Why Chance-Based Mechanics Keep Us Hooked
Download PDFWhy Chance-Based
Mechanics Keep
Us Hooked
Monopoly Go examples
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Deconstructions
by Sensor Tower
Deconstructions,
Sensor Tower’s state-of-the-art platform for
analyzing Live Ops, enables you to dive into a rich repository of
events, updates, and monetization offers across hundreds of top
games. Whether you’re designing a new offering, reengaging
existing players, or optimizing your monetization tactics, use
Deconstructions to secure your competitive edge in the
mobile gaming world.
This report gives you a preview of the rich insights available
in-platform — use these evidence-based recommendations to
move with confidence, and revamp your strategy ahead of the
holiday season.
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When most people hear
thrill
, they immediately
think
of casinos – slots, gambling, risky bets.
But that’s just the loudest and most obvious
example.
In reality,
thrill is much broader than gambling
.
Thrill is about waiting.
It’s about risk, belief and probabilities.
Thrill (excitement) is not about winning.
Its core is a tense mix of 3 feelings:
●
Anticipation
–
“Something good might happen.”
●
Risk
–
“But maybe it won’t.”
●
Hope
–
“I’ll try anyway.”
Thrill lives
between certainty and hopelessness
.
The Nature of Thrill
and Excitement
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Have you ever had the feeling that waiting for
something – a vacation, a trip, a holiday – was
just as exciting and emotionally intense as the
event itself?
That feeling is
anticipation
. It’s a powerful
emotional state
From a psychological perspective, dopamine is
released not when we receive the reward, but
when we
expect
it.
The real thrill there doesn’t come from the final
result – it comes from the
moment before
it.
Anticipation
What’s funny is that
regardless of the outcome
, it makes you want to keep going:
●
If you
WIN
, it works as positive reinforcement:
I won once, so I might win again.
●
If you
LOSE
, thrill shows up differently:
It didn’t work out this time – but
it will next time
.
And besides, I need to win it back.
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A loss often turns into:
“It didn’t happen this time – but it will next time.
I can’t stop now.”
Your brain starts to believe that because the reward
didn’t drop
now
, the chance of it dropping
next
time
is higher – even though it isn’t.
This belief becomes even stronger with a
near miss
.
When you’re just one step away – your brain doesn’t
read it as failure, but as progress.
Almost winning feels closer to winning
than to losing!
Near Miss,
FUUUU-factor
FUUUU – I almost had it!
●
when the combination needs
one more move
,
●
the jackpot
stops
right before
the winning symbol,
●
the collection shows
9/10
,
●
or you lose when the boss has
1% health left
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A win is more than a reward.
It’s purest
positive reinforcement
.
I took an action → I believed → I waited → I won.
it teaches your brain an important lesson:
It worked once. That means it can work again.
Games amplify this moment on purpose: celebratory
sounds, slow-motion reveals, exaggerated rewards
screens.
But there’s a special kind of win that feels even
stronger.
The
‘It finally hit’
moment.
●
When the chance was low.
●
When you were already making peace with a loss.
●
And then – luck suddenly lands on your side.
It Finally Hit
That moment multiplies the emotional effect.
●
When the
last card
completes a
‘Full House’
in poker.
●
When the
last move
in a match-3 level triggers a perfect booster chain.
●
When a long-awaited
legendary
finally drops from a pack
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It needs the
possibility
of a big one.
People don’t think in expected value or real odds.
They believe in the
best possible outcome
.
A rare big win reshapes perception.
Even if small wins are far more likely.
Casinos know this well.
When someone hits a jackpot – a bell rings.
Everyone hears it. Everyone sees it.
The message is simple:
Big wins are real. It can happen.
This feeling fuels stories:
What if I’m next?
The Chance to Win Big
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The Skinner Box is about rewards that don’t show up
every time.
●
If you get a reward always → it becomes boring.
●
If you never get it → you stop trying.
But when the reward appears
sometimes
–
unpredictably – you want to try again.
You don’t know
when
it will happen.
But you believe it
can
happen
Reward after an unpredictable number of actions.
Not every tap → reward.
Not every 5 taps → reward.
But
maybe
the next one
.
Skinner Box
Skinner Box
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Monopoly GO!:
One of the Best
Chance-Based Systems
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Monopoly GO
MonopolyGO has been in the
TOP-30
for a long time
and continues to hold key positions.
Its
IAP
Revenue
remains stable at around
$100-125M
per month
While monthly
downloads
sit at roughly
1.5M
Downloads
Revenue
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At first glance, Monopoly GO! looks simple
and familiar.
Roll the dice → Move forward → Something happens.
But the game isn’t just about Monopoly IP.
It’s about
what might happen next
.
It keeps tension alive.
Its core loop is built on
probability, delayed
outcomes, and emotional tension
– the same
forces that power slot machines, but wrapped in
social systems, progression, and daily goals.
Monopoly GO! doesn’t ask players to master
mechanics.
It asks them to
wait, hope, and believe
.
Monopoly GO:
Game of Chances
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Researcher Portrait
How This Analysis Was Done
To break Monopoly GO! down properly, the analysis was based on
hands-on gameplay rather than theory alone.
●
20 Locations
completed
●
14,550 Dice
rolled
●
3 In-App purchases
made
This level of exposure provides a solid view of the core loop,
LiveOps structure, and monetization beats – without drifting into
late-game edge cases.
Now, let’s look at how the game actually works.
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Core Gameplay: The Ups and Downs
Looking at ~500 moves, the dice balance shows a clear ‘
saw-tooth’ pattern
, with regular spikes and drops typical of difficulty tuning. Notably,
these spikes don’t come only from Purchases – many are driven by Events and a well-balanced
income-outcome flow
design, creating constant
tension and relief.
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Phase 1:
Before the 1st Purchase
The player starts with
30 dice
, but the balance
quickly stabilizes in a
50-100 range
Soon after, dice are almost fully depleted – until
a
location upgrades, unlocks daily tasks and
events
, creating a sharp spike up to
~200
dice.
The
pattern then repeats
:
near depletion → progression unlock →
temporary relief → back to pressure.
This
sets the rhythm
early – teaching the player
that running low is expected, and recovery
comes through continued play and progression.
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After making a purchase, the peaks and
drops continued:
–
the player
dropped
to nearly 300 dice,
rose
again to 400+
–
then
dropped
close to 100 – and eventually
recovered
to almost the same level as
right
after the purchase – 500+ dice
Even after a purchase, the tension remains.
‘Lucky’ moments and dice inflows
are now
driven primarily by events rather than
spending.
Notably, these event-driven inflows grow over
time – especially when compared to the
pre-purchase phase
Phase 2:
Before the 2nd Purchase
From the Start of the 2nd Purchase
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Here, it’s also clear how the game almost
drains
the player down to zero – and then suddenly
injects ‘luck’,
pushing the balance even
higher
than it was
right after the purchase.
These sharp surges are what
amplify thrill and
excitement
, while the drops
prevent the
experience from becoming ‘boring’
: flat or
predictable – making every peak feel more
rewarding.
Phase 3:
Before the 3rd Purchase
Before the 3rd Purchase
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The Full Progression
The full progression shows a constant cycle of pressure and release.
Near-depletion
creates tension, while sudden
‘lucky’ spikes
reignite thrill and reinforce the urge to keep playing.
Full Progression
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Core Gameplay
Mechanic
Deconstruction
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Let’s break down the
board tiles
themselves – what
types exist and how they convey thrill and
excitement:
●
Property: Money
tiles
– basic income used for
Meta progression
●
Event tiles
– feed LiveOps progress
●
Bonus tiles
– visually highlighted, create
excitement spikes
●
Negative tiles (Jail, Taxes)
– apply pressure
and resource drain
●
Chance Card tiles
– introduce uncertainty and
surprise outcomes
●
Community Chest
– social layer, linking
individual turns to shared systems
●
Other (GO, Free Parking)
– relief and reset
points
Board Tiles
Overview
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Tile Landing Frequency
The number of tiles and the overall board
structure remain
the same
across locations.
When looking at tile distribution:
–
around
50% of landings
are standard
Property: Money tiles
with basic payouts
–
while the other
50%
involve tiles with
special mini-games, events, or modifiers
that add variation and excitement.
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When players upgrade buildings, they unlock
Color Sets
– houses placed on property tiles.
These upgrades directly affect rewards in 2 ways:
1.
Rent from other players –
Other players are
distributed across multiple tiles. When they
land on a property tile you own, they pay
Rent
– and the more upgraded the property
is, the higher the rent they pay.
2.
Color Wheel bonus
– Once all property tiles
of the same color have a hotel, an additional
Color Wheel bonus becomes available
These 2 mechanics creating another
anticipation-driven reward
opportunity.
Property Tiles
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Wheel of Fortune: Visualization
Wheel of Fortune
is one of the most powerful and widely used chance-based mechanics – but only when it’s designed correctly.
What’s the first thing players notice when the Wheels appear?
The
2nd Wheel
highlights the 3 largest prizes
And that’s the trick.
You add a few
juicy rewards
to spark excitement – and then you
visually emphasize them
so they dominate attention.
In reality, the
average payout
here is around
900K
.
But let’s be honest – no one spins a wheel thinking about averages.
Emotionally, players see a
chance at the jackpot – 4M+
.
And
that
is what makes the spin exciting.
For the
1st Wheel
, it’s the
Safe
at the center that immediately
catches your eye. It’s instantly perceived as the
most valuable
and
most desirable
reward.
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Let’s talk about What
high volatility
actually means and why it works?
Wheel of Fortune: Balance
They feel completely different
●
The blue one?
It’s predictable – and safe.
But also… kind of boring
●
The red one?
It’s alive – you Win big, you
Lose hard – you feel
something
Here are 2 reward systems:
Both distributions have the same expected value (mean) = 30.
–
When variance and volatility are
low
, outcomes stay close to the average.
–
When variance is
high
, results are spread across a much wider range.
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Shut Down + Shield
Shutdown
is one of the bonus mechanics
Beyond its
social aspect
, Shutdown adds a
strong
layer of Probability and Anticipation:
–
the size of the
reward depends on whether
the opponent has an active shield or not
–
while the animation plays – the crane
swinging toward the building – the player is
already mentally
placing a bet
on the
outcome.
–
According to the observed data,
60% of
Shutdowns resulted in the maximum
reward
, while the remaining
40% were
blocked by shields
.
There’s also a 2nd layer to this system:
Acquiring
Shields
.
–
Shield icons are scattered across the board,
placed on top of other tiles. Landing on
them
grants shields, which means that when a
player runs out of shields, they actively
hope
their next roll lands on one
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Heist is a short, high-intensity mini-game built
entirely around
anticipation and chance
.
Players open hidden tiles, trying to
match 3
identical symbols to determine the payout – Small
Heist or Large Heist. Every tap is a
Micro-Bet
The mechanic amplifies excitement through:
●
Anticipation on
Every
reveal
●
Near-miss moments
(2 matches out of 3)
●
Illusion of control
– you choose the tiles
●
Escalating tension
as matches build up
●
Big-number framing
– the reward is visible
upfront
Notably, across ALL plays, the
lowest-tier prize
appeared in only 13% of cases
. This could be a
coincidence, but more likely it’s a deliberate tuning
choice – reducing the frequency of ‘bad luck’
outcomes to avoid making players feel unlucky
Bank Heist:
Why It Works
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1
–
3
–
2
–
2
–
1
–
3
–
2
●
A more balanced reveal pattern: no strong bias early on, but
steady intrigue until the end.
●
With 2 symbols of each type, anticipation stays alive because
any
outcome remains possible
.
Bank Heist:
Why Flow Matters
1
–
1
–
3
–
2
–
2
–
3
–
2
●
The player starts by revealing
2 TOP-tier symbols
, immediately
creating strong tension: every next reveal feels like it
could
complete the best prize.
●
Each click reinforces the belief that the next one will hit – but the
final outcome lands on a
mid-tier reward
.
3
–
3
–
2
–
1–1
–
2
–
1
●
Here, the 1st reveals point to a
LOW-tier result
, gradually killing
confidence.
●
Even after a few more picks, hope remains low.
●
Then, at the very end, the
TOP prize hits
– a classic
‘it finally landed’
moment, when hope was almost gone but luck
turns everything around.
3
–
3
–
1–
2
–
2
–
1
–
3
●
After the previous experience, even a bad early start doesn’t fully
break belief.
●
The player now
remembers
that a top prize is still possible
–
reinforcing
long-term trust
in the system.
Example A
Example B
Example C
Example D
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Bank Heist:
Extra Excitement
The game introduces a limited-time bonus event
where,
for the
limited time
, players have a chance to trigger
Mega Heist
– further intensifying excitement.
Thrill is amplified through
stacked probability layers
:
1.
Chance to land on a specific board tile
(only two
exist)
2.
Chance to trigger a Mega Heist
instead of a
regular one
3.
Chance to Win Big
inside the Mega Heist itself
Each layer builds anticipation
before the previous one
fully resolves.
Visually, the effect is reinforced even more:
●
Small rewards are
replaced
by noticeably larger
ones, supported by bold animations, brighter
colors, and a distinct background.
Together, these elements transform a familiar
mechanic
into a short-lived,
high-stakes moment
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There are several types of
Chance cards
in the
game – but the player
never knows in advance
which one they’ll get.
When landing on a Chance tile, the player draws a
card and only then reveals its effect. This delay
creates immediate
intrigue and anticipation
.
Each draw can result in
1 of 3 reward types
:
●
Cash
●
Dice
●
Or one of the Bonus Games
.. turning every landing into a small suspense
moment driven purely by uncertainty.
Chance Card
55% Chance
17% Chance
29% Chance
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Community Chest is primarily a
social feature
, but it
works from 2 sides at once:
1.
Players need to complete
tasks
together with a
friend → in order to earn
keys
.
2.
In the core gameplay loop, landing on a
Community Chest tile
of the corresponding
color fills the shared progress bar for that chest.
Because both conditions are required, the mechanic
naturally
increases the desire to land on
Community Chest tiles
– turning otherwise neutral
board spaces into highly anticipated targets.
Community Chest
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Lucky Coin:
Press-Your-Luck
Lucky Coin
is another example of a chance-driven
mechanic – a classic
press-your-luck
design.
On each step, the player flips a coin:
●
Each flip either grows the reward – and the
tension
– or ends the run.
●
However, the strength of this mini-game lies
in real
risk
: without the possibility of loss,
thrill disappears.
Another point – balance matters:
●
In practice, around
35% of runs ended on
the very 1st step
, resulting in a
reward of
‘0’.
●
From a purely mathematical standpoint, this
makes sense – the chance to fail on the first
flip is
50%
. But emotionally, this is one of
those cases where slightly
unfair
probabilities → could create a better player
experience
.
Walking away with nothing – especially when the
run visually promises five steps – feels frustrating
rather than thrilling.
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Jail:
Punishment or Hidden Reward?
The board includes not only positive, but also
“negative” tiles
– although they aren’t truly negative once you look closer.
When landing in Jail, the player gets a chance to escape by
rolling a
double on 2 dice within 3 attempts
. Each roll
becomes a mini moment of anticipation – another
chance to
get away
.
If the player does roll a double, they don’t just escape –
they’re also
rewarded with extra dice
.
What’s especially interesting is the actual outcome distribution:
●
27%
of the time, escape happened on the
1st roll
●
53%
of the time, on the
2nd or 3rd roll
●
Only
20%
of the time did the player end up paying the fine
Statistically, the truly negative outcome is rare.
Most of the time, Jail turns into a fun escape moment – often
with a reward – reframing what looks like
punishment into
another anticipation-driven experience
.
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Taxes
– removes a small, symbolic amount
of money to add light tension without real
punishment
Other Tiles
Free Parking
– neutral, even ‘boring’ tile:
gives nothing, takes nothing, and is the least
exciting space on the board
GO
– the anchor tile: always rewards the
player, even when passed, providing
consistency and relief
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Bonus Time
Limited Events
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Group 1: Location Boosters
They encourage the player to play as actively as possible to fully leverage the booster’s potential.
To buy more dice in order to play longer – and to spend more in order to play at higher stakes.
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Group 2: Focusing Boosters
It highlights the corner tiles
+Even making
Free Parking
feel
relevant
It makes hunting for
Friend-related
tiles
more engaging
Shifts focus from single tiles to
Dice combinations
, adding
another strategic layer
It encourages higher-stakes play,
making players
Spend dice even faster
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Group 3: Mini-Games Boosters
This type of booster makes already thrill-driven special tiles and bonus games even more impactful,
Multiplying Anticipation
around landing on them
. There are only a few of these tiles on the board – which makes them feel even
More Valuable
.
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LiveOps and Features
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Basic Events
Basic events
put a spotlight on
specific board tiles
, since they are the main source of event currency.
What’s important is that different events target
different tiles
– but always ones that are
rare and highly visible
on the board
●
When dice are
running low
●
The event is
90%
complete
●
and you’re waiting
for
that one tile
with currency
Anticipation peaks.
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Complex Mini-Games
Current events are more complex. Their currency often comes from
other
events and features.
So where does the
thrill
come from here? From the
event mechanics themselves
.
●
How will the ball fall
in pachinko?
●
Is this the correct
color order?
●
Which tile is the ship
hiding behind?
●
What shape will
appear next?
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Album collections
are one of the strongest probability-driven mechanics in the game. At their core, they are classic
Gacha / Loot Boxes
:
you open a pack never knowing exactly what’s inside – but always believing it could contain
that one rare or missing card
.
Album Collections
This uncertainty is the key.
Each pack is less about the cards
you get – and more about the
hope of getting the one you
need
.
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Album Collections: Packs
The game features
5 types of sticker packs
.
As expected, the rarer the pack → the higher the
chance of getting rare cards.
But Monopoly GO! makes this experience even
more exciting.
For example
●
in roughly
78% of cases
,
orange packs
drop
only
Tier 1-2 cards
.
●
however, the remaining
22%
create powerful
emotional spikes – moments when a
higher-tier card appears.
In one case, even a
Tier 5 card
dropped.
Why does this matter?
●
After receiving a rare card once, the player
believes
it’s real
●
Every next pack is opened with the same
thought:
“What if there’s another rare one inside?”
This is how a low-probability outcome turns into a
long-term belief
–
and belief is what keeps anticipation alive through
countless openings.
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Want to amplify the effect even further?
Beyond mathematical probability tuning,
Visual presentation matters deeply
.
●
Add
distinct lighting and opening animations
for rare cards – or for the
last missing cards
in a
player’s collection.
●
Slow down the pack-opening moment itself,
stretching those final seconds to heighten
tension and
intrigue
.
These small delays and visual cues dramatically
strengthen anticipation.
Album Collections: Packs
A great reference here is
Hearthstone
.
Even people who’ve never played the game recognize its pack-opening animation –
because it turns uncertainty into a memorable emotional moment.
When done right, visuals don’t just reveal the result – they
sell the possibility
before it appears.
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Final Thoughts
Chance-based mechanics work not because players love
randomness, but because they
love anticipation
.
Monopoly GO!
shows that thrill isn’t created by wins alone –
it’s built through tension, near misses, visible possibilities, and
carefully timed relief.
Give players emotions through your chance-based mechanics.
Don’t focus only on the moment of reward – let them enjoy the
waiting
, the
hoping
, and the
journey toward it
just as much.
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