Strategy guide
Each decision has one clue-backed best answer. The feedback names the principle behind it.
- Dominant choice
- A choice that works at least as well against every possible response and better against at least one. For example, one safe route works whether a guard stays or leaves.
- Best response
- The strongest choice against the other party's likely move. For example, use the quiet door if the guard is likely to watch the main one.
- Commitment
- A deliberate limit on future options that makes a promise or plan believable. For example, hand over the only key to show you will not use it.
- Credible threat
- A warning backed by both the ability and the incentive to carry it out. For example, a guard can lock a door and wants to protect the room.
- Signalling
- An observable action that gives another party evidence about intentions or ability. For example, showing an empty hand can signal that you are unarmed.
- Bluff detection
- Testing a claim against the speaker's incentives, access and evidence. For example, check whether a caller could have seen the event they describe.
- Information asymmetry
- A difference in what each party knows that changes their choices. For example, you know the spare key is missing while the guard does not.
- Risk under uncertainty
- Choosing with incomplete information while weighing possible losses and gains. For example, compare a dark shortcut with a longer lit route.
- Timing
- Choosing when to act so that another party has fewer useful responses. For example, cross the hall while the guard checks another room.
- Cooperation and trust
- Building cooperation through verifiable actions and repeated follow-through. For example, return a borrowed tool as promised before asking for help again.
- Sunk cost
- Ignoring costs already paid when choosing what works best from now on. For example, leave a blocked route even after spending time reaching it.
- Second-order thinking
- Considering what another party thinks about the beliefs behind a move. For example, a guard may watch the side door because they expect you to think the main door is guarded.
Back to the game