You hit one time in ten, your two opponents three and six, and you shoot first. Firing into the air is worth 965/4736 = 20.376%, which beats removing the strongest player by 0.195 percentage points, because a landed hit drops you into the duel you must enter second at 7/37 rather than first at 10/37. The article carries all three option values, the fixed points they solve, and the single Nash equilibrium that turns the usual assumption into a conclusion.
Counting to fifty in steps of one to ten, the first player wins, and exactly one of the ten legal openings does it. The stations are 6, 17, 28, 39 and 50, spaced eleven apart because eleven is one more than the largest legal step. The article carries the residue argument that proves the opening is unique, and the target 55 where the advantage flips.
The pile really does average exactly one dollar, which is why almost everyone answers one dollar and why the trap is a correct calculation of the wrong quantity. The play is worth two thirds, because the roll that ends the game pays on two of its three faces and that roll is independent of how big the pile grew.
Three and a half is the exact average of a plain die, which is why it survives being double-checked. The rule does not reweight six outcomes, it deletes one, leaving a uniform payoff on five faces and an answer of four. The procedure costs 1.2 rolls on average, and the version where the reroll is your choice is a different game worth 4.25.