Challenge Accepted: Deception

It’s super-nice how smart you feel after you successfully unwrap these after just a single try, though.
The central goal of Dynetzzle is to trick you a little bit. Even beyond the obvious challenge, there’s the simple fact that you’re dealing with making a six-sided die every time, which has sides that add up to seven. But that just plain sounds wrong. You can’t get a seven from a single six-sided die without a marker and a willingness to vandalize numbered surfaces, after all. It’s a little thing, but it’s just enough to throw you off your stride and force you to remember that the opposite sides always add up to seven.
Assuming you can work around that little mental block, it’s not a hard game. It needs that block in there to trick you, essentially.
If you’re going to look at games as a series of decisions to make – which I’ve argued in the past – then you have to provide players with a reason to make those wrong decisions. When you don’t have skill as a barrier (i.e. “I know what I want to do here, but I can’t manage it”), you sort of have to fall back on tricking the player into doing something they shouldn’t.
Challenge Accepted: What you know you don’t know

I know something you don’t know.
There’s an old card game called Mao, and the whole gimmick is that when you teach someone to play, you’re supposed to start off with a simple statement: “The only rule of Mao that I can tell you is this one.” You can be told when you’re breaking a rule, but not what the rules are or even what the objective of the game is. The point is that you have to figure out everything based solely upon inference. There are no explicit ways to find out the rules.
If that sounds infuriating to you, I have some bad news: video games do this all the time. There are whole categories of challenge out there based almost entirely upon keeping information out of player hands until the last possible minute. Sometimes they’re wonderful ways of making the game rely more upon your ability to figure things out and adapt on the fly; at other times, they’re a cheap way to set up artificial bottlenecks that mean nothing as long as you have the information. They’re fake challenges and real ones all wrapped up into one.
You all know that I absolutely hate the idea that roleplaying is some silly thing that has no consequences or stresses. This would be because it’s absolutely not true, and it’s harmful to everyone trying to roleplay with you, but it has even further reach than that: it destroys the idea that you have some responsibilities to your fellow roleplayers. And you do. You have several responsibilities. There are things that you should do when you are roleplaying that obligate you.