Gamorium's take

A party board game where dice variance and item luck define most outcomes, punctuated by mini-games that test quick reactions.
the cheat-test profile
Each axis is rated on its own - how far one cheat would trivialize the game here. They don't trade off; low on all four means the game is an experience, not a contest.
cheat: Aimbot - perfect inputs
Mini-game skill matters but many are reaction-test or luck-gated
cheat: Out-predict an adaptive opponent
Light social reads on opponents during item use and alliances
cheat: See what's hidden / map the RNG
Dice rolls and star positioning dominate game outcomes
cheat: A perfect solver / coach
Star routing and item conserving have modest learnable edges
Each axis is named by the cheat that would break the game along it. Execution is the hands. Reads is out-thinking an adaptive opponent. Variance is hidden information & RNG. Optimization is the solvable systems layer. A game's region is the top one or two axes.
These four aren't one rating split four ways - they're independent 0-10 questions. A 9 on one axis takes nothing from the others, and a game low on all four isn't missing data: it's telling you there's no skill here to cheat.
The basis is how the majority actually plays this game - not a niche mode or a personal run. For a game with very different modes (a story campaign versus ranked multiplayer), that's the version most people mean.
Ranked by shared genre first, then by how closely the cheat-test profile matches - a cross-genre tag means a pick matched on skill profile alone.