So Long Sucker: Endgame Analysis
Jean-Lou De Carufel, Marie Rose Jerade
TL;DR
This paper tackles the endgame analysis of So Long Sucker, focusing on the two-player two-color scenario (Blue vs Red). It develops a systematic, inductive, case-analysis framework over board types (Type I, generalized Type I, Type II, generalized Type II) and introduces quantitative thresholds (e.g., $m_b>n_r$ and its generalized variants) that determine when the active player has a winning strategy. The main result is a final theorem unifying these cases: Blue (the active player) has a winning strategy precisely when $m_b>0$ and either $n_r=0$ or $m_b+ extstyleig|eta_iig|_b > n_r+ extstyleig| ho_iig|_r- ext{max}_iig| ho_iig|_r$, with the strategy $ ext{S}$ providing the construction. This advances the mathematical understanding of SLS endgames and offers a framework for exploring more colors and potential equilibrium concepts in cooperative-competitive dynamics.
Abstract
So Long Sucker is a strategy board game that requires 4 players, each with $c$ chips of their designated color, and a board made of $k$ empty piles. With a clear set-up comes intricate rules, such as: players taking turns but not in a fixed order, agreements made between some players broken at any time, or a player winning the game without any chips in hand. One of the main points of interest in studying this game is finding when a player has a winning strategy. The game begins with four players who get successively eliminated until only the winner is left. To study winning strategies, it is of interest to look at endgame situations. For that, we study the following game set-up: there are two players left in the game, Blue and Red, with only their respective chip colors. In this paper, we characterize Blue's winning scenarios and strategies for this game set-up through a delicate case analysis.
