Multiplayer — the series
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Three players and no answer
Every theorem here is about two players, and the reason is not convenience. With two players the game is zero-sum, so 'play well' needs no further explanation. Add a third and the winner of a Nim position becomes a fact about the convention: two reasonable ones disagree on 56 of the 71 positions swept. The one question no convention touches — can a player force a win against the other two together — is answered 'nobody' in 65 of the 71.
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What survives a coalition
Three-player Nim has no winner without a convention and no sum theory at all. Fix one player against the other two and both come back: every position has a winner, the winner is read off the number of heaps of one modulo three and the number of larger heaps, and forty-five positions fall into six interchangeable classes — fewer than Nim's sixteen. Fix a scoring rule instead and the winner comes back, identical to one of the conventions, and nothing else does: no two positions are interchangeable.
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A coalition counts to three
Three-player Nim with one player against two collapses to six classes, because every heap of two or more is a store of tempo either side can draw on. Put the same coalition on games whose heaps are not all stores and it does not collapse: subtraction {1, 2} keeps five kinds of heap, Kayles six, subtraction {1, 3} ten and {2, 3} twelve, each count settling as the range grows. Past a threshold the large heaps are interchangeable again — and in every one of the five, unlike Nim, a single large heap hands the game to the coalition. The classes neither refine the two-player values nor coarsen them: {1, 3} has two Grundy values and ten coalition classes.
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Units modulo three, and one choice
Nim's rule for one player against two has a shape: count the heaps that always last one move, modulo three, allow one heap that offers a choice, and give any second choice to the coalition. Subtraction {1, 2} has exactly that table — ten classes, nine of them a count of ones against nothing, a two or a three — and so do Kayles, where a heap of three is a heap of two with a unit beside it, and Dawson's Kayles. Subtraction {1, 3} and {2, 3} do not: a board with two choices on it can still be the lone player's, and the short key fails. And {2, 3} and Dawson's Kayles give every heap to ten exactly the same menu of game lengths, so what a coalition reads is not how long a heap can last.