THE LATE-MIDDLE GAME
The late-middle game runs from when the tribes have merged
and one tribe has established a majority, until there are only four players left,
at which time we move into endgame.
Just One More Player Type
Okay, just one more player type, but it's a simple one. Now that the tribes have
merged and one tribe is in the majority, it stands to reason that one tribe is
in the minority. The players of this tribe I will refer to as M-players.
Just to recap, this means that every player has one of four positions to play
from.
- N-player: The dominant duo running the show.
- D-player: One or two players supporting the N-players. Together, the N and D players can be called the dominant alliance.
- T-player: A majority tribe member not in the dominant alliance.
- M-player: A minority tribe member.
Let's Look At The Stats
The following table contains all the players from the first nine seasons of
Survivor that made it to this stage of the game and what catagory they fell
into. The winners are bolded.
N-players |
Richard (Borneo), Rudy (Borneo), Colby (Australia), Tina (Australia), Ethan (Africa), Lex (Africa), John (Marquesas), Tammy (Marquesas), Brian (Thailand), Clay, Jenna (Amazon), Heidi, Christa, Sandra, Amber (All-Star), Rob M (All-Star), Ami, Leann |
D-players |
Sue (Borneo), Kelly (Borneo), Keith, Tom (Africa), Kim J, Robert, Zoe, Helen, Jan, Alex, Rob (Amazon), Rupert (Pearl Islands), Jenna L (All-Star), Rupert (All-Star), Scout, Twila |
T-players |
Sean (Borneo), Amber (Australia), Jerri (Australia), Kelly (Africa), Kathy (Marquesas), Neleh, Paschel, Ted, Christy, Deena, Matt, Burton, Jon, Lillian, Alicia (All-Star), Tom (All-Star), Eliza, Julie |
M-players |
Colleen, Gervase, Greg (Borneo), Jenna (Borneo), Alicia (Australia), Elizabeth, Nick, Roger, Brandon, Frank, Kim P, Teresa, Rob (Marquesas), Sean (Marquesas), Vecepia, Ken, Jake, Penny, Butch, Dave, Roger (Amazon), Darrah, Ryan O, Tijuana, Kathy (All-Star), Lex (All-Star), Shii-Ann (All-Star), Chad, Chris, Lea, Rory |
A couple of points of explanation on some players: In Survivor-Amazon,
the tribal loyalties had pretty much broken down making the traditional approach
rather pointless. The N-players were most certainly Jenna and Heidi (in fact they
were the only self-supporting pair). Once that is established, the rest pretty
much falls into place. In Survivor-Pearl Islands, Lillian out and out joined joined
the forces of Drake as a T-player, the only player to ever switch tribes like
this, though it took her tribe voting her out and a twist bringing her back to
accomplish it.
Okay, here's the ugly truth: seven of the nine winners were N-players at this
stage. The players in that catagory have an amazing win percentage of 39% (the
highest it could possibly be is 50% as there are always two N-players). The only
other group to produce winners in the first nine seasons are the M-players with
a win percentage of 6%. The rest, bupkiss until Tom pulled it off as a T-player
in the recent (at this writting) Survivor-Palau. Even if I had Tom in, it gives
the T-players a winner percentage of only 5% and the D-players are still a big
goose egg.
And It Gets Uglier - Who Wins Final Twos
In the final tribal council, players talk about honesty, integrity and gameplay
and almost everyone of them is blowing smoke because when it comes down to it,
the vote comes down to social tribal standings. And here are the standings.
- N-players
- M-players
- D-players
- T-players
Don't believe me? Look at the data. Pull out the final twos from the above table
and match up the ones that are from different catagories. Everytime the players
are from different catagories, the one from the higher catagory wins. In fact,
it is when the players are from different catagories that we tend to get the landslide
victories. And yes, both times the M-player won it was over a T-player and it's
easy to see why: the M-player is pretty much guaranteed all the votes from his
or her old tribemates while the T-player will lose many of their own tribemates
votes because they dared to upset the order of things. Personally, I think the
M-player should be sitting above the D-player too, it's just that the two have
never met in the end.
So, does that mean that you had best be an N-player for a reasonable shot at winning
this thing? Not necessarily, but it obviously helps. What needs to be recognized
is that, in order for a non-N-player to win, there must be some kind of shake
up of the order of things and that means playing aggressively. Non-N-players that
make it into the final two just because they won some immunity challenges at the
right times have a very small chance of winning unless they can point to some
place where they blazed their own path and didn't simply follow the pack. Moreover,
if players want to win in the final vote, they cannot be sitting opposite a player
of a socially higher standing than them. Again, that means the non-N-players need
to get rid of the N-players, hopefully before the final four, and the lowly T-player
needs to make part of their plan sitting opposite to another T-player, if at all
possible. But, talking about the final two is getting a bit ahead of ourselves.
Let's step back a little to what our goal should be for the end of this phase
of the game - the final four.
The Goal
Obviously the first goal is to make the final four but secondary to that, you
want to be one of the N-players by this stage. That means, if you are currently
an N-player you want to maintain the status quo, but if you are not an N-player,
you need to two things. One, get rid of both N-players by the final four because
if an N-player lucks into winning the final two immunity challenges, they've likely
won the game. Two, have a solid final two partner that you have a chance of beating,
rounded out by two other players that support you and your partner, not each other.
This is no small task if you are sitting down in the pecking order, but not insurmountable.
Here comes the basic strategies of how to do this.
M-players - Stir That Pot
Although hardly ideal and certainly not what you have been working towards, M-players
still have hope as Vecepia and Chris showed us. What is required, though, is for
the other tribe to break down and that can be encouraged through some pot stirring.
First, forget about all previous power structure within your own tribe. All of
that has to be put into the past and you are going to have to work with whomever
you have available. Identify the power structure on the other tribe and begin
working on the T-players. You need them to realize that they have little hope
of a win unless they turn on their leaders and for that they are going to need
the help of your tribe. Be relentless with this. If it makes the leaders of the
opposing tribe mad, great. When emotions are high the chances for mistakes increase.
Don't approach the T-players on mass. If four of you work on a single T-player,
it would clearly not be to that player's advantage to come over to your side,
but if one or two go over with the impression you are ready to ditch your tribemates
later, it may just work. Whatever impression you give, though, don't ambandon
your tribemates during this phase. The more of your own people you can bring deeper
into the game, the better your chances of winning will be.
If you do get a chance to take on the dominant alliance in the other tribe,
remember, shoot for the head. Under no circumstances try to weasle yourself into
the dominant alliance. That method is doomed to failure. Your only real chance
of winning comes from bringing the dominant alliance down.
T-Players - Look For Your Opening
When I started writing this section I began going through all kinds of different
scenerios that the T-player may find themselves in and realized that this was
getting way too crazy. It is clear that the T-player is going to need to think
on their feet and play the situations as they come, so I decided to just go with
a few overriding concepts instead.
First, don't be satisfied with fifth or sixth or whatever crumb the dominant alliance
is throwing your way. Second, don't kid yourself that the alliances aren't what
they are or that if you suck up to the N-players enough they will let you in.
It ain't gonna happen. The N-players have likely invested considerable energy
into building what they have and they aren't going to just throw that away.
In order for the T-player to come out on top, they are going to have to play aggressively
and that means toppling the tribal heiarchy by voting out those that are on top.
If you aren't prepared to do that, you might as well pack your bags and get comfortable
on the jury. If you are prepared to do that, then read on.
Your ability to orchestrate a coup depends upon the dynamics within the T-players
and M-players, and perhaps one of the D-players. Let's start by taking a look
at a favourable situation. Your tribe is up seven to two and you have a solid
relationship with the other T-players in your tribe. This is a "what are you waiting
for" type of moment. The T-players plus M-players give five votes and solid control
and they can take out whom they choose. In addition, the T-players will outnumber
the M-players (likely by three to two). The M-players will almost certainly join
you as they have no better option but you will still be able to control the situation
and dispose of them later in the game. The first target should be the leader of
the dominant alliance, no questions asked. You can worry about immunity contenders
later.
Okay, let's look at the other end of the spectrum. Your tribe is up five to four
and the N-players have a solid four player alliance that you cannot make headway
with. Your chances of ending up on top of this game are exceedingly slim but not
nonexistent. Your best hopes lie with the D-players. If they are playing right,
they should be disposing of an N-player when there are six players left. The problem
is, D-players tend to be passive-predictable types (exactly the types good N-players
put into that roll) so there is a very good chance you aren't going to make any
headway with them. Don't let them fool you! If you don't think they've got what
it takes to pull the coup down the road, take matters into your own hands. Obviously
joining flat out with the M-players is not an option as you are only making a
lateral move (fifth to fifth) and screwing over your tribe to do it, but that
doesn't mean you have no other options. Be creative. Here's a possibility.
Keeping working on the fourth in the dominant alliance. Point out they're almost
surely gone at four and promise them final two (and mean it). Point out that they
are sitting socially higher in the tribe than you meaning a likely win for them
should it come to you and him or her in the final two. Hopefully, you've seen
this situation coming and have been working on them since well before the merge.
Don't be a pain about it, but make sure they realize that option is always out
there for them. If you feel they are going to team up with you, make a plan to
vote out an N-player when there are seven players left (your two votes plus to
two remaining M-players will be enough). The dominant alliance will be furious,
but don't worry about that. Vote out the remaining N-player and hopefully the
last member of that alliance will see things clearly and help you vote out one
of the two M-players and you go into a final four that ain't that bad.
But what if the fourth won't play ball. Again, flat out joining the other tribe
(don't believe a single promise they throw your way) or waiting for your number
to come up are not options. Here's a better one. At eight, approach the remaining
M-tribe members with the offer to force a tie. Tell them that the other tribe
will likely be so mad at you that you could easily be forced to join the M-players
outright and play fourth to their three (provided, of course, one of the dominant
alliance picks the purple stone). At tribal, stick to your guns and roll the dice.
Don't believe any sudden, desperation, promises as they will likely be broken
the next morning. With some luck an N-player bites the dust. If not, well at least
you tried. If an N-player goes down, wait until the next morning to approach the
fourth and renew your final two promise. Say that all you want is for the game
to be "fair" and for each of us to have an equal shot (PP-players eat up crap
like that). Join back with your own tribe if they'll take you (they may just vote
your ass out and the M-players might help). If not, at least you can say to yourself
that you went down swinging.
Obviously, there is a whole lot of gray area inbetween these two extremes and, more than any other player, the T-player needs to work within the grays and try to manipulate the pieces into their best approximation of a winning game.
D-player Strategy - Bide Your Time
D-players have the worst win record in Survivor, and I don't think that's a quincidence.
I don't think it is because the position is inherently weak, quite the opposite
in fact. The problem lies in the type of players that fall into this roll. N-players
usually seperate themselves from the rest of their tribe fairly early in the game.
Quite frankly, the N-players tend to be the best players and as such, they recognize
intuitively that their success rides on getting the right people to fill the supporting
rolls. In their confessionals they usually say they surround themselves with players
they can trust, but what they really mean is players they can trust not to act
in their own best interest. Being an N-player usually means that you are pretty
good and reading people and the N-players in Surivivor have shown a pretty good
track record in picking the D-players that will stick with them right to the end.
Quite frankly, if all players played the way they ought to, the D-player is the
strongest position in the game because you are unlikely to be the target of an
early stab but you are in the position where you can get the last stab. Ideally,
this is what should happen: The D-players should ally, and when there are six
players left in the game, they should approach the other two non-N-players (ideally,
two nonalligned players) with the plan to vote out the two N-players (remember,
we don't want an N-player in the final four). They'll then go into the endgame
with as good a hand as you can get.
And this has happened how many times? Oh right, zero, and I'm not holding my breath
waiting. What gets in the way is that D-players rarely ally (though there has
been many that easily could have) and spend their time sucking up for the favour
of the N-players ... sigh. A D-player that isn't getting anywhere with the other
D-player should ally with a T-player and perhaps make the move earlier than when
there are six players left. For example, at seven there could easily by two N's,
two D's, two T's and one M. If the two T's are not allied, a D can ally with one
and with the M's support, remove the N-players. There are many possibilities,
but they all come down to looking for opportunities, playing aggressively and
being creative. For a D-player, though, those opportunities tend to come later
in this phase rather than sooner and he who stabs last is the one that is going
to control the game.
A Summary For Non-N-players
The common thread between the previous three player positions is the need to dispose of the N-players before the final four. The following points should help you in determining when and how this should happen.
- Know your player types: Who of the players that are left are passive,
who is aggressive? Who is predictable and who is not? The lower your standing,
the more you want aggressive and unpredictable players in the game. If the
N-players target one of these types, consider this as a possible time to try
and turn the tables. Recognize as well that passive-predictable players are
unlikely to help in a coup attempt. A PP-player in a key position can easily
spoil your plans and may force you to play aggressively earlier that you would
like.
- Put yourself in the other player's shoes: You should spend a decent
amount of time thinking about the game from someone else's perspective and
consider their motivations. N-players are unlikely to ditch their D-players
for M-players, so don't waste your time proposing alliances like that. The
best alliances are built out of mutual self interest so find the players that
are in a position that would benefit from an alliance with you.
- Time your move carefully: The timing of any coup attempt is crucial.
Too soon leaves room for a counter-attack. Too late and you may not be able
to perform a coup at all. Think ahead! Imagine the dynamics with your target
gone and how they could shift. The last thin you want is to orchestrate a
coup only to have things shift again leaving you as the target.
- Shoot for the head: Do I have to keep saying this? When pulling a
coup, the target should be one of the N-players, period. Try your best to
have neither N-player make the final four.
N-Player Strategy - Hold Your Breath And Count To
Five
Here's the first thing you need to realize as an N-player: you should never
win! I know this seems in stark contrast to the statistics quoted at the beginning
of this document, but the truth behind that statement is abundantly clear. If
everyone played this game the way they ought, they should always get rid of
you at some point in the game. So, your hopes are pinned upon these players
not doing what they ought to. Thankfully, the success rate of the N-player bares
out the fact that this happens more often than not. So the primary advice for
the N-player is to play it cool and don't wake those sleeping dogs.
When this phase of the game begins, there are either ten or nine players left
in the game so the key number of votes the N-player needs to maintain their
control is five (remember, unless the actual tribes are tied in number, there
is little chance of a tie happening so half the votes are enough). When the
game is down to eight, you need four votes and when down to six you need three.
So, the question becomes, do you have the votes to pull this off?
It seems ironic that the slimmer your majority the better your chances are,
but upon closer inspection it's easy to see why. If seven of your tribe make
the merge, it means there are three, perhaps even four, T-players that are not
in your final four plans. Moreover, it also means there are only three M-players.
Let's say you boot an M-player first, then there are three T-players and two
M-players with nine players left in the game. Even the slowest of T and M players
would realize they have a majority if they team up, and the thought of turning
the tables on you can't be too far behind. Compare that to a five-four majority
where there is only one T-player and four M-players. The M-players would likely
love to take in the T-player but even the most aggresive T-player is unlikely
to screw over his or her tribe only to remain a T-player just for the other
tribe. You boot an M-player here and if your final four alliance was built correctly,
you can likely cruise right into the final two. That is why I mentioned in early
middle-game strategy that it may be a good idea to begin to throw challenges
once the opposing tribe is down to four.
N-players have things set up pretty good and what they need to do is play it
safe. The safest course is the systematic removal of the opposing tribe, affectionately
referred to as "pagonging" after the first tribe to suffer this fate.
Start your pagonging by removing the leader of the M-players, not necessarilly
the biggest immunity threat. After a traditional merge, there are eight individual
immunity challenges and the chances of someone putting together that kind of
win streak is not your overriding concern. What is, is the possibility of a
coup and it is charasmatic, smart leaders that are the biggest threat here.
That being said, you still don't want to keep strong immunity contenders who
are not in your alliance for long. My general advice is this: as long as you
get rid of these types of players before there are six players left, you are
probably sitting alright. This is especially true if you yourself, or your second,
is also a strong contender in the challenges.
What about removing a T-player before all the M-players are gone? This is certainly
a possiblity but needs to be considered more carefully as there is a greater
risk involved. First, do you have firm support from you D-players for such a
move? Second, do you need the support of the M-players? If the answer to this
second question is yes, then think long and hard before making this move. Any
smart M-players would immediately fink you out and try and turn this into a
coup opportunity. Thankfully, the game is populated with not-so-smart players
and if you removed the M-player leaders early, there is a decent chance for
you to get away with it. Just make sure the risk you are taking is clearly recognized
and worth the reward. Removing an annoying player may best be left until the
numbers are down to such a point that you don't need the M-player's help.
If you have survived to eight, then your chances of being in the final two have
increased substantially as long as you can keep your two D-players loyal. Ideally,
these should be PP-players, but by this stage it may be too late to begin adjusting
them much. Be very wary about tinkering with your alliance. Protect your D-players
because it is upon their backs that you will ride to victory. Make sure their
comfortable with their spot in the final four and the thought of turning on
you is far from their minds. You need to be particularly wary of the fourth
in your alliance. If you have a weak link, it is here. Do everything you can
to not give them reasons to think about their other options.
Some examples:
The Good:
Scout from Survivor-Vanuatu: Scout entered this phase of the game a solid D-player,
riding third to N-players Amy and Leann. She had a close ally in Twila whom
both seemed to feel was also in the final four pact. The T-players were Eliza
and Julie, while the M-players were Chris, Chad, Rory and Lea. It was a 6-4
merge and the predictable pagonging began: Rory, Lea & Chad bit the dust.
I've got to say that I'm not super happy with the order of the pagonging. Rory
was the most unpredictable and unlikable of the M-players, but Chris was clearly
the leader. I would have started there, then Lea, Chad and then Rory. The thing
is, though respected, as a D-player Scout's roll right now was to follow Ami's
and Leann's lead.
It was after Chad's boot that things got fun. Scout recognized that Twila's
was no longer sitting fourth in the alliance and had been replaced by Julie,
in fact Julie may now be sitting third (remember N-players: don't muck with
your alliance). Scout realized that the time was ripe to turn the tables on
Ami and Leann and the opportunity was provided when they wanted to target the
unpopular Eliza. Ami and Twila pulled in the support of Eliza and Chris and
booted Leann (Ami had won immunity), then Ami and then Julie (perfectly done).
Scout went into the final four with the solid support of Twila with third and
fourth Eliza and Chris. Though having an M-player in the final four is a bit
scary - especially when he was their leader - but Scout really did the best
she could with the tools that she had.
The Bad:
The Kucha tribe from Survivor-Australia: After a feeble performance in an important
immunity challenge when the two tribes merged tied at five players a piece,
Kucha ended up on the short end of a tie vote and entered this phase the M-players.
Kucha consisted of Alicia, Elizabeth, Roger and Nick. The N-players were the
very obvious Tina and Colby backed up by solo D-player Keith with the agressive
Jerri and her stooge Amber making up the T-players. Tina and Colby started by
pagonging Alicia but when their next target, Nick, won the immunity challenge
they approached them with taking out Jerri instead of the extremely likable
Elizabeth and Roger. The door was open but Kucha decided to close it again.
With Colby, Tina and Keith voting Jerri and Jerri and Amber voting Elizabeth,
the Kuchas didn't even have to risk going to Jerri and Amber, an act that may
have angered Tina and Colby turning the vote back their way. All they had to
do was put three votes on Colby - tie and a revote. In the revote, the only
eligible people to vote for are those that are tied (Colby and Jerri) with those
two inelligble to vote. All Kucha has to do was keep the votes on Colby. Tina
and Keith would certainly vote Jerri again so the deciding vote would fall to
Amber, and considering the attempted stab on Jerri, she would almost certainly
be forced to write down Colby's name. In fact, if Kucha had played their votes
right when Alicia went and voted Colby, Colby would have gone because of votes
against regardless of how Amber voted now. With Colby gone, and Jerri and Amber
not knowing whom to trust, we would have a whole new game on our hands.
The Ugly:
Jon from Survivor-Pearl Islands: The N-players were Christa and Sandra backed
up D-player Rupert (a rare T-leader). Jon was looked to be occupying the fourth
spot in this alliance but had a second in crime in Burton backed up by Lillian,
who are back in the game despite being voted out earlier due to a rule twist.
The game was rounded out by M-players Andrew, Darrah, Ryan O and Tijuana. Jon
had this set up pretty good. All he had to do was wait until there were seven
players left and use the support of the remaining M-player to get rid of Rupert
and company, but he was over eager for the stab and pulled the trigger one immunity
council to early. By then Andrew and Ryan O were gone and there was, not surprisingly,
no problem drumming up support to send Rupert packing. Jon really dodged a bullet
when Darrah and Tijuana didn't team up with Christa and Sandra to turn on Burton
and Jon, but he made the mistake of going after Tijuana next. Sorry Jon, but
you need her support. The players that should have gone next were Christa and
Sandra. Again, Jon didn't pay for this mistake and Sandra and Christa helped
get rid of Tijuana but then Jon and Burton flipped again and used Darrah and
Lillian to target Christa. Miraculously, this worked again, but Jon decided
to flip one more time and vote out Lillian (this would make stab number five
by my count! - Rupert twice, Tijuana, Christa & Lillian) and the inevitable
finally happened. Lillian joined with Sandra and Darrah and sent Burton packing
and Jon went into the final four with no one loyal to him at all.
Jon should have been almost guaranteed the final two and the lesson to be learned
is this. As a non-N-player you are going to have to create a coup, but you have
to time that stab correctly and you can't keep flipping and stabbing expecting
the rest of the players to remain loyal to you. It just doesn't work.