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

Variance · Pure Chaos
The original board-game party romp where dice and Chance Time happily overrule whoever played best.

Variance · Pure Chaos
The Wii U follow-up mixing GamePad tabletop games into the same luck-forward formula.
Mario Party leans Variance (Pure Chaos); Wii Party U leans Variance (Pure Chaos).
Mario Party leans a little harder on execution, though the gap is small.
Mario Party
Stick-rotating and button minigames test hands briefly.
Wii Party U
GamePad and motion minigames with low ceilings.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Mario Party
Mild rivalry calls in versus minigames.
Wii Party U
Tabletop bluffing games add light social reads.
Mario Party leans a little harder on variance, though the gap is small.
Mario Party
Dice rolls and chance time decide most boards.
Wii Party U
Dice and minigame draws rule sessions.
Mario Party leans a little harder on optimization, though the gap is small.
Mario Party
Star routing gives a thin strategic layer.
Wii Party U
Intentionally shallow systems.
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.