7 Strategy Archetypes
We identify \(8\) canonical strategy archetypes that span the viable play space. These form the rows and columns of the payoff matrix analyzed in subsequent chapters.
7.1 Archetype definitions
The \(8\) archetypes are:
FurnRush (furnishing rush): maximize furnishing bonus points.
WeapRush (weapon rush): forge early, exploit expeditions.
PeaceFarm (peaceful farming): grain/vegetable engine.
MineHeavy (mining heavy): ore and ruby mines.
AnimHusb (animal husbandry): large pastures, breeding.
RubyEcon (ruby economy): ruby mining and conversion.
PeaceCave (peaceful cave engine): peaceful interior development.
Balanced (balanced): diversified portfolio.
\(\text{numStrategies} = 8\).
By enumeration of the inductive type.
7.2 Score estimates
For each archetype \(s\), we define:
\(\text{maxScoreEstimate}(s)\): the ceiling score achievable under favorable matchups.
\(\text{minScoreEstimate}(s)\): the floor score under unfavorable matchups.
These are derived from analysis of board access, contention, and tile synergies.
7.3 Early game structure
In the 2-player game, round 3 always triggers a normal harvest.
By the harvest schedule definition.
The feeding cost at the initial dwarf count exceeds the starting food for both players. This forces every archetype to allocate early actions to food acquisition.
Direct consequence of the universal food crisis (Theorem 3.12).
\(\text{numGoodFoodSpaces} = 2\) and \(\text{initialDwarfCount} \ge \text{numGoodFoodSpaces}\). The first player to act claims the best food space, giving them a structural advantage.
By enumeration of round-1 food-producing action spaces.
7.4 Growth and tempo
“Wish for Children” appears at round 4; “Family Life” at round 8. Early growth is available \(4\) rounds before the late option.
By the action space round assignments.
Without growth: \(44\) total dwarf placements. With one growth at round 4: \(47\) placements. With both growths: \(56\) placements.
By summing dwarf placements across 12 rounds.
7.5 Accumulation spaces
\(\text{accumulatedValue}(r, n) = r \cdot n\) for accumulation rate \(r\) and \(n\) rounds of waiting.
By induction on \(n\).
Logging yields \(9\) wood after \(3\) rounds vs. \(3\) after \(1\) round: a \(3\times \) payoff for waiting.
\(\text{accumulatedValue}(3, 3) = 9\) and \(9 / 3 = 3\).
7.6 Branching factor
Round 1 has \(13\) available action spaces with \(4\) dwarfs to place. Utilization is \(30\% \).
\(13\) preprinted spaces; \(4 \times 100 / 13 = 30\).
The 2-player game has \(2880\) distinct initial setups: \(144\) card orderings times \(20\) harvest marker placements.
\(6 \times 2 \times 2 \times 6 = 144\) and \(\binom {6}{3} = 20\); \(144 \times 20 = 2880\).