You can give players the same choices and still create very different games by changing how those choices become results and what players know when they choose. A result may be calculated, judged, negotiated, drawn, remembered, inferred, physically performed, or left uncertain until later.
This section begins with resolution—how the game turns intentions into outcomes—then moves to uncertainty and information. The central question is not “How much randomness should I add?” It is what should the player be reasoning about before the answer is known?
Look for the owl mark beside a passage to read or begin a discussion.
Numerical Resolution: Choose How Numbers Become an Outcome
Technical terms: High number, Stat check, Critical hit, Critical failure, Ratio combat results table, Die icons
Numbers can settle uncertainty in several distinct ways.
High number compares revealed or calculated strengths; the largest succeeds.
A stat check compares a rating and often a random result with a difficulty target.
Critical hits and failures give exceptional random results consequences beyond ordinary success or failure.
A ratio or combat-results table converts relative strength into a probability column and uses another result to select the consequence.
Die icons replace numbers with symbols for several kinds of outcome at once.
See the range
War simply compares card ranks. Dungeons & Dragons adds a statistic to a die roll against a target and gives natural extremes special effects. PanzerBlitz uses strength ratios and a results table. King of Tokyo's dice produce attacks, healing, energy, and scoring symbols.
What you can do with it
Use the simplest method that preserves the uncertainty you want. Players should understand how preparation changes their prospects even when it does not guarantee success.
Ask a player
Before the result, could you understand your chances and what would make them better?
Critical uncertainty — use rare extremes to create memorable events.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), RES-01–RES-05, pp. 114–123.
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Card Cycles and Social Dilemmas: Make Outcomes Depend on Other People's Choices
Technical terms: Card play resolution, Rock paper scissors, Prisoner's dilemma
These methods make another person's possible choice part of the uncertainty.
Card play resolution lets players commit known values or effects from a limited hand. A rock-paper-scissors cycle makes each option defeat one and lose to another, so no choice is strongest alone. A prisoner's dilemma tempts each person to exploit a cooperator even though mutual selfishness leaves everyone worse off than mutual cooperation.
See the differences
Unmatched resolves attacks with secretly selected cards. Rock Paper Scissors creates a pure dominance cycle. The Resistance repeatedly asks players to trust, cooperate, approve, or sabotage under uncertain allegiance.
What you can do with it
Use these structures when reading another person should matter. A single blind guess is rarely deep; repeated choices, unequal consequences, limited cards, and remembered behavior create the material for inference.
Ask a player
Were you reasoning about another person, or choosing blindly and explaining the result afterward?
Nearby ideas
Betting and bluffing — make claims under uncertain private information.
Hidden roles — conceal allegiances that shape choices.
Theory of mind — reason about another person's beliefs and intentions.
Repeated play — let reputation and adaptation develop.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), RES-06–RES-08, pp. 126–130.
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Removal, Capture, Enclosure, and Minimaps: Let Position Settle the Contest
These methods resolve conflict through sequence or space rather than one numerical comparison.
Alternate removal lets opponents take turns removing pieces or possibilities until the remaining state determines the result.
Static capture occurs automatically when a legal movement enters or crosses an opponent's position.
Enclosure captures or controls by surrounding, cutting off escape, or closing a boundary.
A minimap moves an encounter from a broad strategic board to a smaller display with more detailed resolution rules.
See it in Nim, chess, Go, and Titan
Nim turns alternating removal into a mathematical contest. Chess movement automatically defines capture. Go captures through loss of surrounding liberties. Titan transfers colliding forces to a separate tactical map.
What you can do with it
Use spatial resolution when threats should be visible before they occur. Add a separate minimap only when the finer encounter deserves enough attention to justify interrupting the larger game.
Ask a player
Could you see the outcome developing and act on that information before it became final?
Nearby ideas
Connections — complete a continuous spatial or conceptual relationship.
Space and movement — make geometry part of choice.
Abstract subgame — resolve one part of play through a smaller embedded game.
A physical-action or dexterity mechanism determines success through a real performance such as flicking, throwing, stacking, balancing, drawing, speaking, or manipulating components under constraints.
Physical performance creates immediate suspense and makes small human variations part of the game. It also introduces accessibility, device, surface, and motor-skill differences that the design must acknowledge.
See it in Jenga
The player must remove and replace a block without toppling the tower. The body performs the action directly rather than asking a statistic or randomizer to represent it.
What you can do with it
Use physical action when the performance itself is pleasurable and expressive. Provide alternatives when a particular motion is not central to the experience you want everyone to share.
Ask a player
Did the physical performance express the intended skill, and could you participate comfortably?
Nearby ideas
Accessibility — offer ways to participate across differing abilities.
Skill chain — see how several abilities combine into success.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), RES-10, p. 135.
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Force Commitment and Voting: Divide Limited Influence Among Possibilities
Technical terms: Force commitment, Voting
Both mechanisms turn separate preferences into a collective result.
In force commitment, players divide limited strength among several objectives, often before everyone's allocations are revealed. Strength used in one place cannot be used elsewhere. In voting, players cast public or secret, equal or weighted support to accept, reject, or choose among proposals.
See it in El Grande and The Resistance
El Grande asks players to allocate influence among regions, including concealed commitments. The Resistance uses votes to approve mission teams, and the pattern of votes becomes evidence about hidden loyalties.
What you can do with it
Use commitment when prioritizing among several outcomes should matter. Use voting when the group must produce one decision from several preferences. Define abstentions, ties, thresholds, and whether discussion is part of the mechanism.
Ask a player
Could you express the strength of your preference, and did the group result feel legitimate?
Nearby ideas
Opportunity cost — make support for one objective reduce support elsewhere.
Player judge — give one person rather than the group evaluative authority.
Consensus — seek agreement rather than aggregate votes.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), RES-14–RES-15, pp. 144–146.
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Player Judges: Let People Evaluate What Rules Cannot Measure
Technical terms: Player Judge — RES-16
You can let one person evaluate submissions, performances, clues, or arguments according to personal judgment. A player judge replaces an objective scoring rule with a particular human audience, often rotating the role so everyone alternates between making and evaluating.
Subjective judging can welcome humor, taste, interpretation, and qualities no formula can measure. It can also reward guessing the judge's preferences, favoritism, or repeated inside jokes instead of the activity itself.
See it in Apples to Apples
One player chooses which submitted noun best matches the current adjective. The “best” answer changes with the judge and the social context.
What you can do with it
Use human judgment when personal response is genuinely part of the experience. Decide whether the judge selects a winner, explains a favorite, curates several notable answers, or merely begins a discussion.
Ask a player
Did the judgment help you understand another person's taste, or make quality feel arbitrary and social power feel decisive?
Audience design — create for a particular person or group.
Voting — distribute judgment across several participants.
Curatorial puzzle — infer or encounter an author's selected relationships.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), RES-16, p. 148.
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Targeted Clues: Make One Clue Speak Differently to Different People
Technical terms: Targeted clue
A targeted clue is meant to guide particular people while remaining ambiguous, unhelpful, or misleading to others. The clue-giver must estimate shared associations and reveal enough for the intended audience without giving the same information to everyone.
These mechanisms settle close cases where several claims to success overlap.
A tie-breaker uses a secondary comparison—or accepts a shared result—when the primary result is equal. Action speed determines which of several actions resolves first and whether a faster action changes or prevents a slower one. A kill steal gives the main reward to whoever performs the final required portion even when others contributed earlier.
See the consequences
Scrabble tournament rules use pre-rack-adjustment score to break a final tie. Magic balances actions partly by timing and response windows. Munchkin rewards the player whose combat finally defeats the monster, encouraging opportunistic last-moment involvement.
What you can do with it
Treat these as statements about value. A tie-breaker rewards a secondary quality; timing privileges speed or preparation; final-hit credit says completion matters more than contribution. Choose deliberately.
Ask a player
Did the final distinction recognize what actually mattered, or exploit a technicality at the edge of the result?
Nearby ideas
Outcome types — allow shared, ranked, or unique results.
Contribution tracking — recognize work before the final action.
Interrupts — act in response outside normal order.
Credit and attribution — show who contributed what to a shared creation.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), RES-18, RES-20, and RES-22, pp. 152, 157, and 161.
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Dice Selection, Rerolling, and Locking: Turn Random Results into Decisions
These mechanisms let players work with randomness instead of merely receiving it.
In dice selection, a player chooses which generated values to use, assign, draft, combine, or discard. In rerolling and locking, useful partial results are kept while the rest are rerolled for a limited number of attempts.
See it in Sagrada and Yahtzee
Sagrada asks players to draft rolled dice and fit them into constrained grids. Yahtzee lets a player lock selected dice and reroll the rest while deciding whether to settle for one category or pursue another.
What you can do with it
Generate a constraint, then give the player a meaningful way to interpret or manage it. Selection is strongest when different values serve different needs, not when everyone simply takes the highest number.
Ask a player
Did managing the random result let you express a plan, or only soften a bad roll?
Push your luck — risk a satisfactory result for a better one.
Variable setup — generate a different starting situation.
Enabling constraints — use imposed limits as creative material.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), RES-19 and RES-21, pp. 155 and 159.
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Betting, Bluffing, and Hidden Control: Make Confidence Costly Enough to Matter
Technical terms: Betting, Bluffing, Hidden control
Betting risks something on an uncertain result, making expressed confidence costly. Bluffing creates a misleading impression of knowledge, strength, or intention while the truth cannot be checked immediately. Hidden control conceals which pieces, groups, or outcomes a player privately supports, rather than concealing the player's entire role.
See it in Balderdash and Clans
Balderdash asks players to invent plausible definitions and commit guesses to the definition they believe. In Clans, public moves may advance or disguise the color a player secretly scores.
What you can do with it
Permit honest and deceptive behavior to look plausible. A claim needs uncertainty, consequence, and later evidence; otherwise bluffing is merely unsupported lying.
Ask a player
Could you form a reasoned belief about the claim, or did deception erase all useful evidence?
Signaling — reveal information indirectly through costly behavior.
Hidden roles — conceal who a player is rather than what they support.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), UNC-01 and UNC-11, pp. 209 and 238.
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Push Your Luck: Let Players Decide When Enough Is Enough
Technical terms: Push your luck, Probability management
In push-your-luck play, a person chooses between securing what has been gained and continuing toward a larger result while risking some or all of it. Probability management is broader: players change likelihoods, reduce variance, prepare for several outcomes, or decide how much risk to accept without choosing the result directly.
See it in Quacks and Scrabble
The Quacks of Quedlinburg repeatedly asks whether to draw again or protect the current potion. Scrabble players manage future draws by tracking unseen letters, exchanging tiles, and preserving a useful rack.
What you can do with it
Give the player a real opportunity to stop. Make both rising reward and rising danger understandable enough that different risk tolerances can produce defensible choices.
Ask a player
Did you feel responsible for accepting the risk, and could you understand what you were risking?
Nearby ideas
Dice selection and locking — manage generated results through selection.
Voluntary submission — let a maker decide when a creation is ready.
Uncertainty in outcome — separate unknown results from random devices.
Risk and reward — relate possible gain to possible loss.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), UNC-02 and UNC-09, pp. 213 and 234.
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Memory: Is Remembering the Puzzle or an Obstacle Around It?
Technical terms: Memory mechanism
A memory mechanism reveals useful information and later conceals it, rewarding players who remember identities, locations, actions, or changing distributions. The uncertainty comes from human recall rather than from a fact that nobody has yet seen.
Memory can be the intended skill or a secondary burden. Long sessions and large information sets can turn it into clerical work, especially when players would simply take notes if permitted.
See it in oral Ghost
Players must retain the growing letter fragment and mentally track plausible words that can still extend it. Unlike Wordle, the interface does not keep a complete visible record of the relevant possibilities.
What you can do with it
Use memory when retaining and revisiting information is itself meaningful. Otherwise, keep the information visible or allow records so attention can remain on interpretation and choice.
Ask a player
Did remembering feel like the interesting skill, or did forgetting prevent you from doing the interesting part?
Cognitive load — limit what must be held and processed at once.
External memory — use the interface or components to preserve information.
Accessibility — avoid making incidental recall a needless barrier.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), UNC-03, p. 217.
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Hidden Roles and Asymmetric Information: Give People Different Pieces of the Truth
Technical terms: Hidden role, Asymmetric information
A hidden role conceals a player's identity, allegiance, function, or goal. Asymmetric information gives different roles access to different facts. The two often coexist, but they are not the same: people can share one goal while each holds a different part of the answer.
See it in The Chameleon and Decrypto
The Chameleon secretly lacks the word known by everyone else and must imitate informed players. In Decrypto, each team sees its own keywords while opponents see only clues and public code history.
What you can do with it
Distribute knowledge so every person has something worth contributing. Evidence must make inference possible, and communication rules must clarify what private information can be transformed into public clues.
Ask a player
Did your private knowledge give you a meaningful responsibility, and could others learn from how you used it?
Targeted clues — speak to one audience without informing another equally.
Role usurpation — prevent one informed person from making every decision.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), UNC-04–UNC-05, pp. 220–225.
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Communication Limits: Turn Communicating into the Puzzle
Technical terms: Communication limit
Communication limits restrict what people may say, show, gesture, encode, or discuss. A rule might ban certain words, allow only a particular clue form, prohibit discussion during one phase, or require communication through game components.
The limit makes expressing knowledge into an action worth designing. It can protect individual agency and create ingenuity, but severe or ambiguous restrictions produce disputes about codes and technical violations.
See it in Taboo
A clue-giver must lead teammates to a target without saying the target or any listed forbidden clue words. The prohibited shortcuts define the creative task.
What you can do with it
Choose limits that foreground the intended form of expression. State what is allowed as clearly as what is forbidden, and make accommodations when the channel itself excludes someone.
Ask a player
Did the limit make you communicate inventively, or spend your attention policing the rule?
Nearby ideas
Targeted clues — communicate differently to intended and unintended audiences.
Enabling constraints — use a limit to create possibility.
Role usurpation — protect decisions from complete expert direction.
Cluing — design language that leads without stating.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), UNC-06, p. 228.
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Hidden, Public, and Puzzlelike Information: Separate an Unknown Future from a Known Secret
Technical terms: Unknown information, Hidden information, Public information, Private information, Puzzlelike hidden information
These terms describe who can know a fact and how it becomes available.
Variable Setup: Change the Starting Question, Not Just the Answer
Technical terms: Variable Setup — UNC-10
A variable setup changes the initial map, goals, powers, resources, components, or relationships between plays. It prevents one memorized opening from solving every instance and asks players to understand the particular starting problem.
Variation is useful only when it changes decisions. Random decoration, trivial rearrangement, or severely unequal starts add novelty without replayable depth.
See it in Boggle
Shaking the cubes creates a new letter grid, changing both the available words and their spatial relationships each round.
What you can do with it
Vary the element that generates the interesting question. Constrain the generator so every produced start is valid, legible, and rich enough to support the intended activity.
Ask a player
Did the new setup ask you to think differently, or only replace one set of symbols with another?
Nearby ideas
Scenario — deliberately author a distinct setup and objective.
Procedural generation — create content through rules or algorithms.
Replayability — sustain interest across repeated encounters.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), UNC-10, p. 236.
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Randomness: Ask What Uncertainty Does Before Adding Dice
Technical terms: Randomness, Luck, Outcome uncertainty, Sources of randomness
Here randomness or luck means uncertainty about how play will turn out, not merely the presence of dice or shuffled cards. A deterministic game can remain uncertain because players cannot calculate it fully, do not possess all relevant information, cannot predict one another, or perform imperfectly.
Sources include explicit randomizers, uneven setup, concealed simultaneous choices, human behavior, physical variation, and choices between alternatives players cannot distinguish. Randomness can create variety, surprise, hope, manageable calculation, and novel situations. It can also weaken feedback and make decisions seem disconnected from results.
See it in Wordle, Scrabble, and Ghost
Wordle has no die but an uncertain result because the answer is hidden and deductions vary. Scrabble adds shuffled draws. Ghost may derive uncertainty largely from vocabulary, memory, and opponent choice.
What you can do with it
Identify the source and purpose of uncertainty. Add a random device only when its distribution, visibility, and emotional effect improve the decisions or the range of people who can enjoy the activity together.
Ask a player
What made the outcome uncertain, and did that uncertainty invite adaptation or make your choices feel irrelevant?
Richard Garfield, Skaff Elias, and Robert Gutschera, Characteristics of Games (2012), pp. 137–150.
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Luck, Skill, and Return: Keep Luck and Skill on Separate Axes
Technical terms: Luck, Skill, Return to skill, Skill chain
Luck describes uncertainty in results. Skill describes meaningful abilities and learned choices. They are not opposite ends of one scale: an activity can contain much or little of either.
Return to skill asks how strongly ability differences affect the chance of winning. A skill chain imagines arranging players so each reliably outperforms the next by a chosen amount. A longer chain suggests many distinguishable levels can express themselves in repeated results.
See it in Scrabble
Scrabble contains extensive vocabulary, board vision, tracking, valuation, and endgame skill while retaining tile-order luck. Experts reliably outperform intermediates across repeated games even though a single result may not follow rating order.
What you can do with it
Do not call a game less skillful merely because luck affects who wins. Ask what abilities it develops, how visible their consequences are, and how many repetitions are needed before skill differences become reliable.
Ask a player
What could you learn to do better, and how clearly did one result show that improvement?
Nearby ideas
Mastery — develop richer understanding and capability over time.
Difficulty — describe the challenge presented, not the player's rank.
Feedback — make the consequences of decisions learnable.
Outcome types — decide whether winning is the only valued result.
Richard Garfield, Skaff Elias, and Robert Gutschera, Characteristics of Games (2012), pp. 150–161.
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