  Many battling games utilize a special item (e.g. Roshan in Defense of the
Ancients 2 (DOTA 2), Baron Nashor in League of Legends (LOL), Golden Snitch in
Quidditch) as a potential ``Game Changer''. The reward of this item can enable
the underdog to make a comeback. However, if the reward is excessively high,
the whole game may devolve into a chase for the ``Game Changer''. Our research
initiates with a Quidditch case study, a fictional sport in Harry Potter
series, wherein we architect the Golden Snitch's reward to maximize the
audience's surprise. Surprisingly, we discover that for equally competent
teams, the optimal Snitch reward is zero. Moreover, we establish that under
most circumstances the optimal score aligns with the game's expected duration
multiplied by the teams' strength difference. Finally, we explore the
correlation between the ``Game Changer's'' reward and audience surprise in
Multiplayer Online Battle Arena (MOBA) games including DOTA 2 and LOL, finding
that the optimal reward escalates with increasing team strength inequality.
