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Bluffing and Mental Tricks

We all know that the mental aspect of any game is extremely important, and Mage Knight is no exception. Read below to get that slight mental advantage that could make the difference in your next game! If you have some good mental tricks and bluffs of your own, make sure you submit it at the bottom.

The "I'm Not Impressed" Bluff by Alphasquee: Here is the basic idea: this strategy is usually used in card games, but if used correctly it can work in Mage Knight too. The goal is to play mind games with your opponent and here's how: whenever your opponent does something like move, attack, etc. you simply say in a very "I don't really care" tone something like: sure, ok, thats fine, whatever, mhmm. Continue like this especially when he has the advantage.

NOTE: This does not work on all players. The 2 most common reactions I have seen are the the irritated feeling, and the cautious feeling. The irritated feeling is when your opponent is getting mad. He knows he is beating you yet you show no sign of emotions. The opponent may want to over-try and push when not necassary and similair reactions to prove he is kicking your butt. This may cause him to make an error.

The other and better reaction is the cautious reaction. Once again the opponent knows he is beating you but why aren't you mad or sad? Now your opponent might think you have a master plan, some great strategy that he hasn't seen. He might not do something he normally would do that could ruin you. To make this effect greater, show a slight smirk, or look down and smile when he is in the middle or about to do something. Make him think twice about it. The second effect has won me games before due to my opponent not seeing my "bluff". The first effect can backfire as your opponent might succeed in "overtrying" but thats just the risk you take.

"I Have a Free Action" Bluff by Maharishi: Got a free action? Nothing good to do? Move a shade about five or six inches. Make some measurements, ask if you can move him a little, then get mad if they won't let you. Settle yourself down and just leave it with a little smirk afterward.

It seems stupid, but do this to someone in the middle of a fight and they'll sit and go 'huh?' This is especially good if you have turn time-limits. They'll just sit there wondering what the heck you're doing, and maybe react. Maybe not, but heck: why not try?

"Intimidation" Bluff by Adam K and Crazyvc: This is a major mental trick you can use on somebody to gain an advantage. Go into the battle acting super cocky that you're going to win. Don't act scared at all... chances are you will intimidate him just a little bit. If he's scared of you, he is more likely to make mistakes or play more cautiously. This could give you that slight edge you needed to beat him.

"I Didn't Screw Up!!!" Bluff by MAJORDRAC: If u mess up and do sumthing stupid and realize that might have just cost yourself the game, dont do nething (like o my god im a retard!!!). instead get a good smirk going and stare at the board a while then once your opponant strats looking at u like(wut the hell is wrong with this guy is he nuts?!?!?), look him in the eye and give a good eheh. they are totally bewildered and confused. (e.g. if u put your magus right where it can get magic blasted by sumthing like an amazon queen or even another magus, after u pull this little trick they mihg think u ment to do it and you have some kind of big master plan that will just work if they do the obvious and blast away. of course u r skrewed if they do actually shoot u but remember dont show it and be thinking of a plan b!!!). or b4 the game even starts survey thier army and chuckle a bit then look at your army then back at thiers and snicker at them again. mind games r SOOOOO fun!!!

"Acting Weak" Bluff by CaptainRednose: Just thought I'd reply to the above posts advising people to act tough and all. Personally I just find this annoying. Sun Tzu's Art of War presents a very different opinion. He suggests to act weak, so that your opponent will become careless. One of his main points is that the key to winning a battle is not making any mistakes, combined with always being ready to take advantage of your opponent's mistakes. Just a contradicory thought.

Crazyvc: CaptainRednose, you bring up a very good point. Acting weak is definitely a strong strategy. I know quite a few times I've underestimated my opponent and gotten careless. Luckily those mistakes never cost me the game, but nonetheless, my opponents "weakness" caused me to play worse. I would say that both mental tricks, acting tough or acting weak, are viable strategies.

"Ageism" Bluff by Eradeus: For those of us with great bushy beards (gamers? nah) I reccommend the use of deceptive majority. Battlefield generals know "age and treachery will defeat youth and vigor every time". As with other methods of intimidation, this bluff will fall through the instant it seems to be assumed. As a general rule, the use of advanced age should be ACTUAL advanced age. In other words, sage observations garnered through long experience, coupled with wise nods and chin scratches (and reflective periods of silence) provide powerful intimidation.

Although this cannot be faked easily, and can often seem 'fake' when genuine, simply seeming older (through grooming or careful elocution) may induce two advantages. 1) it may make the person think about you and your comments more than your army (out of anger or awe) 2) With proper insinuation, inexperienced players can be convinced that your idiotic tactics are the voice of wisdom(verbal trojan horse). In using ageism, it helps to fit as ma! ny stereotypes of elderly gamers as possible: beard, coke-rim glasses, old editions of this/that. Be very reserved, remark only when you have formulated a sage comment, and never reveal more than you must(silence is ALWAYS more intimidating).

Fortunately, this bluff can often be made all the more effective by its failure. If you spend too much time acting old, you will become a fool in the eyes of your opponent. If you can't frighten them as the wise old man, destabilize them as the doddery one. If your bluff is pierced, keep it up (as lame as possible) and focus all your real attention on the game at hand. Stereotypes can be your friend. Ironically, if you are too young this bluff is useless, and if you are of age to use it, I have told you what you already know. In this case I can say two things: if you have no beard, grow one, psychology indicates people with beards seem less trustworthy (and oh-no! unpredictable). Failing all of this, remember that you understand ! those outside your peer group far less. The older (or younger) your opponent, the less your strategic assumptions hold true.

Eyecontact factor by Urzaking: Eye contact: In many games, few people actually make serious eye contact. Just simply look them in the eye when you tell them something. This is a form of showing no fear, and it may make them get freaked out.

Multiple Bluffs by Mordekoth: Always be ready to alter your blufffing technique if the original is pierced. Keep the opponent off balance by knowing them (best with those you frequently play with!) and their bluffing techniques. Don't try to intimidate a Cocky player, let him think your clueless, make a few MINOR mistakes (or percieved mistakes, even better)...whine about a bad roll that causes you a tactical disadvantage...then strike like a Viper when the chance presents itself.

Likewise you should always re-enforce any intimidation already felt from previous games and remind your opponent of Warriors you possess that could defeat him(THEN USE A DIFFERENT ARMY THAN THAT!!!)with Tactics varied from the warning (HE HE HE)!!

VS. cocky opp. : Luck is just that and make sure he knows it!! Sometimes GOOD LUCK in DICE rolls is a little overwhelming to people. Blame their good fortune on your BAD rolls, not having anything to do with their strategy (OF COURSE!) If you win always remember it was GOOD LUCK then next time you play the same opp. he'll still be cocky and want revenge.

Lucky rolls are just another thing...act blaise as if you roll 12's on a frequent basis.

My foremost piece of advice for mental strategists is this: Show no emotion, you wouldn't believe the intimidation factor of a cold, cruel, and calculated opponent.

Using Emotions by HyperFreak: I could also suggest showing overt and unnecassary amounts of emotion/outward reation to meaningless actions and moves. Example: after losing one of your Utem Guardsmen, get mad, like he was key to your strategy. Or when you move an imp or shade a couple inches to waste time, give a devilish smirk and chuckle, as if to say "This one move will be your downfall"

Either on works, but the first seems to aggravate people more (which isn't all that bad anyway!)

Rules Lawyering by Fallcourt: Ever had someone who bragged about how good they were and annoyed the snot out of everyone. Ask them to show you how good they are. Each turn ask them to explain EXACTLY why they did each thing the way they did. When the time is right, hit them with the most complex rule you can and ride them for every technicality you can. This tends to demoralize opponenets, especially if the army that looked so small and fragile is now eating them alive.

Criticism by Warlord Angelust: Excuse me for criticizing, but a lot of these bluffs seem a little...well, ridiculous. :) Although it's easy to incite many people to emotional unbalance, such as pissing someone off by acting like a jerk, it's generally pretty unsportsmanlike. For the most part, to employ any of these tactics...you better have some skill at acting and control. Otherwise, your "bluffs" will show through to the perceptive opponent, and not only undermine your game but will probably offend your opponent. In most cases, this is not a good idea.

If you can upset your opponent with subtlety and tact, and can do it with a straight face and unblemished heart, then the best of luck to ya. But just a reminder...walking away with a unique might be nice, but it's much nicer when you can field it against someone willing to play with you later. Just some thoughts...all subject to odd concepts of manners and late night hysteria. :)

--btw...most often, the best bluff is the poker face. As many chess players know, if you can hold a level face as your opponent makes a disastrous move, and keep that face as you execute your coup de grace, your opponent can find himself in situations that will make him "slap his head and call himself a retard!" :) It's no shame to let your opponent pay for their mistakes... ;)

Superior Knowledge by Endrick: Know your stuff. This is probably one of the biggest "bluffs" that you can give. If you know the clickdown of every dial on every figure that your opponent is using and then start telling him what he should be expecting they take you can be taken as a serious gamer. This goes along well with the ageism bluff. Ask your opponent every turn they make a mistake "What am I going to do now?" and then show them the mistake they made and follow up on it. This also makes for a good teaching tool as they can see why they shouldn't have done something or what they should have done to thwart your plans. Any time you can develop a sense of caution, your opponent loses initiative and then loses ground.

Distraction by Action by Badsnik: I gotta agree with Angelust on this one. Most of the mind tricks posted here tap dance pretty near the "poor sportsmanship" line. If you're not fun to play with, people won't play you. If you are fun to play with, folks will go out of their way to play with you no matter how badly you beat them. That said, here's a trick that has nothing to do with sportsmanship and everything to do with good play.

Try to get the opponent to play the wrong game. If there are special victory conditions, try to get him to forget them and waste time on other things. For instance: I recently played in a Sealed booster tournament. In one round I drew an opponent (who shall remain nameless) who had drawn a Regal Drac for his army. Naturally, he was gonna mop the floor with me. Now the scenario required that you get your figures to the opposite deployment zone. Any figs in that area at the end of the game were worth triple points. Anyhow, the Drac kills my Blade Golem, maims my Paladin Prince, and my oppt starts moving for the end zone.

He's got me on points and he knows it. I manage to capture a support fig (not enough points to make a difference) and have a choice to make. Do I move to the end zone and take the loss and the points, or do I go in after the Drac and try for the kill and the win? Well, I came to play, so I went for the Drac. The oppt keeps pulling him back and I chase that damn thing all over the table, and right out of the deployment zone. You see, my opponent got so tied up trying to keep my guys from mobbing his Drac that he forgot that he needed to have him in my deployment zone for the triple-word score.

Time is called and my Paladin Prince (whom I quietly moved into the DZ after his mauling) is now worth 210-something points and I win the game. So you see, by getting my opponent to concentrate on something other than the victory conditions, I was able to squeak out a win which I didn't deserve. The sad thing, however is that in doing this, we both scored far fewer points than we would have had I just taken the loss. This probably dropped both of us from contention for the tournament. So, I mind-gamed myself as well by not tracking the victory conditions at the tournament level.

Complimenting by Tralan: One thing that I learned is to be really nice to your opponent. Believe it or not, this has a negative effect on their psyche in situations like this. Compliment your opponents on moves and defeats. Always keep eye contact and smile, not smirk. Act extremely cheerful. Nothing wears down their emotions more than when they are kicking ass and you are actually happy about it. I combine this with the "I'm weak" bluff in multiplayers games. I run away, used ranged combat, and hide in terrains. The other players view me as no threat. Something they can kill off later. They destroy each other and then I come and stand victorious.

"Don't Give In" by Stormy Magus: All of these tactics can work, but the idea is to USE THEM ON SOMEONE WHO RELIES ON THEM! Nothing rattles a "mental strategist" more than NOT SUCCUMBING TO HIS TACTICS. For instance, when a rules lawyer begins harassing you every turn, go along. Continue whipping his butt while he is trying to rattle you, and he will find that his mental abilities should have went into CONCENTRATING ON THE GAME! Just simply call the judge over and point out that you need a decision over a question your opponent has brought up. The judge will tire of constantly answering silly questions and likely put a stop to it. Don't get angry, be amused. You're trying to have fun(hopefully), so have fun watching your opponent waste his time trying to rattle you.



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