Two beasts, Rosencrans and Gildenstern, play a game. They have a circle with $n$ points ($n \ge 5$) on it. On their turn, each beast (starting with Rosencrans) draws a chord between a pair of points in such a way that any two chords have a shared point. (The chords either intersect or have a common endpoint.) For example, two potential legal moves for the second player are drawn below with dotted lines.
[asy]
unitsize(0.7cm);
draw(circle((0,0),1));
dot((0,-1));
pair A = (-1/2,-(sqrt(3))/2);
dot(A);
pair B = ((sqrt(2))/2,-(sqrt(2))/2);
dot(B);
pair C = ((sqrt(3))/2,1/2);
dot(C);
draw(A--C);
pair D = (-(sqrt(0.05)),sqrt(0.95));
dot(D);
pair E = (-(sqrt(0.2)),sqrt(0.8));
dot(E);
draw(B--E,dotted);
draw(C--D,dotted);
[/asy]
The game ends when a player cannot draw a chord. The last beast to draw a chord wins. For which $n$ does Rosencrans win?
To determine for which \( n \) Rosencrans wins, we need to analyze the game for both odd and even values of \( n \). We will start by considering the smallest cases and then generalize our findings.

### Odd Case:
Let's start with \( n = 5 \).

1. **Initial Move by Rosencrans:**
   - Rosencrans connects two adjacent points, say \( 3 \) and \( 4 \).

2. **Gildenstern's Move:**
   - Gildenstern can connect either \( 1 \) to \( 3 \) or \( 1 \) to \( 4 \). Suppose Gildenstern connects \( 1 \) to \( 3 \).

3. **Rosencrans' Second Move:**
   - Rosencrans can now force a triangle by connecting \( 1 \) to \( 4 \).

4. **Remaining Moves:**
   - The remaining points are \( 2 \) and \( 5 \). Gildenstern must connect \( 2 \) to \( 4 \) or \( 5 \) to \( 3 \). Suppose Gildenstern connects \( 2 \) to \( 4 \).

5. **Final Move by Rosencrans:**
   - Rosencrans connects \( 5 \) to \( 3 \), and no more moves are possible.

Since Rosencrans made the last move, he wins. This pattern holds for any odd \( n \). After forming the initial triangle, the remaining points can always be paired off, ensuring that Rosencrans makes the last move.

### Even Case:
Now consider \( n = 6 \).

1. **Initial Move by Rosencrans:**
   - Rosencrans connects two non-adjacent points, say \( 1 \) and \( 4 \).

2. **Gildenstern's Move:**
   - Gildenstern connects two adjacent points, say \( 5 \) and \( 4 \).

3. **Rosencrans' Second Move:**
   - Rosencrans can connect \( 2 \) to \( 4 \).

4. **Gildenstern's Second Move:**
   - Gildenstern connects \( 5 \) to \( 1 \).

5. **Remaining Moves:**
   - The remaining points are \( 3 \) and \( 6 \). Rosencrans must connect \( 3 \) to \( 6 \).

6. **Final Move by Gildenstern:**
   - Gildenstern connects \( 3 \) to \( 5 \), and no more moves are possible.

Since Gildenstern made the last move, he wins. This pattern holds for any even \( n \). After the initial moves, the remaining points can always be paired off, ensuring that Gildenstern makes the last move.

### Generalization:
- For odd \( n \), Rosencrans can always force a win by forming an initial triangle and then pairing off the remaining points.
- For even \( n \), Gildenstern can always force a win by pairing off the points optimally.

Thus, Rosencrans wins if and only if \( n \) is odd.

The final answer is \( \boxed{\text{Rosencrans wins for all odd } n} \).