head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is reads, and it is a single point.

Variance · Systems & Chaos
Careful descent through procedural depths balancing survival systems against permadeath.

Variance · Systems & Chaos
A card-driven adventure where real-time combat execution meets tabletop-style encounter variance.
Below leans Variance (Systems & Chaos); Hand of Fate leans Variance (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Below
Stamina-based combat punishes sloppy dodges and swings
Hand of Fate
Arkham-style real-time combat requires dodge timing and blocking
Hand of Fate leans a little harder on reads, though the gap is small.
Below
Creatures and the Darkness follow rules, not minds
Hand of Fate
The Dealer is scripted; encounters don't adapt to your style
Hand of Fate leans a little harder on variance, though the gap is small.
Below
Procedural floors, traps and loot reshape every descent
Hand of Fate
Card table randomness and hidden encounter outcomes drive runs
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Below
Survival crafting and trap knowledge converge with experience
Hand of Fate
Equipment synergies and card selection offer meaningful build planning
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.