I'm working on a tactical card game and I can't decide how much "RNG" (Random Number Generation) is too much. I want the game to be replayable, which randomness helps with, but I hate it when a player loses a 30-minute match just because of one bad draw. On the other hand, if there is zero randomness, the game becomes a solved puzzle like Chess, which can be intimidating for new players. What are some effective ways to implement "input randomness" versus "output randomness" to ensure the game still feels fair and skill-based?