EDIT – I get Johnny and Spike the wrong way around in this whole piece. Spike is the efficient winner, Johnny is the “can I win this way” guy.
So I’ve been reading a lot about CCGs this month because hey, they’re back, back in a big way, and it’s a design space I know nothing about. This led me back to the Magic: The Gathering taxonomy of gamers. Many years ago, the folks at Wizards tried to type their main players into three basic groups, and it’s been surprisingly effective and useful and persistent. Their split were called – and you’ll notice the sexism straight away – Timmy, Johnny and Spike. But while I was exploring this I found a lovely video that looked at the component elements of these identities, and it was very useful for getting into how we approach strategies in games, as opposed to just goals.
For goals, we have Bartle’s Taxonomy as a very useful starting point. His 8-point system is really interesting and developed but for our purpose we can start with his simple four, which is enough for most discussions. Richard Bartle proposed these back in 1996 and you can do a test to find out your types, of course. They were more based around computer games but as you’ll see they relate strongly to Timmy, Johnny and Spike.
Bartle’s list is: Achievers, who want to find everything and unlock everything (in a sense dominating the game environment), Killers, who are there to establish domination over other players, Socializers who play to have social fun, and Explorers who want to wander around and see what happens. Timmy is described as a Magic player who wants to play big creatures and have big explosions go off. He’s there for the cool art, and the cool story but also the time his Serra Angel did fourteen damage. Timmy is a Socializer. Johnny doesn’t like Timmy because Johnny doesn’t think Timmy takes the game seriously. Johnny just wants to win, as fast and as efficiently as possible. Johnny is a Killer. Timmy doesn’t like Johnny because Johnny can win on turn one and it’s not fun. Spike is the Magic player who likes to win, but likes the find the craziest way to do it. He doesn’t like Johnny because Johnny has no art to how he plays; Spike wants to win by doing infinite damage or without using any creatures. Spike is an Explorer. Where are the Achievers? That’s easy: they’re collecting the cards and getting the foil versions and the rare printings. They’re Magic “players” but they don’t really play.
As I say, thanks to the tons of market research Wizards did, it should not surprise us that these archetypes proved to be a good summary of how people play the game, and match up to what academics were finding too. But this video I saw then brought up Power, Simplicity and Integrity as kinds of strategy and they also work really well to explain these three player types, while also breaking down game strategies.
A high power strategy involves finding a strong move and you use it to crush folks down. A high simplicity strategy is one that is easy to see, find, and pull off. A high integrity strategy is one that doesn’t fail: it can handle whatever you throw at it and still win through. Note the subtle difference between integrity and power: we’ll come back to this.
Timmy likes POWER and SIMPLICITY. He’s not trying to burn out his brain and he wants those fun creatures and explosions. So he’s looking for something that gives a lot of bang that he can get going without too much work or in a fun way. Johnny on the other hand wants SIMPLICITY and INTEGRITY. Simplicity here doesn’t mean simple, it means accessible, fast, quick to hand, and Johnny needs those “you’ve already lost” pulls, by building mechanics that always, always win. That’s boring to Spike who wants to find more exciting ways to win, but that take a lot of work: Spike wants POWER but INTEGRITY too. Spike’s solutions tend to not always work but when they do, they are both explosive and crushing.
The reason I started with the Magic archetypes is because I know them but I don’t know strategy much. Although compared to most people I play games at a high level, I am not much of a strategy head and I don’t know much about finding strategies. I know even less about putting them into games. But this triangle of Power, Simplicity and Integrity is a great place for me to start learning. Likewise if you are building ANY strategy game you should think about these three pillars AND the three Magic archetypes. They can be sometimes a bit easier to see than Bartle’s taxonomies, especially when you’re looking at strategies. Exploring sounds like wandering the landscape; if you get what Spike is trying to do, you can more easily drill down into what parts of your system are POWER and which parts are INTEGRITY.
Staying with the Magic archetypes though, you’re going to want to have things for Timmy who just picks something and goes for it, but if that always works, the game becomes not-fun for him and others very quickly. Once people SEE something, everyone can see it, and the “meta” can change. For example: Viticulture has an exploit where you should pretty much hold a wine tasting every round for the VPs. It’s simple to do and just cranks out power and it’s boring. Even when I know it’s there I don’t want to do it, because it actually turns quickly into a Johnny move. You’re not making 100 wine bottles and impressing the table, you’re just being a dick. Contrast that to pursuing Science in the game 7 Wonders. It’s well known that Science tends to give the most points, but to get those points, you have to commit. It has Power and Integrity (it produces a big points explosion and is hard to stop without hurting your own game) but it lacks Simplicity, which means people don’t mind losing to it. They even enjoy losing to it!

Generally, you want to support your Timmys and your Spikes in most strategy games: simple, powerful options that work most of the time but can fall apart with bad luck or missing the right combos, and more complex systems that require more commitment. Occasionally Spike needs just the right luck as well (because it’s not Simplistic) but it pays off big enough to be worth it, so press your luck is fun for Spikes and Timmys alike. Indeed that’s why it can be such a great mechanic – it appeals to the bombastic power that they both like, and has a great story for Timmy when it fails and a great sense of mastery for Spike when it pays off.
But in our design of strategic boardgames, wither Johnny? Do we want to appeal to him? Mostly the answer is no, because it can be a sign your game is broken if Johnny can find a move that always works and forces everyone else to go for that move. That’s great for games like Magic; not great for something like Beyond the Sun. A lot of design comes from avoiding Johnny-exploits. You can try to make them boring or unfun, but the Johnnys of the world will still go for them! But there is a Johnny in all of us and there are some things you can do to appeal to it. First of all, it’s okay for a Johnny strategy to become apparent during play, or just for a phase of the game. If it seems like one player will end the game soon, everyone knows to switch to high victory point plays. Likewise, you can have two or three Johnny strategies to choose from, or put them in a position where they have to be raced to reach. If card X tends to be a card that breaks the game, then it can become the game to get that card. It could also be something that takes time to figure out, after many many plays, at which point players can move on (having solved the game) or try expansions or variants. Sometimes it’s a good sign for players to realise they should be playing a variant or a higher difficulty level, because they spotted the exploits others can’t see (and may never see).
Another thing you can do if there’s a Johnny strategy in your game is to remember that it lacks Power, so it might be a win or an advantage that nevertheless doesn’t score very big. It’s not Shooting the Moon. It’s not a win that sweeps the whole board or leaves every opponent devastated. If there is some way to come back in a later phase or build points over time, a few close victories might not add up to much. You can also build in traps for the Johnnys. In most versions of Risk, it is always better to eliminate other players completely (a non-fun Johnny type strategy); in some versions of the game there are hidden objectives where if colour X is eliminated the player holding that goal can win. On a larger scale, in games with negotiation and bluffing, Johnnys can be “tricked” into becoming kingmakers or be taken out by kingmakers. Johnny SHOULD win but it amuses a Timmy or a Spike to act unpredictably to create a weirder outcome. Spikes tend to win those kinds of games every time, because Johnnys are often not interested in that kind of social play – they’re there for the best mathematical play. (But you can get Johnnys who are good at negotiation; I’m generalizing here).
You can also appeal to Johnny players by letting them go head to head against Spikes and not building your game to appeal to Timmys. Now you’re matching simple brutal efficiency with creative exploits. But you probably won’t make anything fun in a game that has only room for Timmys and Johnnys. You can also build your games around just one type of player, too – that will limit its market but make it a really beautiful focused thing. Games with simple powerful exploding strategies are great fun, and so are chaotic things that are difficult or impossible to master for the weird Spikes! And Chess is really just a game for Johnnys.
If you do want variety though, then you’ll want to look at what are the obvious, simple pathways, and what are the hidden ones, what are the reliable ones, and what are the risky ones, what are the flashy and exciting ones and which ones are plodding but rewarding in their own way. Figure out where the Simplicity is and isn’t, where the Integrity is or isn’t, where the Power is or isn’t. As I said, finding these and designing these can be easier than identifying player goals! Got numbers in your game? That’s where the Power lies. Got ways to shut things down and ways to stop that? That’s where Integrity lies. Got open information or obvious pathways? That’s your Simplicity.
Find those three and you might be able to make a proper start on your strategy game.


