12.2.3.  If players see they are falling into a roll that will be unworkable in the middle-game, then they need to do something about it, even if it means breaking previous mentioned strategies like kicking out strong players early.

13.   Players shouldn’t count on the merge occurring at a specific moment.

13.1.                   The merge will occur after the fifth tribal council and before the eighth.

14. Surviving the swap means sticking together, regardless of the situation.

14.1.                   Treat a swap as if the tribes have just merged (see middle-game strategies).

14.2.                   Neither old alliances nor old tribes should be abandoned, even if they are now split up.

14.3.                   The dominant alliance in each tribe should take advantage of the swap to remove opponents before the merge and may consider throwing challenges.

15.   If players are unsure whether previous votes against count in a tie, they should vote as if it does.

15.1.                   If a tie is possible (and votes against may count) then target the player with the most votes against.

15.2.                   Players with the most votes against tend to be players that had personality conflicts with other members of their tribe.

15.3.                   If drawing stones breaks the tie, one should usually not change their vote to avoid the stones.  Take your chances.

15.3.1.  If drawing stones, and all other things being equal, target the player that is least likely to change their vote before the stones.

15.4.                   If you are in the dominant alliance, do what you can to avoid tie votes

16.   Never pass immunity to another player unless previous votes against count in a tie vote, there is a tie coming, and the person with the most votes against is in your alliance.

17.   Avoid negotiating in council.  Players should know well ahead of time what they are going to do in council.

18.   If a tribe is guaranteed to reach the merge in the majority then the dominant alliance in that tribe should begin considering the possibility of throwing an immunity challenge.

19.   Never forget who the opposition is.

19.1.                   A player that allows the weaker tribe back into the game is decreasing his or hers own chances of eventually winning.

19.2.                   The only exception to not allowing the weaker tribe back into the game is if the player is on the verge of being booted out himself or herself, in which case there are no holds barred.

20.    Always have a plan B.

21.    If the dominant tribe (the dominant and weaker alliances added together) is only ahead by one, a member of the weaker tribe should be removed.

21.1.                   The first players taken out should be the players that are most likely to attract the weaker alliance members from your own tribe.

21.2.                   Strong immunity contenders are the next players that need to be dealt with.

21.3.                   Ideally, the dominant alliance will want no strong immunity contenders that are not in their alliance left when they are down to six players in the game.

22.    If the dominant tribe is ahead by two or more players, then there may be an opportunity to take out one of the weaker alliance. 

22.1.                   The biggest threat to the dominant alliance is not the members of the weaker tribe, but the members of the weaker alliance within their own tribe.

22.2.                   The more players in the dominant tribe the more the need to remove one of your own.

22.3.                   If the weaker tribe is more then likely to join with the weaker alliance, then it is better for the dominant tribe to continue to take out weaker tribe members. 

22.4.                   Usually the dominant tribe should target the player that is the least popular with the weaker tribe that is in the weaker alliance, if they choose to remove one of their own.

22.5.                   When it comes to a floating weaker alliance, it often better to let sleeping dogs lie.

23.    The dominant pair should have the player that is least likely to join with the third as the fourth in their alliance.

23.1.                   The second concern as to who should be the fourth is athletic ability.  The less likely to win immunity challenges the better.

23.2.                   The third concern as to who should be the fourth is popularity with the jury.  The less popular with the jury the better.

24.    If there is a coup, the former dominant alliance should still vote with the former weaker alliance and vote out members of the weaker tribe.

25.    If the weaker alliance consists of two people or more, they should ally, regardless of any personal ill feelings they may have for each other.

25.1.                   If the weaker alliance has any chance of getting the support of the weaker tribe, they should attempt a coup.

25.2.                   If the weaker tribe is fairly sure that the dominant tribe is not planning on voting any of their own tribe off until all of the weaker tribe is gone, then they should wait until the weaker tribe is reduced to the point that their numbers are fewer then the weaker alliance before attempting a coup.  At this point, the weaker alliance can join them out right and control the new alliance.

25.3.                   If there is a chance the dominant alliance may start taking out members of the weaker alliance, then a coup should be considered as soon as the weaker tribe has two fewer players then the dominant tribe (weaker and dominant alliance added together).

25.4.                   If the weaker alliance feels that bad feelings on the part of the dominant tribe may make reunification impossible (don’t forget, the largest barrier to reunification can always be the target of the coup), then they may have to put off the coup. 

25.5.                   If the weaker alliance feels that one of them is on the verge of being voted off and that reunification may be impossible, then they might was well go for it, as they have nothing to loose.

25.6.                   If the coup is late in the middle-game, then the target should be the most athletic of the dominant alliance to reduce the chance of unexpected immunity wins throwing wrenches into plans.

25.7.                   If the coup is early in the middle-game, then the target should be the player that would most likely be a barrier to the reunification of the tribe.

26.    The weaker tribe should always stick together, regardless of personal feelings.

26.1.                   When there is no chance of removing a member of the dominant tribe, the weaker tribe should put votes on the dominant alliance starting with leaders, athletic and abrasive players.

26.2.                   If a member of the dominant alliance already has the most votes against, the weaker tribe should put votes on a different member of the dominant alliance.

26.3.                   Let chaos reign.

26.4.                   When the dominant tribe is targeting one of their own, the weaker tribe should consider carefully who to support keeping in mind the above rule.

26.5.                   If the dominant tribe is about to lower it’s numbers down to the point that the weaker tribe can seize control, they usually shouldn’t look the gift horse in the mouth.

27.    At the final four, the biggest threat to the dominant pair is the third and fourth voting together.

27.1.                   The third in an alliance should ideally be loyal to the dominant pair, a weak immunity contender, not popular with the jury and with the most votes against.

27.2.                   If the third is in a situation where they can remove one of the dominant pair in a tie vote at four, they should consider it.

27.2.1.  If voting out a dominant pair creates a dynamic where the third is more likely to be picked to go into the final two, they he or she should do it.

27.2.2.   Other factors that push towards the third voting out one of the dominant pair is if one of the dominant pair is a strong immunity contender and if on of the dominant pair would be very popular with the jury.

27.3.                   If the fourth wins immunity, then he or she becomes the third.

28.    The winner of the immunity challenge at the final three should vote out the person whom they would be most likely to lose against in the final two.