You can change the whole character of a puzzle by changing who wants what. People may solve alone, pursue one shared result, cooperate inside teams, or work against one another. The same letters and rules can feel generous, tense, conversational, or combative depending on that relationship.
This section begins with those broad relationships, then moves to ways a game can continue across rounds and ways it can end. Treat these terms as design choices, not assumptions. A word activity does not need a winner merely because points are possible, and a solo puzzle can still become deeply social through sharing and discussion.
If you are starting with an experience rather than a formal structure, ask a plain question first: What relationship do you want people to have while they play?
Look for the owl mark beside a passage to read or begin a discussion.
Competitive Games: Let Players Pursue Opposing Results
Technical terms: Competitive game
In a competitive game, one player's preferred result conflicts with another's. Players may trade, cooperate briefly, or enjoy helping each other think, but the formal outcome eventually distinguishes winners from losers.
Competition need not mean hostility. It means the design gives players reasons to notice, answer, obstruct, or outperform one another. If the contest seems unfair or largely decided before meaningful choices begin, that relationship loses credibility.
See it in Scrabble
Everyone contributes words to one board, yet each player wants the highest personal score. A play can earn points while also occupying a valuable space or opening one for an opponent.
What you can do with it
Use competition when another person's decisions make the puzzle more interesting. If players are merely comparing independent results afterward, say so; that is lighter social comparison rather than direct opposition.
Consider exactly how one player's success changes another player's prospects.
Ask a player
Did another player give you an interesting problem, or merely take something away?
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), STR-01, p. 2.
---
Cooperative Games: Give Everyone One Result to Pursue
Technical terms: Cooperative game
In a cooperative game, everyone works toward the same formal result: the group succeeds or fails together. The resistance must therefore come from the puzzle, limited information, time, resources, or some other part of the system rather than from a human opponent.
Cooperation becomes thin when one knowledgeable person can make every meaningful decision. You can protect individual contribution by giving people different information, viewpoints, materials, or responsibilities.
See it in Letter Jam
Each player sees other people's letters but not their own. The group gives word clues that help everyone infer what they hold. No one person possesses all the needed information.
What you can do with it
Give cooperation a reason to exist. Ask what one person can notice or contribute that another cannot simply do on their behalf.
Take a solo puzzle and divide its useful information between two people. Decide what they may say and what each must discover personally.
Ask a player
Was there a moment when the group genuinely needed something only you could contribute?
Team-based games — cooperate locally while opposing another group.
Player judge — let people evaluate answers the rules cannot settle.
Quarterbacking — the common problem of one person directing everyone else.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), STR-02, p. 4.
---
Team-Based Games: Cooperate Within Groups and Compete Between Them
Technical terms: Team-based game
A team-based game combines two relationships: players cooperate with their teammates while competing against another team or teams. That combination lets different people contribute different knowledge, but it also makes communication, team size, and uneven skill part of the design.
Teams may be fixed, hidden, shifting, equal, or one-against-many. Each variation changes whom a player trusts and what information can safely be shared.
See it in Codenames
Each clue giver helps their own team identify words while avoiding words belonging to the opposition. Teammates interpret together; teams race against one another.
What you can do with it
Use teams when discussion within a side is as important as the contest between sides. Make sure quieter participants still have a recognizable way to matter.
Consider the different contributions your team puzzle permits: vocabulary, interpretation, memory, risk judgment, performance, or something else.
Ask a player
Could you contribute in your own way, or did the strongest player become the team?
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), STR-03, p. 8.
---
Solo Games: Make One Person's Encounter Complete on Its Own
Technical terms: Solo game
A solo game is designed to give one player a complete experience. The person may seek a solution, improve a record, explore possibilities, or respond to an automated opponent. A good solo design creates uncertainty and resistance without asking the player to pretend they do not know something already revealed.
Solo does not mean socially isolated. Finished attempts, daily prompts, comments, and comparison can create a community around experiences that each person completes alone.
See it in Wordle
One person identifies a hidden word through feedback on six guesses. The solving is individual, while the daily word and share grid create conversation and comparison afterward.
What you can do with it
Decide whether the satisfying part is reaching a goal, improving a measure, or simply making and noticing. That decision matters more than adding an artificial opponent.
IMagine removing scores and leaderboards from your idea. What would still make one attempt feel complete?
Ask a player
What made you decide you were finished before the game officialy ended ?
Spectation — let others enjoy watching or examining the result.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), STR-04, p. 12.
---
Semi-Cooperative Games: Share a Danger but Prefer Different Endings
Technical terms: Semi-cooperative game
In a semi-cooperative game, everyone can fail together, but avoiding that failure does not necessarily give everyone the same result. A player may still seek personal recognition, fulfill a private aim, or become the individual winner.
This structure can create a rich tension between helping the group and protecting yourself. It can also create confusion if players disagree about whether collective survival matters more than the personal result.
See it in Dead of Winter
Players must keep a colony alive while pursuing private objectives. The colony can fail everyone, yet surviving does not guarantee that every individual has accomplished what they wanted.
What you can do with it
State which obligation has priority when shared and private goals conflict. Do not assume every group will interpret that conflict alike.
Consider the moment when a helpful act becomes personally costly. If no such moment exists, the private goal may be decorative.
Ask a player
When your own aim conflicted with the group's, what did the game seem to expect from you?
Hidden objectives — conceal some of what a player wants.
Traitor games — hide a player whose allegiance opposes the group.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), STR-05, p. 15.
---
Single-Loser Games: Make Avoiding One Loss the Central Pressure
Technical terms: Single-loser game
A single-loser game ends with one person losing while everyone else avoids defeat. The design reverses the usual contest: the urgent question is not who can become uniquely first, but who can avoid becoming uniquely last.
That reversal changes social behavior. Players may direct danger toward whoever seems vulnerable, so a light comic premise can turn unpleasant if failure is humiliating or prolonged.
See it in Ghost
Players extend a letter fragment while avoiding the move that completes a word or makes completion impossible. The tension comes from passing the dangerous fragment onward.
What you can do with it
Use this structure for brief, low-stakes tension. Give a losing player a quick release and avoid making the group repeatedly target the same person.
Imagine the least experienced player losing three times. Does the experience remain welcoming?
Ask a player
Did avoiding the loss feel playful, or did it make you feel singled out?
Fail-forward — let failure produce a useful next state.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), STR-06, p. 17.
---
Traitor Games: Hide Opposition Inside Apparent Cooperation
Technical terms: Traitor game
A traitor game presents a cooperative group while secretly giving one or more players an opposing allegiance. An inefficient choice may be an honest mistake or deliberate sabotage, so interpretation of people becomes part of play.
The hidden opponent needs subtle ways to interfere, and the rest of the group needs meaningful ways to investigate or respond. Suspicion without consequential choices becomes noise.
See it in The Chameleon
Everyone except one player knows the secret word. Each person gives a clue that demonstrates knowledge without revealing too much, while the uninformed player tries to blend in and infer the answer.
What you can do with it
Design both sides of the uncertainty: how concealment remains possible and how careful observers can form a justified suspicion.
Consider three innocent explanations for the behavior that is supposed to reveal the hidden opponent.
Ask a player
Could you reason about the hidden role, or were you mostly guessing about personalities?
Signaling — communicate indirectly through permitted actions.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), STR-07, p. 19.
---
Scenarios, Missions, and Campaigns: Reuse One System for Many Situations
Technical terms: Scenario, Mission, Campaign
These terms describe related scales of designed content. A scenario is a particular setup or situation. A mission usually adds a specific objective. A campaign links several scenarios or missions so that their order, story, or earlier results matter later.
Score-and-Reset Games: Clear the Field but Preserve a Larger Result
Technical terms: Score-and-reset game
A score-and-reset game divides play into repeated rounds. After each round, the immediate field largely returns to a starting state, while a score or other record carries forward.
The reset gives someone a fresh chance after a poor round and creates natural stopping points. The accumulated result gives the rounds a larger shape, but it can also make later play feel pointless when an early lead becomes unreachable.
See it in Boggle
Players search one letter grid, record their words and scores, then shake the cubes for a new grid. The word field resets even when scores accumulate across rounds.
What you can do with it
Separate what should be renewed from what should persist. Persistence need not be a score; it could be a growing poem, collection, map, or shared constraint.
Ask a player
Did the reset feel like a fresh possibility, and did the carried result still matter?
Game arc — shape how tension or meaning changes over time.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), STR-09, p. 23.
---
Legacy Games: Let Play Leave a Permanent Mark
Technical terms: Legacy game
A legacy game is a campaign in which play permanently changes the game or its recorded rules. Later sessions inherit consequences from earlier ones, and the evolving object becomes a history of one group's particular experience.
Permanence gives decisions unusual weight, but it also creates practical burdens. People may fear a regrettable choice, miss sessions, or stop before the designed sequence is complete.
See it in My City
Players complete a series of spatial puzzles while permanently modifying personal boards and revealing new rules. Each copy becomes a record of its owner's campaign.
What you can do with it
Use permanence when the accumulated history is part of the pleasure—not merely to prevent replay. Decide how someone can understand or rejoin an altered system.
Consider changes a player might enjoy seeing months later. Then ask whether saving a record would be enough, or whether the rules themselves need to change.
Ask a player
Did permanence make your choice meaningful or merely stressful?
Nearby ideas
Campaign — link sessions without requiring irreversible change.
Play lifetime — consider how an experience changes across repeated use.
Metagame — let earlier play influence later decisions.
Game state — describe what is true at a particular moment.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), STR-10, p. 25.
---
Victory Points: Decide What the Score Remembers
Technical terms: Victory points from game state, Victory points from player actions, Temporary victory points, Permanent victory points, Victory points as a resource, Hidden victory points, Exposed victory points
These terms describe different, combinable qualities of a scoring system.
Points from game state measure what exists when scoring happens: territory held, resources kept, or patterns completed.
Points from player actions record what someone did when they did it, even if the resulting position later changes.
Permanent points remain once earned; temporary points rise or fall with a changing condition.
Points as a resource may be spent, transferred, wagered, or sacrificed.
Exposed points are public; hidden points conceal some or all of the current result.
These are not rival systems. One game can combine several—for example, immediate permanent points for actions plus hidden state-based points at the end.
See it in Scrabble and Ticket to Ride
Scrabble awards exposed, mostly permanent points when words are played, then adjusts the result according to each player's final rack. Ticket to Ride shows route points while concealing destination-ticket gains and losses until the end.
What you can do with it
Ask what behavior the score teaches. Immediate action points say “do this”; state scoring says “build or preserve this.” Hidden values create uncertainty, while spendable points turn the stated goal into a tradeoff.
Describe your score without numbers: what does it remember, when can it change, and who knows it?
Ask a player
Could you tell why the score changed and what kind of play it encouraged?
Nearby ideas
Playing for points — consider what quantifying success does to the experience.
End-game bonuses — delay part of the reward until ordinary play ends.
Intrinsic motivation — protect reasons to play that do not depend on measurement.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), VIC-01–VIC-05, pp. 164–173.
---
End-Game Bonuses: Reward Something After the Making Is Over
Technical terms: End-game bonus
An end-game bonus rewards a collection, pattern, objective, efficiency, or position after ordinary play has ended. Because the reward is delayed, players must decide how much present opportunity to sacrifice for a result that will matter later.
Bonuses can make an otherwise quiet strategy worthwhile or give different players distinct priorities. If they are too large or too obscure, however, the visible course of play becomes misleading and the final calculation can seem to replace everything that came before it.
See it in Paperback
Players acquire victory cards that score at the end but can weaken their immediate ability to form words. Future value competes directly with present word-making flexibility.
What you can do with it
Use a delayed reward to keep a long-term intention alive during short-term choices. Make the objective understandable early enough that a player can pursue it deliberately.
Choose a subtle pattern you want players to cultivate. Decide whether naming it as a final recognition deepens attention or merely turns it into a chore.
Ask a player
Did the final recognition reveal the meaning of earlier choices, or overturn them unexpectedly?
Nearby ideas
Ways victory points can work — locate the bonus within the larger score system.
Hidden objectives — conceal the pattern someone is pursuing.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), VIC-06, p. 175.
---
Game Clocks and Finish Lines: Choose What Tells Players They Are Done
Technical terms: Race, Fixed number of rounds, Exhausting resources, Completing targets, Fixed number of events, Elapsed real time
These are alternative ways to make duration legible.
A race ends or awards victory when someone first reaches a destination, threshold, or finished objective.
A fixed number of rounds gives everyone a known quantity of turns, hands, or cycles.
Exhausting resources uses an empty deck, bag, supply, or other finite reserve as the clock.
Completing targets ends play after enough projects, patterns, or objectives are achieved.
A fixed number of events counts occurrences whose timing may vary, rather than counting rounds.
Elapsed real time lets an external timer stop a phase or the whole game.
Each clock changes attention. A race emphasizes tempo; fixed rounds emphasize planning; resource exhaustion lets actions alter duration; targets emphasize accomplishment; event counts create an uncertain pace; real time rewards speed under pressure.
See it in word games
Bananagrams is a race to use every tile. Just One uses thirteen cards. Scrabble ends through tile exhaustion and an empty rack or when play is blocked. Codenames ends when a team completes its word targets. Boggle uses elapsed real time.
What you can do with it
Choose an ending that expresses the activity. Do not add a timer merely to supply excitement, or a fixed length merely because other games have one. A player-chosen submission can be the right ending when judgment and expression matter more than optimization.
Write three possible endings for the same puzzle. For each, name the behavior it would encourage during the final minute or move.
Ask a player
Did the ending arrive when the experience felt complete, too soon, or after its interesting choices were over?
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), VIC-07 and VIC-09–VIC-13, pp. 177, 182–190.
---
Player Elimination: Think Carefully Before Making Someone Stop Early
Technical terms: Player Elimination — VIC-08
Player elimination removes someone from active play before the overall game ends. It makes survival consequential and can simplify a crowded field, but it may leave a person waiting while everyone else continues.
Elimination is easiest to accept in a very short game or when the person can immediately begin another meaningful activity. Reduced roles, rapid new rounds, and endings triggered by the first elimination can retain the stakes without creating long downtime.
See it in Ghost
In a common match format, players who repeatedly complete words or create invalid fragments collect the letters in G-H-O-S-T. Completing the word eliminates that player.
What you can do with it
Measure the experience from the first eliminated person's perspective, not only from the eventual winner's. Ask what that person does next and how long the wait can last.
Replace elimination with a changed role, a new personal objective, or an immediate end. Compare the tension each version preserves.
Ask a player
After you were out, did the game still give you a reason to care?
Fail-forward — let a setback create continued play.
Spectation — design watching as a worthwhile experience.
Circuit breaker — stop the entire game when a decisive event occurs.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), VIC-08, p. 179.
---
Connection Goals: Let Completion Mean Making a Connection
Technical terms: Connection goal
You can make completion depend on forming a required link between places, edges, objects, words, or ideas. A connection goal may be spatial, like an uninterrupted route across a board, or conceptual, like sorting every word into a related group.
Sudden Death and Finales: Should the Ending Interrupt Play or Transform It?
Technical terms: Circuit breaker, Sudden death, Finale
These are contrasting ways to give an ending special force.
A circuit breaker or sudden-death condition ends the game immediately when an exceptional event occurs. It may recognize an insurmountable achievement, prevent pointless continuation, or make one danger decisive.
A finale does not simply stop play. It moves into a distinct closing procedure whose result settles the game. Earlier play usually supplies information, position, or resources for that last act.
See it in Codenames and Clue
Choosing the assassin in Codenames causes an immediate loss: sudden death. In Clue, movement and information gathering lead to a final accusation: a finale that uses what the player learned beforehand.
What you can do with it
Use sudden death when the threatening event expresses the heart of the game. Use a finale when players deserve a distinct act of interpretation, commitment, or presentation. Earlier play must still matter.
Imagine your puzzle ending one step before its normal completion. Does that feel sharply meaningful or merely arbitrary? Then imagine requiring a final declaration or arrangement. Does it concentrate the experience or repeat it?
Ask a player
Did the ending fulfill what you had been doing, or make the earlier work feel beside the point?
Fail-forward — keep an error from becoming a dead stop.
Submission — let the maker declare that a composition is ready to be seen.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), VIC-15–VIC-16, pp. 194–196.
---
Shared Contest Patterns: Shape How Advantage Moves Between Players
Technical terms: King of the hill, Catch the leader, Tug of war, Highest lowest
These four mechanisms create different shapes of competitive attention.
King of the hill makes one position valuable enough that everyone contests it. Holding it usually brings both reward and vulnerability.
Catch the leader helps trailing players, constrains whoever is ahead, or makes the leader a natural target.
Tug of war moves one shared state back and forth; progress for one side directly reverses progress for the other.
Highest lowest judges each player by their weakest category, rewarding balance rather than extreme specialization.
See the differences
King of Tokyo concentrates attention on holding Tokyo. Mario Kart gives stronger assistance to racers farther behind. Watergate moves shared tracks toward opposing thresholds. Tigris & Euphrates uses each player's lowest color total as the final score.
What you can do with it
Choose the shape that creates the conversation you want. A focal position invites conflict; catch-up preserves uncertainty; tug of war makes opposition legible; highest-lowest asks players to care for neglected dimensions.
How does advantage change after one success. Does it accumulate, reverse another person's progress, expose the leader, or strengthen a weak area?
Ask a player
Did getting ahead create an interesting new pressure, or did the game simply punish you for succeeding?
Nearby ideas
Positive and negative feedback loops — amplify or reduce an advantage.
A game can produce a unique winner, one loser, several winners, a complete ranking, a draw, or a measured performance such as points, time, or distance. These are outcome types.
The written rules establish the formal outcome. Players decide what they actually value—the agential outcome.
A game may name one winner while a player cares more about a personal score, an elegant move, finishing second, discovering something, or making an artifact worth sharing.
See it in Scrabble
Scrabble produces scores, a ranking, and normally one winner. One group may care only about first place. Another may remember an ingenious word or celebrate a personal best. The formal result is the same; the lived meaning differs.
What you can do with it
Do not assume your victory rule controls the whole experience. Decide which secondary accomplishments the design makes visible and which values the surrounding community encourages.
What might a person might hope to get from one play. Is it formaly recognized. Ask whether it deserves more room to be seen.
Ask a player
What result mattered to you that the official ending did not record?
Player community and microclimate — see how a group teaches what counts.
Richard Garfield, Skaff Elias, and Robert Gutschera, Characteristics of Games (2012), “Outcomes,” pp. 82–86.
---
Races and Brawls: Do Players Run Beside One Another or Collide?
Technical terms: Race, Brawl
A race lets people pursue largely personal routes toward comparable results. You could often imagine each person performing alone and comparing afterward.
A brawl depends on direct opposition: players alter, attack, or destroy one another's positions. Most multiplayer games sit somewhere between these poles.
See it in Scrabble
Scrabble is mainly a race for personal points, but the shared board lets players block openings and create opportunities. Those interactions pull it partway toward a brawl without making destruction its central activity.
What you can do with it
Ask whether another player's presence changes your decisions or merely supplies a comparison. Add direct interference only when responding to another mind is part of the intended pleasure.
Ask a player
Were you solving your own problem beside others, or continually solving problems they created for you?
These terms separate four experiences that are often casually called “being out.”
Strict elimination removes the player while others continue.
Logical elimination leaves the player active but with no mathematical route to victory.
Effective elimination leaves a theoretical chance so small that continued contention is not credible.
Perceived elimination is the player's belief that the result is settled, whether or not that belief is accurate.
They form neither a perfect sequence nor the same design problem. A person can feel eliminated while still able to win, or remain active long after meaningful hope has vanished.
See it in Scrabble and Ghost
A Scrabble player far behind near the empty bag may be effectively or logically eliminated while still taking turns. A Ghost player who completes G-H-O-S-T may be strictly eliminated from the match.
What you can do with it
Look beyond whether the rules technically permit continued play. Protect believable possibility, worthwhile secondary aims, or a graceful way to stop.
Identify the earliest moment a player might reasonably believe the meaningful result is settled. What remains interesting after that moment?
Ask a player
When did you first feel that the result could no longer change, and what did you do afterward?
Richard Garfield, Skaff Elias, and Robert Gutschera, Characteristics of Games (2012), pp. 38–44.
---
Playing for Points: Give Players a Reason to Continue After First Place Is Gone
Technical terms: Playing for points
When victory is no longer possible, a player may continue pursuing a smaller measurable result: a better score, narrower loss, higher placement, personal benchmark, or success in the current subproblem. This is playing for points, even when the secondary measure is informal.
See it in Scrabble
A trailing player may still seek a personal best, maximize the final rack, or finish ahead of another trailing player. Those aims preserve ordinary decision-making and reduce arbitrary interference with the leaders.
What you can do with it
Give continued effort an honest purpose. The secondary aim should grow from the same interesting activity, not become busywork imposed after the main result is settled.
Imagine the main objective becoming impossible halfway through. List three accomplishments that could remain intrinsically or socially worthwhile.
Ask a player
Once the main goal was gone, did anything you still cared about remain?
A victory condition says what makes someone win. They may be the same event, or play may end first and use the final state to determine a result afterward.
Separating them is useful even for a puzzle without winners. You still need to know what makes an attempt finish and what, if anything, counts as solving, succeeding, or satisfying the prompt.
See it in Wordle and Scrabble
Solving Wordle is both a victory and an immediate ending; using six guesses ends it with a loss. In Scrabble, tile exhaustion or blocked play ends the game, after which adjusted scores determine the winner.
What you can do with it
Write the stopping rule and success rule as separate sentences. If your activity is expressive, allow completion without pretending there is one objectively victorious result.
Ask a player
Did you know when you could stop, and did stopping feel like completion?
Open-ended play — permit continuation without a forced solved state.
Richard Garfield, Skaff Elias, and Robert Gutschera, Characteristics of Games (2012), pp. 86–92.
---
Use a number as a clue, not the whole position
Technical terms: Positional convention
A point total compresses a complicated position into one estimate of performance. Used this way, points are a positional convention: a practical clue about who is ahead or how well something is going, not a complete description of the state.
Even games without official scoring often develop informal values because players want a manageable way to compare possibilities. The danger is treating the convenient number as if it captured everything worth noticing.
See it in Scrabble and chess
Scrabble's score both determines victory and estimates current standing. Chess has no official material score, but players commonly assign rough values to pieces to understand one aspect of a position.
What you can do with it
Use a measure when it helps players make decisions. Keep visible what the number omits—position, flexibility, beauty, risk, meaning, or future possibility.
Invent a score for your puzzle, then list five qualities it fails to measure. Decide whether the score clarifies the activity or narrows attention too much.
Ask a player
What did the number help you understand, and what important quality did it hide?
Nearby ideas
convention — use a practical shortcut for judgment.
Ways victory points can work — decide what scores remember.
Goodhart's law — notice how a measure changes behavior when it becomes a target.
Richard Garfield, Skaff Elias, and Robert Gutschera, Characteristics of Games (2012), pp. 87–90.
---
Positional Asymmetry: Notice Advantages Built into the Starting Position
Technical terms: Positional asymmetry
Positional asymmetry exists when equally skilled players could exchange starting order, roles, equipment, or relationships and thereby change their chance of success. The difference may be slight, like moving first, or fundamental, like controlling entirely different roles.
Asymmetry is not automatically unfair. It can create variety and identity. You must decide whether the positions need equal chances, compensating advantages, rotation, or simply honest acknowledgment that they produce different experiences.
See it in Fox and Geese
One player controls a single, powerful fox trying to claim territory or escape, while the other commands a pack of weaker geese attempting to trap the fox. Neither player shares the same pieces, movement rules, or win conditions, creating an inherently asymmetric match where success demands completely different strategies.
What you can do with it
Test positions by swapping equally skilled people. Distinguish a difference caused by the role from a difference caused by the person occupying it.
List everything decided before the first meaningful choice: order, prompt, information, available letters, layout, role, and familiarity. Which differences affect possibility?
Ask a player
Did your starting position give you a different problem, a harder problem, or both?
Nearby ideas
Player order — arrange who acts when.
Asymmetric roles — give players different powers or responsibilities.