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📖 Design Philosophy (Click to expand)

Option A: Gentle Curve

Human Enough uses a Gentle Curve power progression, informed by established card game design research and the unique context of party gameplay.

  • 🎲
    "Rarity indicates complexity, not power level"

    From Magic: The Gathering's design philosophy. Higher rarity cards should feel different and more interesting, not strictly better.

  • 🎉
    Party Game Context

    Steep power curves create "feel-bad" moments. In an 8-player game, players should feel their decisions matter more than their card draws.

  • 📊
    Flat Card Distribution

    Unlike typical CCGs where Legendary cards are ~1% of the pool, Human Enough has 9.5% Legendary Chaos cards. High legendary frequency means steep curves would dominate gameplay.

🎯 Power Curve Target Options

Chaos Card Target Options

Action Card Target Options

Card Distribution by Rarity

Current Win Rates vs Baseline

📍 Individual Cards on Power Curve

Each point represents a card. Hover for details. Click to view card.

By Rarity

By Element

Chaos Cards by Type

📊 Statistical Distribution

Win Rate Distribution (Box Plot)

Sigma Distribution Histogram

Power Efficiency vs Win Rate by Rarity

⚠️ Outlier Analysis

Cards that deviate significantly from their target win rate

📋 Win Rate Targets Reference (8 Players)

Baseline: 12.5% (1/8 players)

⭐ Action Cards (+0.5% per tier)

Action cards provide reliable stat contributions. Minimal rarity bonuses prevent draw luck from dominating.

Rarity Target Delta Range (±2%)
Common 12.50% +0.00% 10.50% - 14.50%
Uncommon 13.00% +0.50% 11.00% - 15.00%
Rare 13.50% +1.00% 11.50% - 15.50%
Epic 14.00% +1.50% 12.00% - 16.00%
Legendary 14.50% +2.00% 12.50% - 16.50%

💥 Chaos Cards (+1.0% per tier)

Chaos cards have higher variance and more complex effects. A slightly steeper curve rewards skilled play.

Rarity Target Delta Range (±2%)
Common 12.50% +0.00% 10.50% - 14.50%
Uncommon 13.50% +1.00% 11.50% - 15.50%
Rare 14.50% +2.00% 12.50% - 16.50%
Epic 15.50% +3.00% 13.50% - 17.50%
Legendary 16.50% +4.00% 14.50% - 18.50%

💡 Additional Power Fit Metrics & Pivots

Ideas for deeper balance analysis

🎯 Target Deviation Score

Composite metric combining game and hand win rate deviation from target, weighted by play frequency.

📈 Curve Fit R²

How well actual card performance fits the intended power curve. Higher R² = better balance.

⚖️ Rarity Overlap Index

Measure how much win rate distributions between adjacent rarities overlap. High overlap = flat curve.

🔄 Consistency Score

Std deviation within rarity. Low std = consistent power level. High std = high variance cards.

🎲 Luck Factor

Ratio of game win rate variance explained by rarity vs other factors (element, type, player count).

🏆 Dominance Index

How often the highest rarity cards in a hand win vs lower rarity compositions.

📊 Type Power Spread

Compare power curves across card types (LINK, DRAW, etc.) to identify type-specific imbalances.

🌈 Element Parity

Are all elements equally viable at each rarity tier? Identify element-rarity combinations that underperform.

💰 Cost Efficiency Curve

Plot power/cost ratio against win rate by rarity. Identify if higher cost cards justify their energy.

🔗 Synergy Bonus

Compare solo card performance vs performance when played with synergistic cards.

⏱️ Game Phase Impact

How does card impact vary by game phase (early/mid/late)? Some rarities may spike at different phases.

👥 Player Count Scaling

How does the power curve shift with different player counts? Ensure balance at 4, 8, and 12 players.

📚 Cross-Reference Research

Magic: The Gathering - New World Order

MTG's design framework explicitly states that rarity gates complexity, not power. Commons should be simple but competitive, while rares/mythics offer interesting decisions.

Hearthstone - Class Identity Research

Blizzard's research found players prefer "interesting options" over "strictly better" upgrades. Power creep through rarity creates chase fatigue.

Party Game Design Principles

Research on multiplayer party games shows rubber-banding and perceived fairness are critical. Players leave games feeling cheated when outcomes feel predetermined by card draws.