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 · Systems & Chaos
Streamlined card battles where deck construction fights the coin flips.

Variance · Systems & Chaos
A narrative card game where balancing four meters under random event draws is more luck-management than strategy.
Pokémon Trading Card Game Pocket leans Variance (Systems & Chaos); Reigns leans Variance (Systems & Chaos).
Reigns leans a little harder on execution, though the gap is small.
Pokémon Trading Card Game Pocket
Tapping cards takes no skill
Reigns
Swiping cards left or right has no skill dimension
Pokémon Trading Card Game Pocket leans a little harder on reads, though the gap is small.
Pokémon Trading Card Game Pocket
Human opponents exist but the simplified format limits bluffing depth
Reigns
Card characters react to prior choices in semi-scripted ways
Reigns leans a little harder on variance, though the gap is small.
Pokémon Trading Card Game Pocket
Coin flips, draws and pack pulls dominate single games
Reigns
Event card ordering and hidden outcome RNG dominate play
Pokémon Trading Card Game Pocket leans a little harder on optimization, though the gap is small.
Pokémon Trading Card Game Pocket
Deckbuilding around a small card pool is quickly solvable
Reigns
Learning which choice chains balance the four meters is mappable
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.