I spent the weekend playing games with children between 10 and 12 years old, and the big hit was Hyena.
http://www.ludism.org/ppwiki/PiecepackHyena
There are no decisions to make, it's a basic race game. However, the tension of being chased by the Hyena brought squeals of laughter, and they must have played it ten times.
I think it's fascinating how a clever game design can take something equivalent to Snakes & Ladders, and make it actually fun. (Don't @ me if you like Snakes & Ladders.) Here are a couple of other examples of games I have played that manage to build tension without any decisions:
Thunderstorm: a dice game
https://roll-a-die.com/thunderstorm-die-game/
Beggar My Neighbour: a card game
https://www.pagat.com/war/beggar_my_neighbour.html
I'm going to try and look for that kind of tension when I design games. Can the game itself surprise the players, even while they are competing with each other?