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Perfect control is boring. No control is frustrating and probably boring, on top of offering not MeaningfulChoices. If the player has no influence, you have more of a story than a game. The trick is to incorporate CalculatedRisk so the player can guess at the possible outcomes, and influence them somewhat, but never know the result for certain. To bring in PlayerInteraction, make the uncertainty result from the combined actions of all players. * In ["Amun Re"], players make a blind "Sacrifice to Amun Re." The combined totals determine several factors, from the money earned by all players, to bonuses for the high bidders. * In ["Tigris & Euphrates"] players may add to or create conflicts in any of the regions in the game. The final form of the kingdoms is the result of many complex interactions. * In ["Theophrastus"], each player contributes cards to the formula that all players are trying to duplicate. ---- CategoryGoodIdea | CategoryNeedsWork
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