Meaningful Choice Detection in Board Games
A dead turn is one where every legal option leads to roughly the same outcome — the player is technically choosing, but nothing they pick actually matters. A forced turn is worse: there is only one sane option at all. Both quietly drain a game of its own decisions.
How we frame it
We look for the moments where the choice stops being real, not just where the rules technically offer options. A turn with five legal moves and one correct answer is not meaningfully different from a turn with one legal move — the review flags both the same way, because a player experiences them the same way.
- What share of turns have a single clearly-correct option versus genuine tradeoffs?
- Do dead turns cluster at a specific point in the game — the opening, a resource drought, the endgame?
- Does a particular archetype or strategy experience more forced turns than others?
- Would adding one more legal option at the dead points restore a real choice, or is the problem structural?
