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See ["Fun"] and ["Challenge"]. In the past few decades, as game design has become a discipline and generally been tightened up, games (other than pure strategy games) have naturally gravitated toward elements that are both fun and challenging. * ''Taboo'' and many other PartyGames include a '''sand timer'''. Each turn lasts a fixed amount of time, in which a team can score (theoretically) any number of points--maybe none, maybe two, maybe seven. Of itself, the timer is a challenge: it's a constraint that shapes the nature of the competition. But it also contributes to fun by limiting the amount of time that can be spent on any one round, by encouraging ["Speed"], and by both encouraging BurstsOfActivity and highlighting them when they occur ("seven points--wow, what a turn!"). * ''(Other examples?)'' ---- CategoryGoodIdea CategoryNeedsWork
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