Greed is the natural way to play a card game
Every card game teaches you the same first lesson: more is better. More cards in hand, more bodies on the board, more mana untapped. Magic formalised it as card advantage in the nineties — if you have more cards than they do, you have more options than they do, and over a long enough game options become wins. Yu-Gi-Oh players count it the same way, out loud: a card that turns one card into two is a "plus one," and entire decks are built around chaining plus-ones until the opponent has nothing left to answer with.
That lesson is true. It’s also the root of the most common way people lose.
Because if more is always better, the correct play is always the play that gets you more right now. Draw the extra card. Summon the extra body. Commit everything to the board because the board is where the advantage lives. That’s greedy play, and in a game where card advantage is the scoreboard, greed isn’t a character flaw — it’s the default strategy the rules hand you.
The skill in those games is mostly about punishing greed
Ask what separates a good Magic player from an average one and you get a list of things that are about the cards rather than on them.
Knowing which role you’re in
Mike Flores wrote the defining piece on this in 1999: in any matchup one player is the beatdown and the other is the control, and it changes game to game. The player who gets it wrong — who plays for card advantage when they needed to race, or races when they needed to stabilise — loses with a full hand.
Representing things you don’t have
Leave mana open and the opponent has to respect a counterspell you may not be holding. Bluffing in Magic isn’t poker; it works because the opponent knows the format well enough to fear the card you’re representing. It preys on a player who wants the safe, greedy line by making that line look expensive.
Punishing the overextension
Yu-Gi-Oh made this a whole card category. A hand trap is a card you play from your hand during their turn, and the most famous ones exist to punish exactly one thing: greed. Summon five monsters in a turn and the board gets eaten. The skill of playing around them is real — but notice what that skill is: knowing how much greed the format will let you get away with.
So the meta-skills in both games — role assignment, bluffing, reading the room, playing around the punish card — are all ways of being less greedy than the opponent expects, or of making their greed cost more than it pays. They’re real skills. They’re also skills that live around the edge of the cards, not in the middle of the board.
Where the metas went
Both games have spent a decade making the cards stronger, and stronger cards change which skills matter.
In Magic, the average quality of a new card is far above what it was, and players of every format say the same thing in different words: games are now decided on the turn the first real threat sticks. Threats that protect themselves forced the printing of cheaper and cheaper removal, which forced threats that dodge removal, and the loop has left tempo with less room to work in than it used to have.
In Yu-Gi-Oh the shift is more dramatic. Going first is a structural advantage. The first turn can run five minutes of one player building a board of negates while the other player holds a hand and hopes it contains the one card that interacts. Players call it solitaire, and they’re not wrong.
None of that is a complaint about those games. They’re deep, they reward work, and their best players are genuinely brilliant. But the depth has migrated. It’s in deck-building, in sequencing, in format knowledge, in the opening hand. Less of it is in looking at a board mid-game with the same resources as your opponent and finding the better move.
We built the game to put the skill back on the board
Court of Jol is a positional card game, and the design does four things on purpose so that reading the board is the skill.
Both players run the same sixteen bodies
Every deck in an Order shares its chassis: eight Virtues, two stat splits each, identical on both sides. The fourteen cards you choose are your tactics. Nobody loses because the other deck had a better rare.
Nearly everything is public
Their board, their Manifest, their graveyard, their INF in every lane, and how many cards they hold. Because the chassis is shared, you also know which bodies they haven’t drawn. Closer to chess than to a game where the hidden hand is the contest.
Position is the resource
Nothing costs anything to summon. What limits you is one summon a turn, three Manifest slots, and where your bodies stand. A Cogum in the wrong lane is a dead card. Tempo isn’t mana; it’s geometry.
The trades are arithmetic
Instigate: your DET against their HRT, equal or better breaks them. Influence: your SPRT minus theirs is the score. You can do the maths on every engagement before you declare it, and so can they.
Greedy play still exists here — take the biggest break in front of you, farm the lane nobody’s contesting, dump every body into the Court. The question was whether the game punishes it, or just permits it. So we measured.
How we measured it
The game ships one bot with two settings. Both run the same reading of the board; Experienced adds a layer of doctrine on top, and Novice is that same bot with the layer switched off. Two shallower settings exist as measurement instruments — nobody plays them, but they give the ladder rungs below the ones you can choose, and without rungs below you cannot tell whether reading further is worth anything.
The board is solved, not guessed
A lane holds at most two bodies a side, an engagement exhausts one attacker and one forced defender, and everything Readies again at the next turn start. That is small enough to solve outright rather than approximate, so the bot works out the best sequence available in a lane — including drain the defender, then Influence the empty lane for full SPRT — instead of estimating it. Every setting shares this.
It plans three plies, no further
For each thing it could do in Formation it replays that solve three times: its own engagement this turn, your best reply next turn, its own follow-up after that. Novice and Experienced look exactly this far. Depth is not what separates them.
It is not allowed to see your cards
This one matters more than it sounds. The game shuffles once, at the start, so the deck is a fully ordered list of every future draw for both players from turn one — which makes any forward search clairvoyant by default, reading your hand and its own next ten cards for free. A blinding layer sits between the search and the state to stop exactly that. The bot sees your board, your graveyard, your INF, your card count and anything you have revealed. It does not see what you hold.
Experienced adds what we learned from real games
Every part of the extra layer was tuned against positions lifted from actual recorded matches rather than against fresh bot mirrors. It charges its own projected losses at more than face value, so it stops parking bodies in front of things that visibly break them. It prices a summon the reply simply kills as most of a real loss, because at the old price it fed body after body into a lane the other side was farming. It feints — a doomed body retreats to the Manifest and redeploys after you have committed your turn, arriving Ready in whichever lane you just left. And it decides what a Capacity is worth by playing it on a copy of the board and reading the result, rather than by a fixed number, which is what a person does when they hold a card back for the turn it matters.
Then we made them play. 200 games per pairing — 600 for the two settings you can actually choose between — every game played to a result, and every game played twice: same shuffle, same decks in the same seats, same player moving first, swapping only which side is which setting. This game is lopsided before anyone thinks at all: with the same bot on both sides, going first wins 56.8%. Playing each setup from both sides cancels that exactly rather than on average. Sometimes the deal decides it and each side wins its turn with the good end of it — that pair says nothing about the settings. The last column counts only the pairs where reading actually decided it.
| Pairing | Wins | Rate | When reading decided it |
|---|---|---|---|
| Ask what they do back vs Take what’s in front of you | 117 – 83 | 59% | 69% |
| Ask what you do after that vs Take what’s in front of you | 144 – 56 | 72% | 92% |
| Play the player vs Take what’s in front of you | 165 – 35 | 83% | 99% |
| Ask what you do after that vs Ask what they do back | 139 – 61 | 70% | 93% |
| Play the player vs Ask what they do back | 160 – 40 | 80% | 97% |
| Play the player vs Ask what you do after that | 377 – 223 | 63% | 82% |
The control that makes the last column mean something
Run the same setting against itself and every pair must split, because both halves are the same game. We ran that control seven times, once per pairing, at 100 pairs each. All seven came back 0 decisive pairs out of 100 — not near zero, zero. So a sweep is signal by construction rather than by assumption, and the honest reading of the table is that between two similar settings most pairs split and only the sweeps carry information.
What the table says
Every step of reading wins
No pairing runs the wrong way. A player who asks one more question than their opponent wins more games, at every rung. That is the minimum a game has to clear to call itself a skill game, and it clears it.
The big step is your own next turn
Asking what the opponent does back only edges greed 59–41, and takes 69% of the pairs the deal didn’t decide. Asking what you do after that — which is Novice, the first setting you can choose — jumps to 72–28, and 92%. Anticipating their reply is worth something; planning your own follow-up is worth roughly the whole gap between a coin flip and a near-certainty.
The doctrine layer is worth about as much as a whole rung
Experienced takes 82% of the decided pairs off Novice, over 600 games, on identical reading depth. The entire difference is discipline about material, the feint, and pricing a card by what it does rather than by what it says. Against the shallowest setting the two are nearly level — 99% against 92% — because you cannot bluff a player who never asked what you were representing, and holding a card for the right turn is worth nothing against someone who was going to walk into it anyway.
Planning makes the game longer
About eighteen turns when one side is greedy, about twenty-three when both sides read. The greedy games end early because somebody overextended and got punished for it.
Reading closes the gap between the decks
With Novice on both sides, one deck beats the other 64–36 — a gap big enough to look like a balance problem. Put Experienced on both sides and the same two decks land at 53–47. The deck was not the advantage. Knowing what to do with the harder one was.
That’s the positional claim in one number. "What do I do after that" is a question about movement: which body comes out of Manifest, into which lane, Ready or not, and what that sets up. The opponent’s reply is mostly arithmetic — who breaks whom. Your follow-up is geometry. Geometry is where the win rate lives.
The luck of the draw
A fair question: with fourteen chosen cards and a seven-card hand, how much of this is the draw?
Less than in most card games, by design. Sixteen of your thirty cards are the same as theirs, so more than half of every deck is known to both players before the shuffle. The variance lives in the fourteen, and the fourteen are support — a Talent that readies a body, a Prayer that shores up a defender, a Prophecy that punishes a lane entry. They change how you execute a position; they don’t hand you one.
The simulations are seeded, so every pairing saw the same spread of opening hands — the thinking side didn’t win because it drew better, it won across the same draws. Better than that: every setup was played from both sides, so each side got the good end of the same shuffle exactly once, and the seven mirror controls confirm that cancellation is exact rather than approximate. What the deal is worth here is measurable and not enormous — going first is 56.8%, and the two decks are 53–47 once both sides know what they are doing. When the better reader takes four decided pairs in five across all of that, the draw is the noise and the reading is the signal.
Can skill come back from behind?
We tried the cruelest version first: a board wipe. At the start of the handicapped side’s Formation on a given turn, every Cogum it has in a lane goes to the graveyard. Then it plays on. The control column is Novice wiped against Novice, which prices the wipe itself; the other column is Experienced wiped against Novice. The gap between them is what the extra reading buys back.
| Handicap | Novice wiped vs Novice | Experienced wiped vs Novice |
|---|---|---|
| Full wipe, turn 7 (~1.8 bodies) | 33 – 167 · 17% | 41 – 159 · 21% |
| Full wipe, turn 5 (~1.3 bodies) | 34 – 166 · 17% | 56 – 144 · 28% |
| Full wipe, turn 3 (~0.8 bodies) | 55 – 145 · 28% | 85 – 115 · 43% |
| One lane wiped, turn 7 (~0.9 bodies) | 53 – 147 · 27% | 76 – 124 · 38% |
A board wipe in this game is not a card-advantage swing. It’s a tempo swing, and tempo converts straight into score. Two bodies off the board at turn 7 means two turns of the opponent Influencing undefended lanes for full SPRT. Nobody comes back from that reliably — not greed, not the reader. The old card-game instinct that a wipe "resets" the game is wrong here, because the scoreboard doesn’t reset.
Reading buys back a real share of the deficit, and more of it the earlier the damage lands: 28% becomes 43% at turn 3, 17% becomes 28% at turn 5, and by turn 7 — with the scoreboard already moving — 17% becomes only 21%. Skill doesn’t erase a deficit. It converts more of them, and it converts far more of them while there is still game left to convert in.
The wipe is a bad proxy for "behind", though, because it also destroys the thing the reader uses to come back. So here’s the cleaner test: a handicap on the scoreboard. The other side starts every game already ahead on INF in all three lanes. Full boards, full hands, same draws. The only difference is the score.
| Opponent starts ahead by | Novice behind | Experienced behind |
|---|---|---|
| +3 INF in every lane | 68 – 132 · 34% | 101 – 99 · 51% |
| +5 INF in every lane | 56 – 144 · 28% | 89 – 111 · 45% |
| +8 INF in every lane | 52 – 148 · 26% | 65 – 135 · 33% |
Down three points in every lane — a fifth of the way to losing each of them before the first card is played — Experienced against Novice is still a coin flip, 101–99. Hand the same deficit to Novice against Novice and the side behind wins 34%. Down five it is still 45%, against 28% for the control. It takes an eight-point head start in every lane, more than half the distance to a win, before the deficit beats the reading outright — and even then a third of them come back.
Being behind on the scoreboard is not the same as being behind in the game. A bad opening hand, a lost engagement, a turn you misread — the reader absorbs it, because the board is still there and the board is where the game is decided.
A footnote we had to withdraw
An earlier version of this page reported that when it is behind, the patient setting does worse than the plain one — that feinting and refusing trades is the wrong doctrine when the clock is the scoreboard. It was a good story and it does not reproduce. Re-run on the shipped bot at the five-point handicap, Experienced comes back 63.5% against greed and Novice 55.5%, so patience is now the better of the two from behind, not the worse. The finding is retracted rather than quietly dropped, because it was printed here.
What the recorded games show
Simulations are bots. Here’s the human. Sixteen recorded games between the designer and the in-app AI — 238 turns of play, five games finished, all five won by the human, the rest exported mid-game. The records were made across several card-set versions and the AI tier wasn’t stamped on them, so treat these as a style study, not a win rate.
| Human | AI | |
|---|---|---|
| Summons | 93 | 108 |
| Moves (Manifest ↔ lane) | 111 | 89 |
| Retreats to Manifest | 51 | 41 |
| Re-entries from Manifest | 60 | 48 |
| Brave Cogum entering Ready | 10 | 3 |
| Instigations declared | 80 | 42 |
| Influences declared | 158 | 83 |
| …of which undefended | 142 | 71 |
| INF from undefended Influence | 367 | 210 |
| Bodies broken | 67 | 30 |
| Capacities played | 60 | 70 |
Read the first two rows together. The human summoned less and moved more. The AI put bodies on the table; the human put them where the game was. Every downstream number follows from that: more Ready entries, twice the instigations, twice the influences, and — the one that decides games — twice as many Influences landing on a lane nobody was defending. The human wasn’t winning engagements harder. The human was arriving where there was no engagement to win.
That is the positional thesis in one table, with a person in it instead of a bot. The third-ply result from section 06 — your own next turn is worth more than their reply — is what it looks like when someone actually plays that way: retreat, re-enter Ready, score into the gap.
Down sixteen points on total INF at turn 9, the AI already at 12 in one lane. Won at turn 24.
Down fourteen at turn 15, the AI sitting on 15 in a lane. Won at turn 22.
Two of the five finished games were won from behind. Exactly the shape the score-handicap table predicts — behind by more than three a lane, against an opponent that has already closed one lane, and the reader still converts. Not every time, but often enough that "behind" isn’t "lost."
What’s next, and what we don’t have yet
Experienced isn’t the top of the ladder
The designer beats the strongest setting roughly nine games in ten, and the five finished records above are 5 – 0. That’s one player’s record and it’s printed here as exactly that — not a statistic. Every rung on this page is a bot measured against another bot, which tells you the ladder is ordered and tells you nothing about where a person stands on it. The demo logs human results with the setting stamped on the record from now on, and when there’s enough of it this page gets a second table: you against the machines.
Stronger opponents from real games
Replay recorded games under the engine, lift every position where the AI is to move, and tune the next opponent against those instead of against fresh bot mirrors — because bots never build the structures humans do. Honest status: the sixteen records above were made under older card sets and don’t replay under today’s rules, so they’re analysis-only. The models come after the players do.
The thing we actually want to show
That at this table, with these rules, the player who reads the board further wins — against greed, against luck, and against a deficit. All three are measured. The table in section 08 is the one we’d print on the box.
Two numbers the design asks for that we still have not run
Undefended-Influence share — INF gained by Influencing a lane nobody defended, as a share of all INF, across the ladder. It asks whether the board is doing any work: if scoring into an empty lane is too cheap the board becomes an afterthought and the game collapses into a two-lane race. Drain-then-score share — the share of Influences that follow an Instigation into the same lane on the same turn, which is the drain line’s own fingerprint; if it is always right the lane reduces to a fixed script and the allocation stops being a decision. Neither exists yet. They are defined here, before the result is known, so that the design dispatches can cite one definition instead of three.
Method
Engine: the shipped Court of Jol rules engine, unmodified. Harness: scripts/court-selfplay.mjs, both settings switchable. Per pairing: 200 seeded games as 100 MIRRORED PAIRS — one setup (seed, deck-to-seat, first player) played twice with only the setting labels swapped, so the first-player and deck advantages cancel exactly instead of on average. The two shipped settings face each other over 600 games (300 pairs). Action cap 900, never reached; no game failed to finish. "When reading decided it" counts only pairs one setting swept from both sides. Seven mirror controls, one per pairing at 100 pairs each, all returned 0 decisive pairs. Run date 2026-09-04.
Seat and deck advantage: 400 games with one setting on both sides, deck-to-seat and first player rotated independently, so any imbalance is the game’s rather than the bot’s. Handicap runs use scripts/court-handicap.mjs, 200 games each: board-wipe variants send the handicapped side’s lane Cogum to the graveyard at the start of its Formation on the wipe turn; score-handicap variants hand the other side INF in every lane on turn 1 instead. Both are unpaired, so they carry ordinary sampling noise and small differences between adjacent rows should not be read as findings. Run date 2026-09-04.
What moved since the previous run (2026-08-29, on a smaller sample): every ladder rate landed within three points at roughly double the games, so the ladder itself is unchanged. Game length came down from about twenty-four turns to about twenty-three, which was small-sample noise in the earlier figure and not a change to the game. First-player advantage measured 56.8% rather than the 65% previously printed. And the section 08 footnote on patience from behind did not reproduce and has been withdrawn in place.
Recorded-game stats: scripts/court-record-stats.mjs reads exported game records straight from their event logs — no replay — keeps the longest snapshot per seed, and attributes actions to the active player. Human is p1, AI is p2, as /duel seats them. 16 games, 238 turns, analysed 2026-08-23.
Sources for sections 01–03
- Mike Flores, Who’s the Beatdown? (1999) — Star City Games
- Tempo & Card Advantage: A Delicate Balance — Wizards of the Coast
- What is Tempo? — Card Kingdom
- 5 Truths About Bluffing in Magic — Draftsim
- The Anatomy of "The Bluff" — Star City Games
- Power Creep in MTG — Draftsim
- Stronger, Faster, Better: The Real Impact of Power Creep — Deathmarked
- What is Card Advantage? — YGOPRODeck
- Top 10 +1 Advantage Cards in Yu-Gi-Oh! — HobbyLark
- Going Second: Prevent a Board or Break It — Cardmarket
- The 10 Best Going Second Cards — Transcend Cards
- Yu-Gi-Oh!: 10 Best Board Wipes — TheGamer