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While many tabletop role-playing games attempt to evoke fear through complex rules or sanity mechanics, the 2006 ENNIE Award-winning game Dread, created by Epidiah Ravachol and Nathaniel Barmore, takes a unique approach. Published by The Impossible Dream, the game replaces traditional dice rolls with a Jenga tower to resolve difficult character actions.

Mechanically, players must pull a block from the tower whenever their character attempts a challenging task. As the game progresses, the tower becomes increasingly unstable. If a player causes the tower to collapse, their character fails the action and is removed from the game, potentially meeting a dramatic demise or becoming an NPC.

The game is designed for one-shot sessions and emphasizes character development through questionnaires rather than statistics. These forms help players define their character's fears, traumas, and relationships in about 30 minutes. Hosts may allow players to bypass pulls for tasks their characters are naturally skilled at, though players can choose to pull anyway for a more impressive result.

Polygon contributor Charlie Hall notes that Dread effectively builds tension, as the physical act of pulling blocks creates genuine nerves. Unlike traditional games where dice rolls are quickly resolved, the tower demands total group attention. Hall describes these moments as cathartic, arguing that no die roll can replicate the stress of a wobbly tower.

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