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When two events (eg: attacks or strategies) from competing actors (human or not) clash against each other, and the outcome is determined by strength/weakness relationships between the strategies each actor chose, such that every strategy can be beaten by some other strategy.

When two events (eg: attacks or strategies) from competing actors (human or not) clash against each other, and the outcome is determined by strength/weakness relationships between the strategies each actor chose, such that every strategy can be beaten by some other strategy. There is no optimal play.

Well-known examples include the strengths and weaknesses of different elemental types in Pokemon, the priorities of simultaneous attacks in Dead or Alive, the bonuses of each unit against a particular other type of unit in Age of Empires, and of course the classic game itself, Rock Paper Scissors.

This tag applies to any discussion of the mathematics, design, or implementation of a system where any strategy, if anticipated by the player, can be effectively countered. That is, there is no strategy that guarantees a good outcome.