Spielerando

Undo gives back the move but not the booster, and the next tiles come out different

A player undoes a move and finds the booster still spent, or the new pieces that drop in are not the same ones. Both break trust. Here is what an undo must restore, what it must not, and when it has to refuse.

Why this works

Taking back a move must take back everything that move changed, including the hidden luck of what comes next. Otherwise undo becomes a way to buy a better roll, and the game stops being about decisions.

When not to use it

Skip it in a game where pace and consequence are the point, such as a fast puzzle under a clock or a story that should punish choices. Offer a restart or a retry from a checkpoint instead of a step-by-step take-back.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 24 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Undo gives back the move but not the booster, and the next tiles come out different" (read_entry puzzle-undo-refunds-everything-spent) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP