A game mechanic used in the game of Keno over 2100 years ago in China. The use of this mechanic includes gambling (Keno, Bingo), board (Celtic Quest and Arkham Horror) and war (Silent War) games.
The mechanic is very commonly used to produce random results or even random ordering of player actions. Often the results are obtained by drawing small cardboard counters from a bag. Chits are usually smaller than tiles, but chits might also take on other forms, such as modern day Keno balls.
The concept of the Chit-Pull mechanic is very simple, and can introduce so much to a game, but what influences a designer to use the Chit-Pull mechanic in a game?
What might be the benefits of using Chit-Pull in a game design?
What might be the negatives of using Chit-Pull in a game design?
How could one implement another type of game component that mimics the Chit-Pull mechanic? (For example is using a deck of cards the same as drawing a chit from a bag?)
Ok to keep the topic going a little more. Can I get people to give me input on the following use of a chit-pull system.
A chit-pull system used to determine the winner of a bid.
For example, say a game gives each player Y chit tokens. These chits are color coded for each player. During the course of a game, players will be faced with a bidding phase. At the time of a bid, players will place their selected number (or bid) of chit tokens into the chit bag. After all bids are placed into the bag, a random chit is draw to see who won the bid. Obviously the more chits a player places into the bag, the more likely chance they will have to win the bid, but yet they can still lose (which straight up bidding does not really allow for).
So, would this be a good or bad use of a chit-pull system?