How to never ever lose the format of Blotto currently being used

Author: RationalMadman

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RationalMadman
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If you are zones 6-10 start like this:

0,0,0,4,3,2,1,0,0,0

If you are the inverse, 1-5, just flip it:

0,0,0,1,2,3,4,0,0,0

If the opponent attacked your zone 7 or alternatively your zone 3 (the one you had a default of 3 in) or upward in points (zones with 4 or 5) at any point in the game, you are already 100% safe. If not, you are still at risk. Note that them attacking your zone with 3 doesn't lose them the game if you don't play correctly, it does however increase the odds you and them tie at worst (for you) significantly due to how the leads and incomplete information of where to allocate per Round works (you have more chaos on your side, they are more predictable as 3 of theirs have been spent in a way you already cancelled out which you didn't do in reverse to them).

It is important to know which of the two has occured because you are always fundamentally thinking like an attacker or defender, never neither.

If you are in defense-mode still, pay attention to any spot where the opponent has +1 or +2 on you but not +3, add 1 to these spots in the next round, not more and not less. Even if it's +2, add only 1. Any spot where you've gained +2, add 1.

Any spot that's tied, add 2, any spot that's +2, add 1.

The things I just said apply to all zones, even ones where you have 4 or 5 if they attacked there.

If they have +3 on you anywhere, surrender the zone. You will be able to tie it later if need be. 

If they have +4 or more on you 100% surrender it, they've lost the game already.

In Round 3, pay attention to how they went about approaching your Round 1 moves. Did they react strongly to something? If they did, add 3 to it the next Round. If they didn't, add four 2s as you see fit.

Never ever, at any stage here allow yourself to potentially be +4 or more in any zone that you weren't already by default.

Aim to be +2 everywhere in conflict but don't worry about risking being +3.

From this point on, Round 4 and onwards, change the algorithm to aim to add nothing to zones where the enemy is +2 and instead keep adding +3 to zones where they are +1 and adding +2 to zones where you're tied. If somehow this isn't possible to be considered optimal due to a rare approach by the opponent, add 2 to all zones under conflict on your Round 4 AND Round 5 turn, ignore anything happening that suggests otherwise. 7 doesn't divide by 2 so add 3 to one of them, don't add 1 anywhere in a scenario where the prior split doesn't leave you with 0.

By Round 6 you've either already won the game or are going to be playing for a tie.

At this point, assess if overall you're ahead or not. If you're ahead, stick to where you have a lead and maintain a +2 lead there. Anywhere the enemy has a +1 lead, contest it for a tie. If the enemy has +2, potentially add 1 (never 2) to it if you have any spare because such a scenario means everything is deep and you want to make their lead more shallow.

In the final 3 Rounds, if you have played as recommended here, you actually never need to split. Do all-in moves, if the enemy guesses wrong you win if they guess right you tie. You have no capacity to lose if you did everything correctly.



RationalMadman
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If they go crazy with their first moves and have challenged you very hard so that you can't follow the +1, tie, +2 algorithm, change the maximum to aim for (+3) to +4 instead for your earlier moves and when you'd transition to +2 max, instead have it at +3 max.

If even this leaves you with points free/spare, then challenge the zone 7 or zone 3 where they have 3 points. don't worry about winning that zone, it's about lessening their default +3 lead if they are to defend elsewhere to your +4s