We've had plenty of games that don't need any deceit or trading of wins.  
Simple trivia or puzzle contests for example.    Farming games where everyone
invests in a different portfolio, and portfolio success has random elements.

I think, as impossible as it is to define algorithmically, it's not too
difficult to know what rules "intend" to do much of the time, and it's
often pretty clear when a win is "as intended" versus "via loophole".


On Thu, 23 Nov 2017, VJ Rada wrote:
> it is a strong expectation in every game that every player can win the
> game, and has a decent chance of doing so. that's just what games do.
> 
> On Thu, Nov 23, 2017 at 9:51 AM, VJ Rada <vijar...@gmail.com> wrote:
> > in that sense so is every game mechanic in every game ever created.
> >
> > On Thu, Nov 23, 2017 at 9:50 AM, Corona <liliumalbum.ag...@gmail.com> wrote:
> >> Yes, but enacting ribbons that everyone has a roughly equal chance of
> >> winning is kind of "trading wins"
> >>
> >> On 11/22/17, Aris Merchant <thoughtsoflifeandligh...@gmail.com> wrote:
> >>> What about ribbons? One of those can be one by deceit, but most of
> >>> them are a matter of skill. What about victory elections, or medals of
> >>> honor? None of these are intended to be won by deceit, nor do I think
> >>> the players who enacted them each expected to win by them.
> >>>
> >>> -Aris


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