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

Optimization · Pure Optimization
Turn-based tactics where movement combos turn battles into solvable puzzles.

Optimization · Pure Optimization
An open-world party blobber where promotion paths and skill routing matter far more than aim.
Mario + Rabbids Kingdom Battle leans Optimization (Pure Optimization); Might and Magic VII: For Blood and Honor leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Mario + Rabbids Kingdom Battle
Turn-based; no dexterity gate
Might and Magic VII: For Blood and Honor
Pausable party combat; minimal dexterity.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Mario + Rabbids Kingdom Battle
Enemy AI follows predictable rules
Might and Magic VII: For Blood and Honor
Enemies charge on fixed logic.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Mario + Rabbids Kingdom Battle
Hit chances are mostly deterministic percentages
Might and Magic VII: For Blood and Honor
Loot rolls and unknown dungeon contents first time.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Mario + Rabbids Kingdom Battle
Movement chains and team-jump routing are puzzle-solvable
Might and Magic VII: For Blood and Honor
Class promotions, skill points, and routing are fully 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.
full breakdown
Mario + Rabbids Kingdom Battle →
full breakdown
Might and Magic VII: For Blood and Honor →