head to head
Reigns asks more than ToeJam & Earl, 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 · Pure Chaos
Laid-back co-op roguelike about funky aliens opening mystery presents on randomized Earth levels.
Reigns leans Variance (Systems & Chaos); ToeJam & Earl leans Variance (Pure Chaos).
ToeJam & Earl leans a little harder on execution, though the gap is small.
Reigns
Swiping cards left or right has no skill dimension
ToeJam & Earl
Slow exploration with light dodging of Earthlings
Reigns leans clearly harder on reads.
Reigns
Card characters react to prior choices in semi-scripted ways
ToeJam & Earl
Earthlings wander on scripts, never adapt
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
ToeJam & Earl
Unidentified presents and random levels dominate runs
Reigns leans a little harder on optimization, though the gap is small.
Reigns
Learning which choice chains balance the four meters is mappable
ToeJam & Earl
Present knowledge and level routing reward experience
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.