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Why our 'Minas' game has zero randomness — and why that was the hard part

Most games like this rely on RNG under the hood — even when they look skill-based. For Ehugapy that wasn't an option: Paraguay's regulations require outcomes to be determined by player skill, not chance.

So building Minas meant designing a mechanic where the outcome is fully driven by the player's decisions — no random seed deciding who wins behind the scenes. It's honestly been harder to build than a random-based version would've been, but it's the only way I'd feel right shipping it.

Would love feedback from anyone who's dealt with skill-vs-chance rules in their own product — curious how others have approached it

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Ehugapy