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* ''TabletopGame/DigimonCardGame'': The memory counter always starts at zero, so whoever goes first will have their turn ended the moment they spend any memory. It's usually enough to hatch a Digi Egg and either Digivolve it twice, or Digivolve it once and play a Tamer or Option. The second player can do a little bit more thanks to however much the first player spent.

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* ''TabletopGame/DigimonCardGame'': The memory counter always starts at zero, so whoever goes first will have their turn ended the moment they spend any memory. It's usually enough to hatch a Digi Egg and either Digivolve it twice, or Digivolve it once and play a Tamer or Option. The second player can do a little bit more thanks to however much the first player spent. Adding on to this, the first turn player does not draw.
* ''TabletopGame/CardfightVanguard'': The first player cannot attack on the first turn. This is important as this means that the second player gets to attack with their Vanguard, who gets to do a Driver Trigger Check by flipping over the top card of their deck which then goes to their hand. This gets balanced out a bit as the first turn player (assuming all goes well) gets to Grade 3 first, and thus gets to Twin Drive and thus evens out their potential hand by the time the Grade 3 battles begin. The designers attempted to mitigate it further by enforcing that Legion and Stride can only be done if both players were at Grade 3, though this caused different problems. They also attempted to limit abilities of Grade 3 units by either limiting abilities if your unit does not have another copy of itself or if your opponent hasn't reached Grade 3 themselves. ''[=OverDress=]'' addressed this by allowing you to draw another card if you went second.
* ''TabletopGame/FutureCardBuddyfight'': Initially, the first player could not draw on their first turn and they could only conduct one battle on their first turn. However ''Buddyfight'' is an extremely fast game and your opponent can produce an OTK as soon as their turn starts. Hell even first turn players can produce an OTK under the right conditions. Thus when they started ''Buddyfight Ace'', they allowed the first turn player to draw on their first turn, though they could still only attack once during that turn, allowing the first turn player to better defend themselves.
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* ''TabletopGame/{{Imhotep}}'': The starting player takes 2 stones at the beginning, and each successive player cumulatively gains one additional stone.

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* ''TabletopGame/{{Imhotep}}'': The starting player takes 2 stones at the beginning, and each successive player cumulatively gains one additional stone. As a side note, one action is to collect three stones from the quarry to a maximum of 5, and therefore the first player may let the other players take their actions.
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* ''TabletopGame/{{Imhotep}}'': The starting player takes 2 stones at the beginning, and each successive player cumulatively gains one additional stone.
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* Parodied in WebVideo/ProZD's "learning all the steps in a card game". The first player is playing for the first time, so the other player is telling him about all the phases... only to be told that he has to skip most of them because he's the first player.

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* Parodied in WebVideo/ProZD's Creator/ProZD's "learning all the steps in a card game". The first player is playing for learning the first time, game, so the other player is telling him about all the phases... only to be told that then tell him he has to skip most of them because he's the first player.
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* Parodied in WebVideo/ProZD's "learning all the steps in a card game". The first player is playing for the first time, so the other player is telling him about all the phases... only to be told that he has to skip most of them because he's the first player.

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* ''TabletopGame/YuGiOh'': The first player can't conduct their Battle Phase on their first turn, as they would otherwise get a nigh-unavoidable shot at their opponent's LP. It turned out that the game still had a considerable first-player advantage, so as of the Master Rules 3, the first player's first turn also lacks the draw step.In practice however, the player going second can gain a tremendous advantage, being able to respond to the first player's setup, especially given that monster removal traps have largely fallen out of favor in the meta, and "hand traps" (Ash Blossom & Joyous Spring most notable among them), playable during either player's turn as they are, can disrupt a first turn player's setup. Worse, if the Speed Duel format, perhaps most notably via ''VideoGame/YuGiOhDuelLinks'', is being followed, starting hands begin at 4 cards per player, which can handicap the first turn player that has to start with said paltry hand and doesn't even get to decide whether to go first or second [[UnluckilyLucky if they win the coin toss]] and they run a deck that benefits more from going second.

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* ''TabletopGame/YuGiOh'': The first player can't conduct their Battle Phase on their first turn, as they would otherwise get a nigh-unavoidable shot at their opponent's LP. It turned out that the game still had a considerable first-player advantage, so as of the Master Rules 3, the first player's first turn also lacks the draw step. In practice however, the player going second can gain a tremendous advantage, being advantage since they're able to respond to the first player's setup, setup - especially given since that monster removal traps have largely fallen out of favor in the meta, and "hand traps" (Ash Blossom & Joyous Spring most notable among them), playable them) can be played during either player's turn as they are, can and disrupt a first turn player's setup. Worse, if the Speed Duel format, perhaps most notably via ''VideoGame/YuGiOhDuelLinks'', format is being followed, starting hands begin at 4 cards per player, which can handicap the first turn player that has to start with said paltry hand and doesn't even get to decide whether to go first or second [[UnluckilyLucky if they win the coin toss]] and they run a deck that benefits more from going second.second.
* ''TabletopGame/DigimonCardGame'': The memory counter always starts at zero, so whoever goes first will have their turn ended the moment they spend any memory. It's usually enough to hatch a Digi Egg and either Digivolve it twice, or Digivolve it once and play a Tamer or Option. The second player can do a little bit more thanks to however much the first player spent.
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** Tournament matches get around this by giving each player an equal number of games as White and Black rather than changing the game, but there's an exception for [[https://www.chess.com/terms/armageddon-chess Armageddon rules]], which are designed to force a decisive result and can't go this route. Instead, they give both sides a bonus with Black's draw odds (meaning black wins if the game result is a draw) being stronger than White's time advantage to compensate for White's first-move advantage.

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** Tournament matches get around this by giving each player an equal number of games as White and Black rather than changing the game, but there's an exception for [[https://www.chess.com/terms/armageddon-chess Armageddon rules]], rules,]] which are designed to force a decisive result and can't go this route. Instead, they give both sides a bonus with Black's draw odds (meaning black wins if the game result is a draw) being stronger than White's time advantage to compensate for White's first-move advantage.



* Some ''TabletopGame/{{Hex}}'' versions introduce a [[https://www.hexwiki.net/index.php/Swap_rule swap rule]]. If the first player picks an opening that is seemingly powerful, the second player can either swap sides or swap pieces. In general, the first move in the middle of the board tends to be a swap candidate.

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* Some ''TabletopGame/{{Hex}}'' versions introduce a [[https://www.hexwiki.net/index.php/Swap_rule swap rule]]. rule.]] If the first player picks an opening that is seemingly powerful, the second player can either swap sides or swap pieces. In general, the first move in the middle of the board tends to be a swap candidate.



** The developers tried a lot of different methods to balance going second before the game went live. One idea was to start the player with a free [[https://hearthstone.fandom.com/wiki/Avatar_of_the_Coin Avatar of the Coin]], a 1/1 minion with no effect. It was removed sometime before the open beta, but [[DummiedOut still exists in the game files]].

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** The developers tried a lot of different methods to balance going second before the game went live. One idea was to start the player with a free [[https://hearthstone.fandom.com/wiki/Avatar_of_the_Coin Avatar of the Coin]], Coin,]] a 1/1 minion with no effect. It was removed sometime before the open beta, but [[DummiedOut still exists in the game files]].
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* In ''TabletopGame/{{Everdell}}'', the first player starts with 5 cards. For each subsequent step in the turn order, the player in question gets one additional card. This compensates for how the first player gets the first opportunity to visit exclusive locations and achieve events.

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* In ''TabletopGame/{{Everdell}}'', the first player starts with 5 cards. For each subsequent step in the turn order, the player in question gets one additional card. This compensates for how the first player gets the first opportunity to visit exclusive locations locations, play cards from the Meadow and achieve events.
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* ''LordsOfWaterdeep'': The first player begins the game with 4 coins, and every other player has one more coin than the player going before them (2nd player has 5, 3rd has 6, etc).

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* ''LordsOfWaterdeep'': ''Lords Of Waterdeep'': The first player begins the game with 4 coins, and every other player has one more coin than the player going before them (2nd player has 5, 3rd has 6, etc).
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* ''LordsOfWaterdeep'': The first player begins the game with 4 coins, and every other player has one more coin than the player going before them (2nd player has 5, 3rd has 6, etc).
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* ''TabletopGame/YuGiOh'': The first player can't conduct their Battle Phase on their first turn, as they would otherwise get a nigh-unavoidable shot at their opponent's LP. It turned out that the game still had a considerable first-player advantage, so as of the Master Rules 3, the first player's first turn also lacks the draw step. In practice however, the player going second can gain a tremendous advantage, being able to respond to the first player's setup, especially given that monster removal traps have largely fallen out of favor in the meta.

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* ''TabletopGame/YuGiOh'': The first player can't conduct their Battle Phase on their first turn, as they would otherwise get a nigh-unavoidable shot at their opponent's LP. It turned out that the game still had a considerable first-player advantage, so as of the Master Rules 3, the first player's first turn also lacks the draw step. In practice however, the player going second can gain a tremendous advantage, being able to respond to the first player's setup, especially given that monster removal traps have largely fallen out of favor in the meta.meta, and "hand traps" (Ash Blossom & Joyous Spring most notable among them), playable during either player's turn as they are, can disrupt a first turn player's setup. Worse, if the Speed Duel format, perhaps most notably via ''VideoGame/YuGiOhDuelLinks'', is being followed, starting hands begin at 4 cards per player, which can handicap the first turn player that has to start with said paltry hand and doesn't even get to decide whether to go first or second [[UnluckilyLucky if they win the coin toss]] and they run a deck that benefits more from going second.
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* ''TabletopGame/Arimaa'' has the first player setup their pieces, allowing the second player to notice that the first player is trying a non-standard opening, or to create a response in the setup (e.g. aim their elephant towards the opponent's camel to make it easier to capture).

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* ''TabletopGame/Arimaa'' ''TabletopGame/{{Arimaa}}'' has the first player setup their pieces, allowing the second player to notice that the first player is trying a non-standard opening, or to create a response in the setup (e.g. aim their elephant towards the opponent's camel to make it easier to capture).

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* ''TabletopGame/Arimaa'' has the first player setup their pieces, allowing the second player to notice that the first player is trying a non-standard opening, or to create a response in the setup (e.g. aim their elephant towards the opponent's camel to make it easier to capture).



* The ''Century'' series of board games has starting resources based on player start order but varies based on the installment. In Golem Edition, the start player has more resources. In Eastern Wonders, starting resources seems equal in raw value, but is picked up in reverse turn order, possibly allowing earlier access to a market.

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* The ''Century'' series of board games has starting resources based on player start order but varies based on the installment. In Golem Edition, the later start player has players have more resources. In Eastern Wonders, starting resources seems equal in raw value, but is picked up in reverse turn order, possibly allowing earlier access to a market.



* Players in ''Istanbul'' can move to a location, and other players activating the location's ability need to pay 2 Lira to whomever is there. Because of that, the first player gets 2 Lira, and subsequent players gain an additional Lira than the previous player.

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* Players in ''Istanbul'' can move to a location, and other players activating the location's ability need to pay 2 Lira to whomever is there. Because of that, To mitigate this advantage the first player gets 2 Lira, and gets, subsequent players gain an additional starting Lira than the previous player.


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* ''TabletopGame/TwilightStruggle'': USSR moves first in the setup. USA therefore can form a response opening to the USSR. In addition, the computer version supports bidding to chose a side, thus someone wanting to play USSR can take a handicap as well.

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* The end of a ''TabletopGame/{{Splendor}}'' game is triggered once someone reaches 15 points, but the game finishes the round to make sure that every player gets the same number of turns.
* ''[[TabletopGame/VillainousRavensburger Villainous]]'': The player going second starts with one additional Power (currency), and any subsequent players start with two additional Power.

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* ''TabletopGame/{{Splendor}}'':
**
The end of a ''TabletopGame/{{Splendor}}'' ''Splendor'' game is triggered once someone reaches 15 points, but the game finishes the round to make sure that every player gets the same number of turns.
turns, giving them a chance to surpass whoever was the first to reach the 15-point mark.
** In the two-player spin-off ''Splendor Duel'', you automatically win if you fulfil a victory condition at the end of your turn. As this gives the second player a disadvantage in the race for these conditions, they're compensated by starting the game with a Privilege, a currency that lets them take one Gem or Pearl on their turn as a free action.
* ''[[TabletopGame/VillainousRavensburger Villainous]]'': The player going second starts with one additional Power (currency), and any subsequent players start with two additional Power.Power are added for every subsequent player. This helps balance out how the first player has an advantage in the villains' race to reach their objective first.
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* ''TabletopGame/YuGiOh'': The first player can't conduct their Battle Phase on their first turn, as they would otherwise get a nigh-unavoidable shot at their opponent's LP. It turned out that the game still had a considerable first-player advantage, so as of the Master Rules 3, the first player's first turn also lacks the draw step.

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* ''TabletopGame/YuGiOh'': The first player can't conduct their Battle Phase on their first turn, as they would otherwise get a nigh-unavoidable shot at their opponent's LP. It turned out that the game still had a considerable first-player advantage, so as of the Master Rules 3, the first player's first turn also lacks the draw step. In practice however, the player going second can gain a tremendous advantage, being able to respond to the first player's setup, especially given that monster removal traps have largely fallen out of favor in the meta.
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* ''VideoGame/{{Shadowverse}}'': The player going second gets to use an additional Evolve (which enhances a follower card and gives them bonus stats and the ability to attack a follower on the turn it's summoned) and it's unlocked one turn earlier than for the other player.
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* In American Football, the team that wins the toss gets the choice of whether to get first possession. Assuming they choose to go first (most do) the other team picks which goal to defend. Depending on the direction and strength of the wind this can be significant.

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* In American Football, the team that wins the toss gets the choice of whether to get first possession. Assuming they choose to go first (most do) the other team picks which goal to defend. Depending on the direction and strength of the wind this can be significant. Sometimes teams defer choosing whether to receive or kick to the second half as well, in which case the other team chooses whether to kick or receive in the first half to even the odds.

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Per example cleanup: https://tvtropes.org/pmwiki/posts.php?discussion=13543987200A54420100&page=883#comment-22061. The baseball entry is determined to be misuse. As for the American football entry, I removed the Useful Notes link because UN pages are not works and should not be added at the start of examples.


* UsefulNotes/{{Baseball}} has visitors always go first, balancing this slight advantage against home field advantage.
* UsefulNotes/AmericanFootball: The team that wins the toss gets the choice of whether to get first possession. Assuming they choose to go first (most do) the other team picks which goal to defend. Depending on the direction and strength of the wind this can be significant.

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* UsefulNotes/{{Baseball}} has visitors always go first, balancing this slight advantage against home field advantage.
* UsefulNotes/AmericanFootball: The
In American Football, the team that wins the toss gets the choice of whether to get first possession. Assuming they choose to go first (most do) the other team picks which goal to defend. Depending on the direction and strength of the wind this can be significant.

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Sometimes, a game was not originally designed with such mechanics, but turns out to have a non-negligible first-player advantage in competitive play. This often leads to the addition of a first-player advantage mitigation rule, which has happened for games from ''TabletopGame/MagicTheGathering'' to ''TabletopGame/{{Go}}''. If no such fix is possible, tournaments will have to take into account that games are lopsided in favour of the first player; for instance, TabletopGame/{{chess}} matches usually have an even number of games, with both players getting the same number of games with each colour.

See also ExtrinsicGoFirstRule to figure out who goes first. Compare ComebackMechanic, ExtraTurn and ObviousRulePatch.

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Sometimes, a game was not originally designed with such mechanics, mechanics but turns out to have a non-negligible first-player advantage in competitive play. This often leads to the addition of a first-player advantage mitigation rule, which has happened for games from ''TabletopGame/MagicTheGathering'' to ''TabletopGame/{{Go}}''. If no such fix is possible, tournaments will have to take into account that games are lopsided in favour of the first player; for instance, TabletopGame/{{chess}} matches usually have an even number of games, with both players getting the same number of games with each colour.

See also ExtrinsicGoFirstRule to figure out who goes first. Compare ComebackMechanic, ExtraTurn ExtraTurn, and ObviousRulePatch.



* The ''Century'' series of board games has starting resources based on player start order, but varies based on the installment. In Golem Edition, the start player has more resources. In Eastern Wonders, starting resources seems equal in raw value, but is picked up in reverse turn order, possibly allowing an earlier access to a market.

to:

* The ''Century'' series of board games has starting resources based on player start order, order but varies based on the installment. In Golem Edition, the start player has more resources. In Eastern Wonders, starting resources seems equal in raw value, but is picked up in reverse turn order, possibly allowing an earlier access to a market.



* In ''TabletopGame/{{Go}}'', the player with the black stones has an advantage because their going first gives them the initiative. The ''komi'' system was introduced to even things out by giving extra points to the player with the white stones. The exact value varies, but is usually between 5 and 8 points (and usually a half-integer to make draws less likely).

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* In ''TabletopGame/{{Go}}'', the player with the black stones has an advantage because their going first gives them the initiative. The ''komi'' system was introduced to even things out by giving extra points to the player with the white stones. The exact value varies, varies but is usually between 5 and 8 points (and usually a half-integer to make draws less likely).



* Some ''TabletopGame/{{Hex}}'' versions introduce a [[https://www.hexwiki.net/index.php/Swap_rule swap rule]]. If the first player picks an opening that is seemingly powerful, the second player can either swap sides or swap pieces. In gneral, the first move in the middle of the board tends to be a swap candidate.

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* Some ''TabletopGame/{{Hex}}'' versions introduce a [[https://www.hexwiki.net/index.php/Swap_rule swap rule]]. If the first player picks an opening that is seemingly powerful, the second player can either swap sides or swap pieces. In gneral, general, the first move in the middle of the board tends to be a swap candidate.



* ''TabletopGame/ResArcana'': For the first round, magic items are drafted in the opposite of the play order. This gives the later players the chance to grab a good one, which helps compensate for how they're at risk for falling behind in the race for Places of Power and Monuments.

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* ''TabletopGame/ResArcana'': For the first round, magic items are drafted in the opposite of the play order. This gives the later players the chance to grab a good one, which helps compensate for how they're at risk for of falling behind in the race for Places of Power and Monuments.



* Inverted in ''VideoGame/GwentTheWitcherCardGame'', which has the player who ''loses'' the opening coin flip be the one with an advantage, since if they're the first to pass, the other player will be forced to go into the next round with card disadvantage. The player who goes first starts the game with Strategic Advantage on the board to compensate, which can be played to boost one of their units by five points, along with getting an extra mulligan before the first round starts. Strategic Advantage can be replaced by a handful of other Stratagems in the deck editor, most of which play for a five point difference, but others provide more unique benefits, such as putting a card in your hand at the bottom of your deck and replacing it with a card of your choice from your deck.

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* Inverted in ''VideoGame/GwentTheWitcherCardGame'', which has the player who ''loses'' the opening coin flip be the one with an advantage, advantage since if they're the first to pass, the other player will be forced to go into the next round with card disadvantage. The player who goes first starts the game with Strategic Advantage on the board to compensate, which can be played to boost one of their units by five points, along with getting an extra mulligan before the first round starts. Strategic Advantage can be replaced by a handful of other Stratagems in the deck editor, most of which play for a five point five-point difference, but others provide more unique benefits, such as putting a card in your hand at the bottom of your deck and replacing it with a card of your choice from your deck.



** The developers tried a lot of different methods to balance going second before the game went live. One idea was to start the player with a free [[https://hearthstone.fandom.com/wiki/Avatar_of_the_Coin Avatar of the Coin]], a 1/1 minion with no effect. It was removed some time before the open beta, but [[DummiedOut still exists in the game files]].
* ''VideoGame/JurassicWorldTheGame'': Averted in the PlayerVersusPlayer battles and a few of the weekly events. Typically the match is over once one team completely knocks out the other, with 3 creatures per team. The player and the AI opponents (as despite all appearances, the player will never actually fight another player even in the PVP battles) are always granted a set number of points to use per turn, which they can use to defend, attack, or reserve (which means their points will be much higher on their next turn). Whoever starts first gets 1 point on their first turn, while whoever goes second gets 2 points on their first turn. In theory the second player should have the advantage, but because both players have their point limits increased by the same amount, it actually puts the second player at a huge disadvantage, simply because the first player will reach the max amount of points allowed per turn sooner than the second player will. To put this into perspective, if the first player reserved their points on turns 1-3, they would go from 1 to 3 to 6, while the second player would only have 4 points at the start of the first player?s third turn, and unless the second player is running a StoneWall of a tank, the two point difference is usually enough for the first player to take down the second player's first creature. The second player then is forced to either attack, at the risk of having fewer points in defense or reserve for the next turn, or do nothing and let the first player build up their points again, and in both cases potentially leaving the second player's second creature incredibly exposed for the first player to take down.

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** The developers tried a lot of different methods to balance going second before the game went live. One idea was to start the player with a free [[https://hearthstone.fandom.com/wiki/Avatar_of_the_Coin Avatar of the Coin]], a 1/1 minion with no effect. It was removed some time sometime before the open beta, but [[DummiedOut still exists in the game files]].
* ''VideoGame/JurassicWorldTheGame'': Averted in the PlayerVersusPlayer battles and a few of the weekly events. Typically the match is over once one team completely knocks out the other, with 3 creatures per team. The player and the AI opponents (as despite all appearances, the player will never actually fight another player even in the PVP battles) are always granted a set number of points to use per turn, which they can use to defend, attack, or reserve (which means their points will be much higher on their next turn). Whoever starts first gets 1 point on their first turn, while whoever goes second gets 2 points on their first turn. In theory theory, the second player should have the advantage, but because both players have their point limits increased by the same amount, it actually puts the second player at a huge disadvantage, simply because the first player will reach the max amount of points allowed per turn sooner than the second player will. To put this into perspective, if the first player reserved their points on turns 1-3, they would go from 1 to 3 to 6, while the second player would only have 4 points at the start of the first player?s player's third turn, and unless the second player is running a StoneWall of a tank, the two point two-point difference is usually enough for the first player to take down the second player's first creature. The second player then is forced to either attack, at the risk of having fewer points in defense or reserve for the next turn, or do nothing and let the first player build up their points again, and in both cases potentially leaving the second player's second creature incredibly exposed for the first player to take down.



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* UsefulNotes/Baseball has visitors always go first, balancing this slight advantage against home field advantage.

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* UsefulNotes/Baseball UsefulNotes/{{Baseball}} has visitors always go first, balancing this slight advantage against home field advantage.
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Link to relevant useful notes pages.


* ''Baseball'' has visitors always go first, balancing this slight advantage against home field advantage.
* ''American Football'': The team that wins the toss gets the choice of whether to get first possession. Assuming they choose to go first (most do) the other team picks which goal to defend. Depending on the direction and strength of the wind this can be significant.

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* ''Baseball'' UsefulNotes/Baseball has visitors always go first, balancing this slight advantage against home field advantage.
* ''American Football'': UsefulNotes/AmericanFootball: The team that wins the toss gets the choice of whether to get first possession. Assuming they choose to go first (most do) the other team picks which goal to defend. Depending on the direction and strength of the wind this can be significant.
Is there an issue? Send a MessageReason:
Sports examples.

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[[folder:Sports]]
* ''Baseball'' has visitors always go first, balancing this slight advantage against home field advantage.
* ''American Football'': The team that wins the toss gets the choice of whether to get first possession. Assuming they choose to go first (most do) the other team picks which goal to defend. Depending on the direction and strength of the wind this can be significant.
[[/folder]]
Is there an issue? Send a MessageReason:
Mt G clarification - first player doesn't skip draw in melee games (3 or more players).


* To mitigate the first player's tempo advantage in ''TabletopGame/MagicTheGathering'', Wizards eventually added the rule that the starting player skips the draw step of their first turn.

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* To mitigate the first player's tempo advantage in ''TabletopGame/MagicTheGathering'', Wizards eventually added the rule that the starting player skips the draw step of their first turn.turn in duels (Games with 3 or more players do not have this rule).

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* ''TabletopGame/{{Chess}}'' has a well-documented first-player advantage. Tournament matches get around this by giving each player an equal number of games as White and Black rather than changing the game, but there's an exception for [[https://www.chess.com/terms/armageddon-chess Armageddon rules]], which are designed to force a decisive result and can't go this route. Instead, they give both sides a bonus with Black's draw odds (meaning black wins if the game result is a draw) being stronger than White's time advantage to compensate for White's first-move advantage.

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* ''TabletopGame/{{Chess}}'' has a well-documented first-player advantage. advantage, but even here there are mitigations:
**
Tournament matches get around this by giving each player an equal number of games as White and Black rather than changing the game, but there's an exception for [[https://www.chess.com/terms/armageddon-chess Armageddon rules]], which are designed to force a decisive result and can't go this route. Instead, they give both sides a bonus with Black's draw odds (meaning black wins if the game result is a draw) being stronger than White's time advantage to compensate for White's first-move advantage.advantage.
** Although Black has to cope with a relative lack of initiative, Black's early moves often matter more than White's in determining the sort of opening that a game follows--a significant factor.
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Link Armageddon rules, clarify what draw odds means.


* ''TabletopGame/{{Chess}}'' has a well-documented first-player advantage. Tournament matches get around this by giving each player an equal number of games as White and Black rather than changing the game, but there's an exception for Armageddon rules, which are designed to force a decisive result and can't go this route. Instead, they give both sides a bonus, with Black's draw odds being stronger than White's time advantage to compensate for White's first-move advantage.

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* ''TabletopGame/{{Chess}}'' has a well-documented first-player advantage. Tournament matches get around this by giving each player an equal number of games as White and Black rather than changing the game, but there's an exception for [[https://www.chess.com/terms/armageddon-chess Armageddon rules, rules]], which are designed to force a decisive result and can't go this route. Instead, they give both sides a bonus, bonus with Black's draw odds (meaning black wins if the game result is a draw) being stronger than White's time advantage to compensate for White's first-move advantage.

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* Players ''Istanbul'' can move to a location, and other players activating the location's ability need to pay 2 Lira to whomever is there. Because of that, the first player gets 2 Lira, and subsequent players gain an additional Lira than the previous player.

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* Some ''TabletopGame/{{Hex}}'' versions introduce a [[https://www.hexwiki.net/index.php/Swap_rule swap rule]]. If the first player picks an opening that is seemingly powerful, the second player can either swap sides or swap pieces. In gneral, the first move in the middle of the board tends to be a swap candidate.
* Players in ''Istanbul'' can move to a location, and other players activating the location's ability need to pay 2 Lira to whomever is there. Because of that, the first player gets 2 Lira, and subsequent players gain an additional Lira than the previous player.
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* ''VideoGame/MightAndMagicClashOfHeroes'': The player who gets the first turn only gets 2 moves on that turn, instead of the normal 3. {{Inverted}} if that player has the Celerity Ring equipped, which gives them 5 moves on their first turn instead.
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* The ''Century'' series of board games has starting resources based on player start order, but varies based on the installment. In Golem Edition, the start player has more resources. In Eastern Wonders, starting resources seems equal in raw value, but is picked up in reverse turn order, possibly allowing an earlier access to a market.


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* Players ''Istanbul'' can move to a location, and other players activating the location's ability need to pay 2 Lira to whomever is there. Because of that, the first player gets 2 Lira, and subsequent players gain an additional Lira than the previous player.


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* ''TabletopGame/StarRealms'' has the first player draw three cards on the first turn rather than five.

Added: 2021

Changed: 2079

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Swapping out the entry for Hearthstone to its version from the Second Player Advantage TLP draft, since I think it cuts to the chase a little faster and is more specific. Also expanding on it with something else the devs tried.


* The developers of ''VideoGame/HearthstoneHeroesOfWarcraft'' knew that the first player would have a tempo advantage, and experimented with ways to give the second player their own advantages to compensate. They ended up going with two: The first is that they start with an extra card in their hand. The other is that they start with a copy of "The Coin", which gives them an extra Mana Crystal for one turn.
* ''VideoGame/JurassicWorldTheGame'': Averted in the PlayerVersusPlayer battles and a few of the weekly events. Typically the match is over once one team completely knocks out the other, with 3 creatures per team. The player and the AI opponents (as despite all appearances, the player will never actually fight another player even in the PVP battles) are always granted a set number of points to use per turn, which they can use to defend, attack, or reserve (which means their points will be much higher on their next turn). Whoever starts first gets 1 point on their first turn, while whoever goes second gets 2 points on their first turn. In theory the second player should have the advantage, but because both players have their point limits increased by the same amount, it actually puts the second player at a huge disadvantage, simply because the first player will reach the max amount of points allowed per turn sooner than the second player will. To put this into perspective, if the first player reserved their points on turns 1-3, they would go from 1 to 3 to 6, while the second player would only have 4 points at the start of the first player?s third turn, and unless the second player is running a StoneWall of a tank, the two point difference is usually enough for the first player to take down the second player?s first creature. The second player then is forced to either attack, at the risk of having fewer points in defense or reserve for the next turn, or do nothing and let the first player build up their points again, and in both cases potentially leaving the second player?s second creature incredibly exposed for the first player to take down.

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* ''VideoGame/{{Hearthstone}}'':
** The player who loses the opening coin flip starts with four cards in their mulligan instead of three. They also get The Coin added to their hand, a special card that can be played at any time for 1 extra mana that turn.
**
The developers tried a lot of ''VideoGame/HearthstoneHeroesOfWarcraft'' knew that different methods to balance going second before the first game went live. One idea was to start the player would have a tempo advantage, and experimented with ways to give the second player their own advantages to compensate. They ended up going with two: The first is that they start with an extra card in their hand. The other is that they start with a copy free [[https://hearthstone.fandom.com/wiki/Avatar_of_the_Coin Avatar of "The Coin", which gives them an extra Mana Crystal for one turn.
the Coin]], a 1/1 minion with no effect. It was removed some time before the open beta, but [[DummiedOut still exists in the game files]].
* ''VideoGame/JurassicWorldTheGame'': Averted in the PlayerVersusPlayer battles and a few of the weekly events. Typically the match is over once one team completely knocks out the other, with 3 creatures per team. The player and the AI opponents (as despite all appearances, the player will never actually fight another player even in the PVP battles) are always granted a set number of points to use per turn, which they can use to defend, attack, or reserve (which means their points will be much higher on their next turn). Whoever starts first gets 1 point on their first turn, while whoever goes second gets 2 points on their first turn. In theory the second player should have the advantage, but because both players have their point limits increased by the same amount, it actually puts the second player at a huge disadvantage, simply because the first player will reach the max amount of points allowed per turn sooner than the second player will. To put this into perspective, if the first player reserved their points on turns 1-3, they would go from 1 to 3 to 6, while the second player would only have 4 points at the start of the first player?s third turn, and unless the second player is running a StoneWall of a tank, the two point difference is usually enough for the first player to take down the second player?s player's first creature. The second player then is forced to either attack, at the risk of having fewer points in defense or reserve for the next turn, or do nothing and let the first player build up their points again, and in both cases potentially leaving the second player?s player's second creature incredibly exposed for the first player to take down.
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Created from YKTTW

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In most turn-based games, going first is an advantage. Tempo is important in interaction-heavy games. Going first means getting to take the initiative and control the course of the game. It also means that if you're racing your opponent on something, you will win the race even if your opponent is able to mimic everything you do. Even if the game is low on interaction, something like getting first dibs on a shared resource pool can still give you an edge.

Of course, this can be frustrating for those who don't go first, so many games tweak their mechanics to [[CompetitiveBalance balance the game]]. This is usually done in one of the following ways:

* Giving the non-starting player(s) extra resources. This method is straight-forward and easy to scale up for games with three or more players (just give the third player even more compensation resources than the second player, and so on).
* Limiting the first player's first turn in some way, such as having them skip a resource gathering phase. This method is more awkward to scale up, and mostly shows up in two-player games.
* When someone triggers the end of the game, the current "round" will finish, which ensures that everyone gets the same number of turns. For instance, if the play order is Alice, Bob, Carl, and Bob triggers the end of the game, Carl gets one more turn and Alice doesn't. This approach is common in games about ScoringPoints.

This kind of rule usually shows up in games that focus on being competitive, such as {{Euro Game}}s. Most other games don't bother. Party games and family games usually have enough variance to mask any first-player advantage they may have, and their main draw is never "it's good for competitive play" anyway. Similar arguments apply to [[AmeritrashGames American-style games]].

Sometimes, a game was not originally designed with such mechanics, but turns out to have a non-negligible first-player advantage in competitive play. This often leads to the addition of a first-player advantage mitigation rule, which has happened for games from ''TabletopGame/MagicTheGathering'' to ''TabletopGame/{{Go}}''. If no such fix is possible, tournaments will have to take into account that games are lopsided in favour of the first player; for instance, TabletopGame/{{chess}} matches usually have an even number of games, with both players getting the same number of games with each colour.

See also ExtrinsicGoFirstRule to figure out who goes first. Compare ComebackMechanic, ExtraTurn and ObviousRulePatch.

'''Note:''' This trope is exclusive to turn-based games.

!!Examples

[[foldercontrol]]
[[folder:Board Games]]
* In ''TabletopGame/{{Azul}}'', the player who takes the first player tile starts the round, but the tile gives them -1 point, in addition to filling one space of broken tiles, meaning they are more likely to lose additional points if not careful.
* ''TabletopGame/{{Chess}}'' has a well-documented first-player advantage. Tournament matches get around this by giving each player an equal number of games as White and Black rather than changing the game, but there's an exception for Armageddon rules, which are designed to force a decisive result and can't go this route. Instead, they give both sides a bonus, with Black's draw odds being stronger than White's time advantage to compensate for White's first-move advantage.
* ''TabletopGame/{{Codenames}}'' awards a win to the first team to uncover all of their cards. To compensate for the advantage of going first, the second team has one less card to unturn. Additionally, the captain of the second team is also allowed to decide which way up the color grid (that tells the team captains what words their team needs to guess) will be at the start of the game.
* In ''TabletopGame/{{Everdell}}'', the first player starts with 5 cards. For each subsequent step in the turn order, the player in question gets one additional card. This compensates for how the first player gets the first opportunity to visit exclusive locations and achieve events.
* In ''TabletopGame/{{Go}}'', the player with the black stones has an advantage because their going first gives them the initiative. The ''komi'' system was introduced to even things out by giving extra points to the player with the white stones. The exact value varies, but is usually between 5 and 8 points (and usually a half-integer to make draws less likely).
* In ''TabletopGame/HappyCity'', the end of the game is triggered when someone builds their 10th building. However, the round is finished to ensure that everyone gets the same number of turns.
* When someone reaches 12 points in a victory condition in ''TabletopGame/LivingForest'', it triggers the end of the game, but the remaining players in the turn order still get to play their last turn.
* ''TabletopGame/LostRuinsOfArnak'': The further behind you are in the play order, the more valuable your set of starting resources will be. This compensates for your opponents' ability to go to locations you wanted.
* ''TabletopGame/ResArcana'': For the first round, magic items are drafted in the opposite of the play order. This gives the later players the chance to grab a good one, which helps compensate for how they're at risk for falling behind in the race for Places of Power and Monuments.
* ''TabletopGame/SettlersOfCatan'': Initial placement of one's first two settlements can make or break an entire game as they will determine what resources and how many one has in the early game. And a good first placement can lead to exponential growth in terms of resource yield in the late game since cities (which doubles the yield of resources the city is adjacent to) can only be built on top of existing settlements. Thus, in the placement phase, the sequence goes clockwise from the player who placed their settlement first until the last person, then it reverses. This allows for the last person to place two settlements simultaneously and forces the player who got the first settlement on the board to place their second settlement after all other players, balancing out their first-mover advantage.
* ''TabletopGame/{{SHASN}}'': During the setup, the player who will go first receives only 1 resource token, the second player 2, the third 3, and so on. This is to mitigate the advantage the first player has in picking where to place their voter pegs on an empty board, with efficient placement getting increasingly difficult the more pegs are on it.
* ''TabletopGame/SpaceBase'' gives extra resources to non-starting players, with more valuable ones going to the players later in the play order, to compensate for how the first player gets the first chance to buy ships. The game also has the "finish the round after someone triggers the end of the game" rule.
* The end of a ''TabletopGame/{{Splendor}}'' game is triggered once someone reaches 15 points, but the game finishes the round to make sure that every player gets the same number of turns.
* ''[[TabletopGame/VillainousRavensburger Villainous]]'': The player going second starts with one additional Power (currency), and any subsequent players start with two additional Power.
[[/folder]]

[[folder:Trading Card Games]]
* To mitigate the first player's tempo advantage in ''TabletopGame/MagicTheGathering'', Wizards eventually added the rule that the starting player skips the draw step of their first turn.
* In the ''TabletopGame/{{Pokemon}}'' TCG, the player who goes first is not allowed to attack on their first turn.
* ''TabletopGame/YuGiOh'': The first player can't conduct their Battle Phase on their first turn, as they would otherwise get a nigh-unavoidable shot at their opponent's LP. It turned out that the game still had a considerable first-player advantage, so as of the Master Rules 3, the first player's first turn also lacks the draw step.
[[/folder]]

[[folder:Video Games]]
* Inverted in ''VideoGame/GwentTheWitcherCardGame'', which has the player who ''loses'' the opening coin flip be the one with an advantage, since if they're the first to pass, the other player will be forced to go into the next round with card disadvantage. The player who goes first starts the game with Strategic Advantage on the board to compensate, which can be played to boost one of their units by five points, along with getting an extra mulligan before the first round starts. Strategic Advantage can be replaced by a handful of other Stratagems in the deck editor, most of which play for a five point difference, but others provide more unique benefits, such as putting a card in your hand at the bottom of your deck and replacing it with a card of your choice from your deck.
* The developers of ''VideoGame/HearthstoneHeroesOfWarcraft'' knew that the first player would have a tempo advantage, and experimented with ways to give the second player their own advantages to compensate. They ended up going with two: The first is that they start with an extra card in their hand. The other is that they start with a copy of "The Coin", which gives them an extra Mana Crystal for one turn.
* ''VideoGame/JurassicWorldTheGame'': Averted in the PlayerVersusPlayer battles and a few of the weekly events. Typically the match is over once one team completely knocks out the other, with 3 creatures per team. The player and the AI opponents (as despite all appearances, the player will never actually fight another player even in the PVP battles) are always granted a set number of points to use per turn, which they can use to defend, attack, or reserve (which means their points will be much higher on their next turn). Whoever starts first gets 1 point on their first turn, while whoever goes second gets 2 points on their first turn. In theory the second player should have the advantage, but because both players have their point limits increased by the same amount, it actually puts the second player at a huge disadvantage, simply because the first player will reach the max amount of points allowed per turn sooner than the second player will. To put this into perspective, if the first player reserved their points on turns 1-3, they would go from 1 to 3 to 6, while the second player would only have 4 points at the start of the first player?s third turn, and unless the second player is running a StoneWall of a tank, the two point difference is usually enough for the first player to take down the second player?s first creature. The second player then is forced to either attack, at the risk of having fewer points in defense or reserve for the next turn, or do nothing and let the first player build up their points again, and in both cases potentially leaving the second player?s second creature incredibly exposed for the first player to take down.
* ''VideoGame/NintendoWars'': Most custom-made maps (as seen in Advance Wars by Web) give an infantry to the second player to offset the first player's advantage of going first.
[[/folder]]

[[folder:In-Universe Examples]]
[[AC:Literature]]
* ''Franchise/StarTrek'' novel ''Literature/PlanetOfJudgment''. Spock is playing a game against an alien opponent where they each answer questions. The opponent is given the first question to answer. Later in the game, Spock protests that the alien being allowed to answer first gave it an advantage. The moderator agrees and gives Spock credit for a correct answer.

[[AC:Web Video]]
* In the ''TabletopGame/{{Tokaido}}'' episode of ''WebVideo/TableTop'', the players have a HouseRule that the player going first has to give the player going last one coin, as a way to balance the advantage and disadvantage of their respective positions. This result's in [[Creator/WilWheaton Wil's]] character, the StarvingArtist Hiroshige (who normally starts with 3 coins) having to pay [[Creator/JAugustRichards J's]] character, the wealthy samurai Kinko (who normally starts with 7), leading to quips about Kinko being the 1%.
[[/folder]]

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