head to head
Reigns asks more than Sunless Sea, and the gap is reads.

Variance · Systems & Chaos
A narrative card game where balancing four meters under random event draws is more luck-management than strategy.

Variance · Systems & Chaos
A gothic exploration roguelike about sailing an underground ocean, trading terror for stories and profit.
Reigns leans Variance (Systems & Chaos); Sunless Sea 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.
Reigns
Swiping cards left or right has no skill dimension
Sunless Sea
Slow boat combat barely tests the hands
Reigns leans clearly harder on reads.
Reigns
Card characters react to prior choices in semi-scripted ways
Sunless Sea
Horrors are scripted or random, never adaptive
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Reigns
Event card ordering and hidden outcome RNG dominate play
Sunless Sea
Hidden map, random events and unknown story branches dominate
Sunless Sea leans a little harder on optimization, though the gap is small.
Reigns
Learning which choice chains balance the four meters is mappable
Sunless Sea
Trade routes and fuel math converge once mapped
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.