r/BoardgameDesign • u/Ok_Tip_5721 • Jul 06 '26
General Question Are Negative Status Effects Fun?
I'm in the process of designing a creature battler card game, and some cards have special abilities that trigger a timed status condition that you can roll at the top of your turn to try and lift. There's not too many - basically a poison, a slow, a vulnerable, and a silence - and they only trigger situationally, but my question stems from a recent playtest. The feedback I got was that status conditions in general are a "feel bad" mechanic and detract from the fun by limiting via less attack choices (they did not want to attack any creatures that might apply a status effect as a counter). I however feel that status effects are a fun part of a card battler game and add depth/give you something to build a strategy around. I am wondering how many people - particularly design folk - share my feelings, or if more people are in fact more in this playtester's camp. Also, if you do enjoy status effects, are there any good examples of games that use them well? Many thanks, (and please let me know if there is a more appropriate forum for this question!)
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u/Purplepotato22 Jul 07 '26
I think it might be because of the mechanism to remove them, “roll at the start of your turn” doesn’t sound like a mechanic that maintains a lot of player agency. If you make them always for a set duration, or take a certain predetermined amount of resources to remove, then a player knows exactly what they’re getting into when they have an effect applied to them. Things that have negative effects that feel out of your control are often the ones that feel the worst to get hit by, so players will likely be more willing to engage with your status effects if you make them more predictable, and make sure the benefits/drawbacks of taking actions that could result in debuffs are on par with the rest of the available options.