Who Goes First? A Surprisingly Deep Question
Every game night begins with a small ritual of injustice: someone gets to go first. We wave it off β "it's just a game" β but first-move advantage is real, measurable, and in some games enormous. Taking it seriously is the difference between a fair evening and a quietly rigged one.
How big is the edge?
- Chess: White scores about 54-56% across millions of master games β a persistent edge from a single extra tempo.
- Monopoly: the first player buys from a fully stocked board. In a four-player game, simulations put player one's win rate several points above player four's.
- Connect Four: solved in 1988 β the first player wins with perfect play, full stop.
- Catan: first placement picks the best settlement spot on the whole board. The snake draft (1-2-3-4-4-3-2-1) exists precisely to soften this.
- Tic-tac-toe: first player can't lose with correct play, which is why the game dies the moment children solve it.
Some games invert it: in bidding games and Uno-style shedding games, moving later means more information. Either way, turn order is rarely neutral.
Bad solutions humans love
"Youngest goes first" taxes the oldest sibling forever. "Whoever won last time goes last" sounds fair but creates rubber-band dynamics that punish winning. "Roll a die, highest starts" is decent but degenerates into re-roll arguments over ties. And "I'll just let you go first" is a favor β meaning it creates a debt, meaning it's not free. The common failure: every deterministic rule encodes somebody's advantage, and everybody at the table knows it.
Good solutions from game design
Random selection, visibly performed. The gold standard. No memory, no bias, no debt. The key word is visibly β fairness that can't be seen doesn't reduce arguments.
Snake drafts for anything with sequential picks: 1-2-3-4 then 4-3-2-1. First pick is offset by last pick in the next round.
Auction the advantage: in heavier board games, players bid victory points for turn order β the edge goes to whoever values it most and they pay market price for it.
Rotate deterministically after a random start: randomize game one, then pass the starting player left each game. One roll of fairness, then zero overhead forever.
Settle it in five seconds
Names on the wheel, one spin, no arguments β and winners get removed so everyone starts once before anyone starts twice.
Spin for turn order βThe deeper point
Kids argue about going first because they intuit what game theorists later proved: order is value. The mature response isn't to pretend otherwise β it's to price the advantage and distribute it fairly. Randomize the start, rotate thereafter, snake the drafts. Ninety seconds of mechanism design buys you a whole evening without the phrase "that's not fair." Cheap at twice the price.