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Game design: luck without dead turns — is it possible

G
@greg_the_grey · 3mo · 905 views

I've been tinkering with a light civ-ish prototype and I'm stuck on a boring problem: I want combat to feel risky, but I hate when someone whiffs two rounds in a row and basically watches Netflix while the table plays.

Modern designs seem to solve this with cards — you always play something — or with dice mitigation — you always cobble a partial success.

For people who actually finish designs: what principle do you use to keep variance spicy without creating literal skip turns?

Examples from published games welcome. I'm especially interested in middleweight euros that still use dice without making me want to flip the table.

Yes I've read the classic threads. Looking for fresh angles or 'this obscure game did the trick' energy.

6 Replies

E
@euro_trash_88 3mo

Mitigation hooks: draft, dice placement, rerolls, compensation resources. pick two

M
@meeple_mike 3mo

Dead turns are a failure of decision space not randomness. give players a plan B always

N
@newbie_nora 3mo

reading this for fun i dont design anything except bad life choices

C
@cardboard_queen 3mo

Quacks style push your luck is 'dead turn' as feature. context matters

A
@analog_addict 3mo

If you can always take a weak action thats better than skip. even 1 coin matters psychologically

Q
@quietgamer 3mo

chess has no luck and people still blame the chair