head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Variance · Systems & Chaos
Calm tile-laying puzzle balancing draws against placement.

Variance · Systems & Chaos
Managing dice-roll risk across randomly generated maps with careful party planning.
Dorfromantik leans Variance (Systems & Chaos); For the King 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.
Dorfromantik
no twitch
For the King
Turn-based slot rolls need no dexterity
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Dorfromantik
no adversary
For the King
Enemies follow simple deterministic combat AI
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Dorfromantik
hand of tiles drawn
For the King
Dice-roll combat and random maps dominate single runs
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Dorfromantik
placement to maximize quest tiles
For the King
Focus economy, routing and loadout play beat the odds
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.