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

Variance · Systems & Chaos
Managing dice-roll risk across randomly generated maps with careful party planning.

Optimization · Systems & Chaos
Dynasty-management optimisation under genetic RNG, resolved in tactical turn-based battles.
For the King leans Variance (Systems & Chaos); Massive Chalice leans Optimization (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
For the King
Turn-based slot rolls need no dexterity
Massive Chalice
Turn-based commands carry no physical demand
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
For the King
Enemies follow simple deterministic combat AI
Massive Chalice
Demon AI follows mappable tactical routines
For the King leans a little harder on variance, though the gap is small.
For the King
Dice-roll combat and random maps dominate single runs
Massive Chalice
Hero genetics, traits and event rolls shape every dynasty
Massive Chalice leans a little harder on optimization, though the gap is small.
For the King
Focus economy, routing and loadout play beat the odds
Massive Chalice
Bloodline breeding, research timing and tactical positioning are deeply solvable
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.