(Once again a son is torturing his father...)
Alice and Bob play a fairly simple game with $n$ predefined points in 3D space. No four points are complanar (which also implies that no three points are collinear).
They play in turns by connecting points that are not yet connected with straight segments. On her turn Alice connects a single pair of unconnected points with a single segment of red color. After that Bob connects $k$ pairs of unconnected points with $k$ segments of blue color.
Alice wins if she is able to create a triangle with red sides. If all points are connected and Alice was not able to create a red sided triangle before that, Bob wins.
Who has a winning strategy?
My thoughts: obviously, the outcome of the game heavily depends on releation between $n$ and $k$.
Suppose that $k=1$ with big enough value for $n$. Alice will simply draw segment $AB$, Bob draws his segment at will, Alice then draws $AC$, Bob blocks triangle $ABC$ by drawing segment BC, Alice draws segment $AD$ and Bob is lost. He cannot block triangles $ABD$ and $ACD$ by drawgin a single segment.
On the other side, with $k$ big enough, Bob can easily block creation of all red triangles by drawing a lot of lines.
So for $k\le k_1$, Alice wins. For $k\ge k_2\ge k_1$, Bob wins. I need some estimate for $k_1$ and $k_2$ (better than mine). Also note that the game always has a winner. Does it mean that $k_1=k_2$? I guess it does, but if we are just trying to estimate the lower and the upper bound, we can come up with two different values.
This is called a biased Maker-Breaker game; it was first proposed by Chvátal and Erdős in their 1978 paper Biased positional games. (The results below are Theorem 5.1 in that paper.)
In that paper, they prove that when $k < \sqrt{2n+2} - \frac52$, Alice has a winning strategy, which has already been covered in the other answers: Alice draws many segments out of a single point $v$, and eventually there are so many other endpoints of those segments that Bob can't connect them all.
When $k \ge 2\sqrt n$, they prove that Bob has a winning strategy. Here, Bob will follow the rule that whenever Alice plays a segment $vw$, Bob will draw $\lfloor \sqrt n \rfloor$ segments out of point $v$ and $\lfloor \sqrt n \rfloor$ segments out of point $w$. (If there are fewer than $\lfloor \sqrt n \rfloor$ undrawn segments out of either point, Bob can skip drawing those.) Which segments will Bob draw? We'll get to that later.
A consequence of this rule is that Alice can never draw more than $\sqrt n + 1$ segments out of the same point (every time she draws a segment out of some point, Bob draws $\lfloor \sqrt n \rfloor$ out of the same point).
When Alice draws segment $vw$, the only ways she could win on the next move (which Bob has to thwart) are triangles using that segment: triangles $uvw$ with some third point $u$.
So at every step, Bob can block Alice from winning on the next move. It follows that Alice can never make a triangle, and Bob wins.
Okay, so that was what we knew 42 years ago. Has there been progress since then?
Yes, but we still don't know the exact answer. Approximately, the above shows that the critical value of $k$ is somewhere between $1.414 \sqrt n$ and $2 \sqrt n$. Since then, the upper bound has been reduced. This paper is I think the best upper bound known so far, bringing the upper bound down to about $1.633 \sqrt n$. But there's still a gap.