pattern

Use when

You're designing a decision, upgrade, or resource spend and it feels like a no-brainer (strictly-better = no choice).

Risk / Reward

What it is. A decision has teeth when its upside is priced in a real, legible downside — push deeper for more loot at rising odds of losing it all; take the strong card that also feeds your discard pile; heal now or bank the mana. The pattern is the enemy of the no-brainer: if one option is strictly better, there was never a choice.

Player fantasy. “Do I dare?” The pull of the greedy line and the dread of the cost, held in the same breath. Owning the outcome — the win you earned by holding your nerve, the loss you earned by one more push.

Why it works

Levers

LeverEffectExample
Bust probabilityHow fast the greedy line collapsesEach extra room: +15% ambush
Reward slopeHow steep the payoff for pushingPot doubles each step; last multiplier is the sweetener
Bank pointWhen you can lock in gainsCash out at any chest; commit at the door
Double edgeThe cost baked into the good optionThe power card also damages you (Reigns’
InformationHow much you know before committingTelegraphed odds vs blind draw (pattern-readability)
Loss sizeWhat a bust actually costsLose the run’s haul vs lose one heal

Applied across genres

GenreThe teeth
Narrative decisions (genre-narrative-decisions)Every swipe double-edged; meters between two ditches;
Roguelike (genre-roguelike)The cursed item, the risky shortcut, the elite room for elite loot
Deckbuilder (genre-deckbuilder)Powerful cards with a downside; the skip-the-reward-for-tempo choice
Physics arcade (genre-physics-arcade)The guarded multiplier peg; last-ball-for-the-jackpot pressure
Blackjack / push-your-luck (anchor-balatro)Hit or stand; the score you have vs the score you could
Farming sim (genre-farming-sim)Plant the long crop that might not ripen before the season turn (FUN.md §15)
Tactics (genre-tactics)Overextend for the kill vs hold the defensible tile

Overdone when…

Risk/reward is provable as a skill-delta with bounded stakes:

Worked micro-example

“A deckbuilder reward screen where the choice actually hurts.” The naive screen offers three cards, pick one — but the strong card is strictly strong, so it’s a no-brainer, not a choice. Add teeth three ways: (1) the strong card carries a double edge (it bloats your draw or damages you); (2) a skip-for-tempo option (take nothing, keep the deck lean); (3) information — telegraph the next elite so the player weighs power-now against consistency-later (pattern-readability). Now every reward is a decision. Prove it: the greedy pilot lands in the win-rate window, and a never-skip / always-grab pilot drops out of it — the cost was real (FUN.md §11).

Composes with

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.