In my experience, it was about 1/3. Then again, I wasn't a great player.
In 2003, I came up with a Magic-like game that solved a lot of these problems. It wasn't a kill-your-opponent game, but a German-style TCG with a Victory Point (VP) system, making it more amenable to multiplayer games. There were no "life points", but you had Action and Focus points that you could use to draw extra cards or resources, to give creatures an advantage in combat (making it more nondeterministic), etc. The number of strategic options per turn was vastly greater than in Magic, so it was harder for a player to get "stuck" and unable to do something useful.
Unfortunately, at the time I knew nothing about programming, nor had any money (I was 20). It was pretty obvious that the only way the game had a shot would be to take it online. Now I could hack it up, but I've forgotten most of the mechanics.
The disadvantage of this game, and why I think it wouldn't have ever taken off the way M:tG did is that, despite having "better" design from a Euro-style perspective, it wasn't a game that would finish within 30 minutes. A turn involved multiple players (most phases of turns were concurrent) and had a lot more strategic options than Magic's "untap, draw, cast, attack" formula that describes 90% of turns, so a single turn would last 3-10 minutes.
In 2003, I came up with a Magic-like game that solved a lot of these problems. It wasn't a kill-your-opponent game, but a German-style TCG with a Victory Point (VP) system, making it more amenable to multiplayer games. There were no "life points", but you had Action and Focus points that you could use to draw extra cards or resources, to give creatures an advantage in combat (making it more nondeterministic), etc. The number of strategic options per turn was vastly greater than in Magic, so it was harder for a player to get "stuck" and unable to do something useful.
Unfortunately, at the time I knew nothing about programming, nor had any money (I was 20). It was pretty obvious that the only way the game had a shot would be to take it online. Now I could hack it up, but I've forgotten most of the mechanics.
The disadvantage of this game, and why I think it wouldn't have ever taken off the way M:tG did is that, despite having "better" design from a Euro-style perspective, it wasn't a game that would finish within 30 minutes. A turn involved multiple players (most phases of turns were concurrent) and had a lot more strategic options than Magic's "untap, draw, cast, attack" formula that describes 90% of turns, so a single turn would last 3-10 minutes.