Concept
Counter cycle
You might say: A beats B, B beats C, C beats A, rock-paper-scissors relationship, RPS
A counter cycle is a directed matchup graph: each unit has a favorable target, an unfavorable target and conditions such as damage type, range, terrain or support that determine whether the advantage appears.
- What it does
- Makes counter strength, unit roles, matrix results and mirror matches explicit before stats are retuned; exposes dominant strategies and gives the designer a testable target.
- Ask
- Does each unit have a job beyond its preferred target, is every edge readable and reachable, and does the mirror reveal skill rather than a hidden stat or first-move advantage?
Parts
- Counter strength: Counter strength is the advantage a designated counter has over its target under stated conditions, from a contestable efficiency edge to a near-invalidating interaction.
- Unit role: A unit role is the job a unit performs—holding space, dealing damage, scouting, supporting, raiding or taking objectives—separate from the target type it counters.
- Matchup matrix: A matchup matrix puts every unit on both axes and records the result of each pairing under fixed conditions, making a proposed cycle visible instead of anecdotal.
- Mirror match: A mirror match pits the same unit, role or roster against itself, removing the intended composition edge so the designer can see what execution, timing, positioning and information contribute.
Connections
- Measured by: Interaction observation
- See also: Hits-to-kill
- See also: Time-to-kill
Sources
- Ian Schreiber, Game Design Concepts, Level 16: Game Balance, Three Ways to Balance Game Objects: intransitive relationships and rock-paper-scissors
The second method is an intransitive relationship between game objects, better known as a rock-paper-scissors relationship.
- Ian Schreiber, Level 9: Intransitive Mechanics, This Week; Solutions to intransitive mechanics; Who Cares?
normal attacks are defeated by blocks, blocks are defeated by throws, and throws are defeated by attacks.
- Brandon Casteel, In Defense of Hard Counters in Real Time Strategy Games, What is a Hard Counter?; Soft Counters and the HP Problem; Attribute Design vs Bonuses and Penalties
In practical terms, in RTS games
- Alex Jaffe, Metagame Balance, pp. 29–31, Matchup Charts
a matchup chart for Street Fighter 4, depicting the chance that any character should beat any other, in a fair game between skilled players.
Use it on your project
teardown-apply: hold "Counter cycle" (counter-cycle) from the teardown at https://teardownatlas.com/game-design/ against my project
Paste it into a coding agent that has the teardown skills.
An AI agent wrote this map with the teardown skill. It can contain errors: check the sources before you rely on a part. About and legal