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In most cases, in a form of DiminishingReturnsForBalance, each successful "roll" increases the likelihood that the next one will make you bust. Games that don't have it tend to make the probability of busting constantly high (e.g. "Roll a [[UsefulNotes/{{Dice}} d6]] as many times as you want. You bust if you get a number below 5") or {{cap}} the number of rolls you can get.

to:

In most cases, in a form of DiminishingReturnsForBalance, each successful "roll" increases the likelihood that the next one will make you bust. Games that don't have it tend to make the probability of busting constantly high (e.g. "Roll a [[UsefulNotes/{{Dice}} [[MediaNotes/{{Dice}} d6]] as many times as you want. You bust if you get a number below 5") or {{cap}} the number of rolls you can get.
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[[folder:Card Games -- Other]]

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[[folder:Card Games -- Other]]Dedicated Deck]]



* TabletopGame/{{LLAMA}}: Quit the round and score the cards in your hand now, or draw another card (hoping that you'll be able to get rid of more points later in the round).

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* TabletopGame/{{LLAMA}}: Quit the round and score accept the cards points currently in your hand now, hand, or draw another card (hoping that you'll to play all your cards, or at least be able to get rid of more points later in the round).stuck with fewer points).
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* TabletopGame/LostCities: You score points by completing expeditions (playing a series cards of the same color in ascending numerical order). Expeditions that you never start are worth zero. But starting an expedition costs 20 points, so you have to play at least 20 points worth of cards just to break even. Furthermore, handshake cards must be played before the first scoring card, and double, triple, or quadruple the final score (positive or negative).



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* In ''TabletopGame/TicketToRide'', drawing additional ticket cards later in the game functions this way. You are required to keep at least one of the three ticket cards you draw. If you're lucky, then the cities of at least one ticket card will already be part of your network, or will be easy to add to your network. If you're unlucky, then all of the ticket cards will be extremely difficult (or even impossible) to complete, and the point value of the one you keep will count against your at the end of the game.
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* TabletopGame/LLAMA: Quit the round and score the cards in your hand now, or draw another card (hoping that you'll be able to get rid of more points later in the round).

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* TabletopGame/LLAMA: TabletopGame/{{LLAMA}}: Quit the round and score the cards in your hand now, or draw another card (hoping that you'll be able to get rid of more points later in the round).

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* ''TabletopGame/CosmicWimpout'': Bank your current score, or roll again hoping to roll dice that will improve your score. You lose it all if you don't score anything with your rerolled dice.
* ''TabletopGame/{{Farkle}}'': Bank your current score, or roll again hoping to roll dice that will improve your score. You lose it all if you don't score anything with your rerolled dice.



* ''TabletopGame/CosmicWimpout'': Bank your current score, or roll again hoping to roll dice that will improve your score. You lose it all if you don't score anything with your rerolled dice.
* ''TabletopGame/{{Farkle}}'': Bank your current score, or roll again hoping to roll dice that will improve your score. You lose it all if you don't score anything with your rerolled dice.

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[[folder:Card Games -- Other]]
* TabletopGame/{{Coloretto}}: Take one of the current rows of cards, or draw a new card and add it to a row (hoping you can take a better set of cards later).
* TabletopGame/IncanGold: Head back to camp with the treasure you have now, or press on to collect more treasure (hoping you don't lose everything).
* TabletopGame/LLAMA: Quit the round and score the cards in your hand now, or draw another card (hoping that you'll be able to get rid of more points later in the round).
[[/folder]]



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* ''TabletopGame/CosmicWimpout'': Bank your current score, or roll again hoping to roll dice that will improve your score. You lose it all if you don't score anything with your rerolled dice.
* ''TabletopGame/{{Farkle}}'': Bank your current score, or roll again hoping to roll dice that will improve your score. You lose it all if you don't score anything with your rerolled dice.

Added: 315

Changed: 3

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[[teal:Maths: I was inspired to write this after seeing that TabletopGame/{{Blackjack}}, a classic example of this, needs tropes. I'll continue to experiment with the new folderization. This feels like it's almost ready for the TLP. What do other people think?]]
[[cinnamon:Nona Looking good to me!]]

to:

[[teal:Maths: I was inspired to write this after seeing that TabletopGame/{{Blackjack}}, a classic example of this, needs tropes. I'll continue to experiment with the new folderization. This feels like it's almost ready for the TLP. What do other people think?]]
[[cinnamon:Nona
think?]]\\
[[cinnamon:Nona:
Looking good to me!]]


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* ''TabletopGame/{{Carcassonne}}'': The "Hills and Sheep" expansion allows players to add sheep to their fields for additional points. Players with sheep can either draw randomly to get more, or cash them in. However, if a player draws a wolf, all the sheep in the field get scared off, resetting the count to zero.

Added: 2343

Changed: 503

Removed: 1966

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When done well, this creates a lot of tension when deciding if you want to stop. However, games also tend to take steps to keep busting from being ''too'' frustrating -- those are not just AntiFrustrationFeatures, but also help nudge players towards taking risks instead of playing it too safe. This is why many games only take away part of your gains instead of everything. Games where you do lose it all tend to be short, or make each individual push-your-luck instance less impactful so you aren't completely screwed if you get unlucky or make a single bad call. Some games also feature {{Luck Manipulation Mechanic}}s.

to:

When done well, this creates a lot of tension when deciding if you want to stop. However, games also tend to take steps to keep busting from being ''too'' frustrating -- those are not just AntiFrustrationFeatures, but also help nudge players towards taking risks instead of playing it too safe. This is why many games only take away part of your gains instead of everything. Games where you do lose it all tend to be short, or make each individual push-your-luck instance less impactful so you aren't completely screwed if you get unlucky or make a single one bad call. Some games also feature {{Luck Manipulation Mechanic}}s.



[[folder:Collectible Card Games]]

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[[folder:Collectible Card Games]][[folder:Card Games -- Collectible]]



[[folder:Traditional Card Games]]

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[[folder:Traditional Card Games]][[folder:Card Games -- Traditional Deck]]



[[folder:Other Tabletop Games]]
* ''TabletopGame/{{Abyss}}'': The ''Kraken'' expansion adds the "Sanctuary" locations. Their value is determined by a small push-your-luck game: you draw cards from the loot deck that can give Influence Points and other bonuses. You can stop at any time. If you get two copies of a card, both are discarded, which loses you their points, but not their other bonuses.

to:

[[folder:Other Tabletop Games]]
* ''TabletopGame/{{Abyss}}'': The ''Kraken'' expansion adds the "Sanctuary" locations. Their value is determined by a small push-your-luck game: you draw cards from the loot deck that can give Influence Points and other bonuses. You can stop at any time. If you get two copies of a card, both are discarded, which loses you their points, but not their other bonuses.

[[folder:Dice Games]]



* ''TabletopGame/LivingForest'' is a DeckbuildingGame that uses push-your-luck to determine how many cards you'll draw per turn: you keep drawing resource-providing Guardian Animals until you either decide to stop or you "bust" by reaching a net three solitary animals (a gregarious animal cancels out one solitary animal). If you bust, you lose one of your actions for that turn. There's a LuckManipulationMechanic in the fragments, which can discard any animal and cancel all its effects for that turn. This can undo a bust. The titular creatures in the ''Kodama'' expansion were designed as an incentive to push your luck -- one kodama card is useless, but after that point the benefits get better and better the more you draw.



* In ''[[TabletopGame/TheQuacksOfQuedlinburg The Quacks of Quedlinburg]]'', you draw chips from your bags and add them to your pot. Adding more ingredients tends to increase how much your potion will be worth. However, if you draw too many cherry bombs, your pot will explode. If this happens, you have to choose between gaining points and coins at the end of the round instead of getting both benefits.
* ''TabletopGame/{{Wingspan}}'': The ''Asia'' expansion adds some activated predator powers with push-your-luck elements:
** The powers of Brahminy Kite, Forest Owlet, Purple Heron and White-Throated Kingfisher all start a dice-rolling mini-game. You can choose to roll up to three times. For each time you get the desired result, you get to cache a food for one point apiece. However, if you don't get the desired result, you have to stop rolling dice and return all the food for the previous rolls that turn.
** The Eurasian Eagle-Owl and Eurasian Marsh-Harrier have powers somewhat reminiscent of TabletopGame/{{Blackjack}}: you can draw up to 3 cards. As long as you stop before their total wingspan reaches 110 cm, you get to tuck them for a point per tucked card. Otherwise, you bust. The cards are discarded and you get nothing.




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[[folder:Strategy Games -- Eurogames]]
* ''TabletopGame/{{Abyss}}'': The ''Kraken'' expansion adds the "Sanctuary" locations. Their value is determined by a small push-your-luck game: you draw cards from the loot deck that can give Influence Points and other bonuses. You can stop at any time. If you get two copies of a card, both are discarded, which loses you their points, but not their other bonuses.
* ''TabletopGame/LivingForest'' is a DeckbuildingGame that uses push-your-luck to determine how many cards you'll draw per turn: you keep drawing resource-providing Guardian Animals until you either decide to stop or you "bust" by reaching a net three solitary animals (a gregarious animal cancels out one solitary animal). If you bust, you lose one of your actions for that turn. There's a LuckManipulationMechanic in the fragments, which can discard any animal and cancel all its effects for that turn. This can undo a bust. The titular creatures in the ''Kodama'' expansion were designed as an incentive to push your luck -- one kodama card is useless, but after that point the benefits get better and better the more you draw.
* In ''[[TabletopGame/TheQuacksOfQuedlinburg The Quacks of Quedlinburg]]'', you draw chips from your bags and add them to your pot. Adding more ingredients tends to increase how much your potion will be worth. However, if you draw too many cherry bombs, your pot will explode. If this happens, you have to choose between gaining points and coins at the end of the round instead of getting both benefits.
* ''TabletopGame/{{Wingspan}}'': The ''Asia'' expansion adds some activated predator powers with push-your-luck elements:
** The powers of Brahminy Kite, Forest Owlet, Purple Heron and White-Throated Kingfisher all start a dice-rolling mini-game. You can choose to roll up to three times. For each time you get the desired result, you get to cache a food for one point apiece. However, if you don't get the desired result, you have to stop rolling dice and return all the food for the previous rolls that turn.
** The Eurasian Eagle-Owl and Eurasian Marsh-Harrier have powers somewhat reminiscent of TabletopGame/{{Blackjack}}: you can draw up to 3 cards. As long as you stop before their total wingspan reaches 110 cm, you get to tuck them for a point per tucked card. Otherwise, you bust. The cards are discarded and you get nothing.
[[/folder]]

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Many games have you roll dice (or draw more cards or something similarly random) to determine some benefit. When Push Your Luck is in play, you have the option to keep rolling dice for additional gains. However, if you meet a certain condition, you'll "bust" and lose some --if not ''all'' -- of your gains as a penalty.

to:

Many games have you roll dice (or draw more cards or something similarly random) to determine some benefit.what kind of benefit you'll get. When Push Your Luck is in play, you have the option to keep rolling dice for additional gains. However, if you meet a certain condition, you'll "bust" and lose some --if not ''all'' -- of your gains as a penalty.
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[[orange:Nona Looking good to me!]]

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[[orange:Nona [[cinnamon:Nona Looking good to me!]]
Is there an issue? Send a MessageReason:
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to:

[[orange:Nona Looking good to me!]]

Added: 2264

Changed: 808

Removed: 1959

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Combining the Family and Eurogame folder for now. I think the rest of the distinctions are good.


[[folder:Live-Action TV -- Game and Reality Shows]]
* ''Series/PressYourLuck'': A player with earned spins may opt to roll for a cash prize or pass their remaining spins to an opponent. If they choose to spin and get a {{Whammy}}, their account is reset to zero, and four Whammies cause an [[PlayerElimination instant loss]].
[[/folder]]

to:

[[folder:Live-Action TV -- Game and Reality Shows]]
* ''Series/PressYourLuck'': A player with earned spins may opt to roll for a cash prize or pass their remaining spins to an opponent. If they choose to spin and get a {{Whammy}}, their account is reset to zero, and four Whammies cause an [[PlayerElimination instant loss]].
[[/folder]]




[[folder:Eurogames]]

to:

[[folder:Eurogames]][[folder:Traditional Card Games]]
* TabletopGame/{{Blackjack}}: You make a wager, then get two cards face-up, and can opt to receive more cards. The goal is to get a score of 21, or if not, a higher score than the dealer (each player is in competition with the dealer, not the other players). If you get 22 or higher, you've gone bust. If both you and the dealer go bust, the dealer still takes your wager.
[[/folder]]

[[folder:Other Tabletop Games]]



* In ''[[TabletopGame/CantStop Can't Stop]]'', you [[RollAndMove roll four dice and put them into configurations determining how to move your progress markers]]. You can keep rolling for as long as you want, but if a roll doesn't result in any legal plays, your turn ends and you lose all your progress from that turn.
* ''TabletopGame/LivingForest'' is a DeckbuildingGame that uses push-your-luck to determine how many cards you'll draw per turn: you keep drawing resource-providing Guardian Animals until you either decide to stop or you "bust" by reaching a net three solitary animals (a gregarious animal cancels out one solitary animal). If you bust, you lose one of your actions for that turn. There's a LuckManipulationMechanic in the fragments, which can discard any animal and cancel all its effects for that turn. This can undo a bust. The titular creatures in the ''Kodama'' expansion were designed as an incentive to push your luck -- one kodama card is useless, but after that point the benefits get better and better the more you draw.
* ''TabletopGame/PassThePigs'': On your turn, you throw the pig-shaped dice and hope they end up in a scoring position. If they do, you decide if you want to settle for those points (passing the pigs to the next player) or to keep rolling. If you roll "pig out" -- one pig on the right flank, the other on the left flank; a fairly frequent result -- you lose all the points accumulated in that turn.
* In ''[[TabletopGame/TheQuacksOfQuedlinburg The Quacks of Quedlinburg]]'', you draw chips from your bags and add them to your pot. Adding more ingredients tends to increase how much your potion will be worth. However, if you draw too many cherry bombs, your pot will explode. If this happens, you have to choose between gaining points and coins at the end of the round instead of getting both benefits.



[[folder:Family Games]]
* In ''[[TabletopGame/CantStop Can't Stop]]'', you [[RollAndMove roll four dice and put them into configurations determining how to move your progress markers]]. You can keep rolling for as long as you want, but if a roll doesn't result in any legal plays, your turn ends and you lose all your progress from that turn.
* ''TabletopGame/LivingForest'' is a DeckbuildingGame that uses push-your-luck to determine how many cards you'll draw per turn: you keep drawing resource-providing Guardian Animals until you either decide to stop or you "bust" by reaching a net three solitary animals (a gregarious animal cancels out one solitary animal). If you bust, you lose one of your actions for that turn. There's a LuckManipulationMechanic in the fragments, which can discard any animal and cancel all its effects for that turn. This can undo a bust. The titular creatures in the ''Kodama'' expansion were designed as an incentive to push your luck -- one kodama card is useless, but after that point the benefits get better and better the more you draw.
* ''TabletopGame/PassThePigs'': On your turn, you throw the pig-shaped dice and hope they end up in a scoring position. If they do, you decide if you want to settle for those points (passing the pigs to the next player) or to keep rolling. If you roll "pig out" -- one pig on the right flank, the other on the left flank; a fairly frequent result -- you lose all the points accumulated in that turn.
* In ''[[TabletopGame/TheQuacksOfQuedlinburg The Quacks of Quedlinburg]]'', you draw chips from your bags and add them to your pot. Adding more ingredients tends to increase how much your potion will be worth. However, if you draw too many cherry bombs, your pot will explode. If this happens, you have to choose between gaining points and coins at the end of the round instead of getting both benefits.
[[/folder]]

[[folder:Traditional Card Games]]
* TabletopGame/{{Blackjack}}: You make a wager, then get two cards face-up, and can opt to receive more cards. The goal is to get a score of 21, or if not, a higher score than the dealer (each player is in competition with the dealer, not the other players). If you get 22 or higher, you've gone bust. If both you and the dealer go bust, the dealer still takes your wager.

to:

[[folder:Family Games]]
[[folder:Live-Action TV -- Game and Reality Shows]]
* In ''[[TabletopGame/CantStop Can't Stop]]'', you [[RollAndMove ''Series/PressYourLuck'': A player with earned spins may opt to roll four dice and put them into configurations determining how to move your progress markers]]. You can keep rolling for as long as you want, but if a roll doesn't result in any legal plays, your turn ends and you lose all your progress from that turn.
* ''TabletopGame/LivingForest'' is a DeckbuildingGame that uses push-your-luck
cash prize or pass their remaining spins to determine how many cards you'll draw per turn: you keep drawing resource-providing Guardian Animals until you either decide to stop or you "bust" by reaching a net three solitary animals (a gregarious animal cancels out one solitary animal). If you bust, you lose one of your actions for that turn. There's a LuckManipulationMechanic in the fragments, which can discard any animal and cancel all its effects for that turn. This can undo a bust. The titular creatures in the ''Kodama'' expansion were designed as an incentive to push your luck -- one kodama card is useless, but after that point the benefits get better and better the more you draw.
* ''TabletopGame/PassThePigs'': On your turn, you throw the pig-shaped dice and hope they end up in a scoring position.
opponent. If they do, you decide if you want to settle for those points (passing the pigs to the next player) or to keep rolling. If you roll "pig out" -- one pig on the right flank, the other on the left flank; a fairly frequent result -- you lose all the points accumulated in that turn.
* In ''[[TabletopGame/TheQuacksOfQuedlinburg The Quacks of Quedlinburg]]'', you draw chips from your bags and add them to your pot. Adding more ingredients tends to increase how much your potion will be worth. However, if you draw too many cherry bombs, your pot will explode. If this happens, you have to
choose between gaining points to spin and coins at the end of the round instead of getting both benefits.
[[/folder]]

[[folder:Traditional Card Games]]
* TabletopGame/{{Blackjack}}: You make a wager, then get two cards face-up, and can opt to receive more cards. The goal is to
get a score of 21, or if not, a higher score than the dealer (each player {{Whammy}}, their account is in competition with the dealer, not the other players). If you get 22 or higher, you've gone bust. If both you reset to zero, and the dealer go bust, the dealer still takes your wager.four Whammies cause an [[PlayerElimination instant loss]].
Is there an issue? Send a MessageReason:
None


[[teal:Maths: I was inspired to write this after seeing that TabletopGame/{{Blackjack}}, a classic example of this, needs tropes. I'll continue to experiment with the new folderization.]]

to:

[[teal:Maths: I was inspired to write this after seeing that TabletopGame/{{Blackjack}}, a classic example of this, needs tropes. I'll continue to experiment with the new folderization.]]
This feels like it's almost ready for the TLP. What do other people think?]]

Added: 886

Changed: 250

Is there an issue? Send a MessageReason:
None


When done well, this creates a lot of tension when deciding if you want to stop. However, games also tend to take steps to keep busting from being ''too'' frustrating -- those are not just AntiFrustrationFeatures, but also help nudge players towards taking risks instead of playing it too safe. This is why many games only take away part of your gains instead of everything. Games where you do lose it all tend to be short, or make each individual push-your-luck instance less impactful so you aren't completely screwed if you get unlucky or make a single bad call.

to:

When done well, this creates a lot of tension when deciding if you want to stop. However, games also tend to take steps to keep busting from being ''too'' frustrating -- those are not just AntiFrustrationFeatures, but also help nudge players towards taking risks instead of playing it too safe. This is why many games only take away part of your gains instead of everything. Games where you do lose it all tend to be short, or make each individual push-your-luck instance less impactful so you aren't completely screwed if you get unlucky or make a single bad call.
call. Some games also feature {{Luck Manipulation Mechanic}}s.



[[folder:Collectible Card Games]]
* ''TabletopGame/MagicTheGathering'':
** [[https://scryfall.com/card/ala/63/ad-nauseam Ad Nauseam]] lets you draw as many cards as you want, but for each one you draw, you lose life equal to its mana value. If you get too greedy, you can die to it, or at least make it relatively easy for your opponent to finish you off.
** [[https://scryfall.com/card/unf/224a/push-your-luck Push Your Luck]], an Attraction from the SelfParody set ''Unfinity'', has you play a TabletopGame/{{Blackjack}}-like mini-game when you visit it: you reveal cards until you decide to stop. If the total mana value of the cards revealed this way is 7 or less, you get a Teddy Bear token, and if you get exactly 7, you get to give the teddy haste and make it gigantic, and then replace Push Your Luck. On the other hand, if the total exceeds 7, you bust and get nothing.
[[/folder]]



** The Eurasian Eagle-Owl and Eurasian Marsh-Harrier have TabletopGame/{{Blackjack}}-like powers: you can draw up to 3 cards. As long as you stop before their total wingspan reaches 110 cm, you get to tuck them for a point per tucked card. Otherwise, you bust. The cards are discarded and you get nothing.

to:

** The Eurasian Eagle-Owl and Eurasian Marsh-Harrier have TabletopGame/{{Blackjack}}-like powers: powers somewhat reminiscent of TabletopGame/{{Blackjack}}: you can draw up to 3 cards. As long as you stop before their total wingspan reaches 110 cm, you get to tuck them for a point per tucked card. Otherwise, you bust. The cards are discarded and you get nothing.



* ''TabletopGame/LivingForest'' is a DeckbuildingGame that uses push-your-luck to determine how many cards you'll draw per turn: you keep drawing resource-providing Guardian Animals until you either decide to stop or "bust" by reaching a net three solitary animals (a gregarious animal cancels out one solitary animal). If you bust, you lose one of your actions for that turn. The titular creatures in the ''Kodama'' expansion were designed as an incentive to push your luck -- one kodama card is useless, but after that point the benefits get better and better the more you draw.

to:

* ''TabletopGame/LivingForest'' is a DeckbuildingGame that uses push-your-luck to determine how many cards you'll draw per turn: you keep drawing resource-providing Guardian Animals until you either decide to stop or you "bust" by reaching a net three solitary animals (a gregarious animal cancels out one solitary animal). If you bust, you lose one of your actions for that turn. There's a LuckManipulationMechanic in the fragments, which can discard any animal and cancel all its effects for that turn. This can undo a bust. The titular creatures in the ''Kodama'' expansion were designed as an incentive to push your luck -- one kodama card is useless, but after that point the benefits get better and better the more you draw.



Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[folder:Live-Action TV -- Game and Reality Shows]]
* ''Series/PressYourLuck'': A player with earned spins may opt to roll for a cash prize or pass their remaining spins to an opponent. If they choose to spin and get a {{Whammy}}, their account is reset to zero, and four Whammies cause an [[PlayerElimination instant loss]].
[[/folder]]
Is there an issue? Send a MessageReason:
None


In most cases, in a form of DiminishingReturnsForBalance, each successful "roll" increases the likelihood that the next one will make you bust. Games that don't have it tend to make the bust condition constantly high (e.g. "Roll a [[UsefulNotes/{{Dice}} d6]] as many times as you want. You bust if you get a number below 5") or {{cap}} the number of rolls you can get.

to:

In most cases, in a form of DiminishingReturnsForBalance, each successful "roll" increases the likelihood that the next one will make you bust. Games that don't have it tend to make the bust condition probability of busting constantly high (e.g. "Roll a [[UsefulNotes/{{Dice}} d6]] as many times as you want. You bust if you get a number below 5") or {{cap}} the number of rolls you can get.
Is there an issue? Send a MessageReason:
None


In most cases, in a form of DiminishingReturnsForBalance, each successful "roll" increases the likelihood that the next one will make you bust. Games that don't have it tend to make the bust condition likely (e.g. "Roll a [[UsefulNotes/{{Dice}} d6]], you bust if you get a number below 5") or {{cap}} the number of rolls you can get.

to:

In most cases, in a form of DiminishingReturnsForBalance, each successful "roll" increases the likelihood that the next one will make you bust. Games that don't have it tend to make the bust condition likely constantly high (e.g. "Roll a [[UsefulNotes/{{Dice}} d6]], d6]] as many times as you want. You bust if you get a number below 5") or {{cap}} the number of rolls you can get.
Is there an issue? Send a MessageReason:
None


When done well, this creates a lot of tension when deciding if you want to stop. However, games also tend to take steps to keep busting from being ''too'' frustrating -- those are not just AntiFrustrationFeatures, but also help nudge players towards actually taking risks instead of playing it too safe. This is why many games only take away part of your gains instead of everything. Games where you do lose it all tend to be short, or make each individual push-your-luck instance less impactful so you aren't completely screwed if you get unlucky or make a single bad call.

to:

When done well, this creates a lot of tension when deciding if you want to stop. However, games also tend to take steps to keep busting from being ''too'' frustrating -- those are not just AntiFrustrationFeatures, but also help nudge players towards actually taking risks instead of playing it too safe. This is why many games only take away part of your gains instead of everything. Games where you do lose it all tend to be short, or make each individual push-your-luck instance less impactful so you aren't completely screwed if you get unlucky or make a single bad call.

Added: 574

Changed: 711

Is there an issue? Send a MessageReason:
None




Many implementations choose to let you keep ''some'' of the gains even if you bust. This serves to make the game less frustrating, and helps nudge players towards actually taking the risk instead of playing it safe.

to:

\n\nMany implementations choose to let games have you roll dice (or draw more cards or something similarly random) to determine some benefit. When Push Your Luck is in play, you have the option to keep ''some'' rolling dice for additional gains. However, if you meet a certain condition, you'll "bust" and lose some --if not ''all'' -- of the your gains even if as a penalty.

In most cases, in a form of DiminishingReturnsForBalance, each successful "roll" increases the likelihood that the next one will make
you bust. This serves Games that don't have it tend to make the game less frustrating, and helps bust condition likely (e.g. "Roll a [[UsefulNotes/{{Dice}} d6]], you bust if you get a number below 5") or {{cap}} the number of rolls you can get.

When done well, this creates a lot of tension when deciding if you want to stop. However, games also tend to take steps to keep busting from being ''too'' frustrating -- those are not just AntiFrustrationFeatures, but also help
nudge players towards actually taking the risk risks instead of playing it safe.
too safe. This is why many games only take away part of your gains instead of everything. Games where you do lose it all tend to be short, or make each individual push-your-luck instance less impactful so you aren't completely screwed if you get unlucky or make a single bad call.
Is there an issue? Send a MessageReason:
None


* ''TabletopGame/{{Abyss}}'': The ''Kraken'' expansion adds the "Sanctuary" locations. Their value is determined by a little push-your-luck game: you draw cards from the loot deck that can give Influence Points and other bonuses. You can stop at any time. If you get two copies of a card, both are discarded, which loses you their points, but not their other bonuses.

to:

* ''TabletopGame/{{Abyss}}'': The ''Kraken'' expansion adds the "Sanctuary" locations. Their value is determined by a little small push-your-luck game: you draw cards from the loot deck that can give Influence Points and other bonuses. You can stop at any time. If you get two copies of a card, both are discarded, which loses you their points, but not their other bonuses.
Is there an issue? Send a MessageReason:
None



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* In ''[[TabletopGame/TheQuacksOfQuedlinburg The Quacks of Quedlinburg]]'', you draw chips from your bags and add them to your pots. Adding more ingredients tends to increase how much your potion will be worth. However, if you draw too many cherry bombs, your pot will explode. If this happens, you have to choose between gaining points and coins at the end of the round instead of just getting both.

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* In ''[[TabletopGame/TheQuacksOfQuedlinburg The Quacks of Quedlinburg]]'', you draw chips from your bags and add them to your pots.pot. Adding more ingredients tends to increase how much your potion will be worth. However, if you draw too many cherry bombs, your pot will explode. If this happens, you have to choose between gaining points and coins at the end of the round instead of just getting both.both benefits.
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!! Return to Sandbox.TabletopGameProject
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!Examples

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!Examples
!!Examples
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[[teal:Maths: I was inspired to write this after seeing that TabletopGame/{{Blackjack}}, a classic example of this, needs tropes. I'll continue to experiment with the new folderization.]]

* Title: PushYourLuck
* Alternative title: PressYourLuck

!!Draft
'''Laconic:''' A mechanic where you can choose to keep your current gains or risk them for additional gains.



Many implementations choose to let you keep ''some'' of the gains even if you bust. This serves to make the game less frustrating, and helps nudge players towards actually taking the risk instead of playing it safe.

While the luck involved is obvious, this mechanic can be more skill-based than it seems at first -- a skilled player will have a better idea of when to stop and when to take calculated risks.

While this is primarily a board game trope, it also shows up in various video games.

!Examples

[[folder:Eurogames]]
* ''TabletopGame/{{Abyss}}'': The ''Kraken'' expansion adds the "Sanctuary" locations. Their value is determined by a little push-your-luck game: you draw cards from the loot deck that can give Influence Points and other bonuses. You can stop at any time. If you get two copies of a card, both are discarded, which loses you their points, but not their other bonuses.
* ''TabletopGame/{{Wingspan}}'': The ''Asia'' expansion adds some activated predator powers with push-your-luck elements:
** The powers of Brahminy Kite, Forest Owlet, Purple Heron and White-Throated Kingfisher all start a dice-rolling mini-game. You can choose to roll up to three times. For each time you get the desired result, you get to cache a food for one point apiece. However, if you don't get the desired result, you have to stop rolling dice and return all the food for the previous rolls that turn.
** The Eurasian Eagle-Owl and Eurasian Marsh-Harrier have TabletopGame/{{Blackjack}}-like powers: you can draw up to 3 cards. As long as you stop before their total wingspan reaches 110 cm, you get to tuck them for a point per tucked card. Otherwise, you bust. The cards are discarded and you get nothing.
[[/folder]]


[[folder:Family Games]]
* In ''[[TabletopGame/CantStop Can't Stop]]'', you [[RollAndMove roll four dice and put them into configurations determining how to move your progress markers]]. You can keep rolling for as long as you want, but if a roll doesn't result in any legal plays, your turn ends and you lose all your progress from that turn.
* ''TabletopGame/LivingForest'' is a DeckbuildingGame that uses push-your-luck to determine how many cards you'll draw per turn: you keep drawing resource-providing Guardian Animals until you either decide to stop or "bust" by reaching a net three solitary animals (a gregarious animal cancels out one solitary animal). If you bust, you lose one of your actions for that turn. The titular creatures in the ''Kodama'' expansion were designed as an incentive to push your luck -- one kodama card is useless, but after that point the benefits get better and better the more you draw.
* ''TabletopGame/PassThePigs'': On your turn, you throw the pig-shaped dice and hope they end up in a scoring position. If they do, you decide if you want to settle for those points (passing the pigs to the next player) or to keep rolling. If you roll "pig out" -- one pig on the right flank, the other on the left flank; a fairly frequent result -- you lose all the points accumulated in that turn.
* In ''[[TabletopGame/TheQuacksOfQuedlinburg The Quacks of Quedlinburg]]'', you draw chips from your bags and add them to your pots. Adding more ingredients tends to increase how much your potion will be worth. However, if you draw too many cherry bombs, your pot will explode. If this happens, you have to choose between gaining points and coins at the end of the round instead of just getting both.
[[/folder]]


[[folder:Traditional Card Games]]
* TabletopGame/{{Blackjack}}: You make a wager, then get two cards face-up, and can opt to receive more cards. The goal is to get a score of 21, or if not, a higher score than the dealer (each player is in competition with the dealer, not the other players). If you get 22 or higher, you've gone bust. If both you and the dealer go bust, the dealer still takes your wager.
[[/folder]]

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