When Knowing Everything Makes Games Feel Smaller
Perfect information sounds like it should be the goal.
You know all the pieces. All the options. All the lines.
No secrets. No hidden cards. No bluffing.
In theory, that is pure strategy heaven.
In practice, it can feel like homework.
Chess and games like Terraforming Mars have a clean, beautiful clarity. Every piece is visible. Every resource is on the table. If you lose, it is because you misplayed, not because someone topdecked a miracle.
Still, sit in on enough game nights and you start to notice something weird. The loudest laughter, the best stories, and the most unhinged table energy rarely comes from perfect information games. It comes from the messy ones. The bluff games. The hidden role games. The games where nobody is totally sure what is going on.
The twist? That uncertainty is not a flaw. It is the feature that keeps games alive.
Chess: Strategy At Maximum Exposure
Chess is the poster child for perfect information.
No hidden hands. No dice. No event deck turning the board into lava.
You see everything. Your opponent sees everything. The only secret is what each of you will do next, and even that can be calculated if you are willing to play mental speed chess against a supercomputer that lives in your own skull.
Chess is brilliant, obviously. It is deep, sharp, and punishing in a way that feels fair. It is also exhausting at higher levels because perfect information means you never get to blame the system. There are no surprise events to shake things up. If you blundered, that is on you.
That intensity is appealing to a certain kind of brain. The kind that loves pure determinism. But for many people, the lack of uncertainty turns the experience into a test instead of a story.
Terraforming Mars: Perfect Information In Cardboard Form
Terraforming Mars leans more into engine building than sharp tactics, but it still fits into the “almost perfect information” camp once cards are in play.
Projects are on the table. Production is visible. Global parameters are tracked in clear view. You can absolutely miscount or miss a line, but the game does not hide much from you once it gets going.
The fun comes from building your engine, timing your plays, and beating everyone else to milestones and awards. It is open, expansive, and crunchy enough that the strategy crowd happily sinks in for a couple of hours. Reviews like the Terraforming Mars Review dig into just how much the open information fuels long term planning.
Still, once you have played Terraforming Mars enough times, you start seeing a pattern.
Strong players converge on similar lines. Best practices appear. Certain openings become “correct.” The edges of the design start to feel clearer.
Perfect information makes the ceiling easier to understand.
But it also makes the lake feel smaller once you have swum a few laps.
Enter Uncertainty: Skull, Coup, And The Joy Of Being Wrong
Now flip the script.
Skull looks like a bar game someone invented on a napkin. Coasters, bluffing, a simple bet structure. Yet the energy around a Skull table is completely different from a long Terraforming Mars session.
In Skull, you never have full information. You are working with guesses, tells, tone of voice, and your knowledge of how chaotic your friends like to be. You commit to a number, start flipping, and every reveal feels like tightening a spring.
Coup pulls the same trick with influence, roles, and brazen lies. You can technically track which roles are likely dead, but the real game lives in your ability to read a person claiming they are the Duke for the fourth time.
These games are not “purer” than chess or Terraforming Mars. They are just messy in a different direction. The uncertainty is not about the rules. It is about people.
That uncertainty is what produces the emotional spikes those perfect information titles usually do not.
Perfect Information Makes Outcomes Predictable
The more you can see, the easier it is to evaluate who is ahead. When every resource and piece of information is public, the arc of the game becomes more visible.
In chess, strong players can often tell who is winning well before checkmate.
In Terraforming Mars, you can look at production tracks, tags, and terraforming progress and make an educated guess about the final ranking.
There is value in that clarity. It lets players feel smart. It makes the learning curve understandable. It gives highly competitive players a clean arena to test themselves.
Yeah, but it also means that sometimes the last thirty minutes of a game feels like everyone acting out a script they already know the ending to.
Uncertainty Keeps The Endgame Interesting
Contrast that with a bluff-heavy game.
In Skull, a player who has been quiet all game can suddenly swing for a risky high bid and either win on the spot or eat a flower and burst the table into laughter.
In Coup, the player with one card left can turn the table with a single correctly challenged lie.
Uncertainty keeps the endgame alive because nobody can be fully sure what is going to happen until the moment it does. Even in more complex modern designs, this same idea is what keeps players engaged. Games covered in pieces like the Psychology of Player Chaos live on that tension between what is known and what might be hidden under the surface.
When the outcome is not a foregone conclusion, the final turns matter emotionally, not just mechanically.
Why Humans Crave Some Mystery
Games are not just logic puzzles. They are emotional experiences.
Uncertainty does a few sneaky psychological things at once:
- It creates hope, even when you are behind.
- It creates fear, even when you are ahead.
- It stops your brain from fully checking out.
- It gives players permission to tell stories afterward.
Nobody remembers the exact resource conversion they executed in a game with totally solved lines. They remember the moment someone called a bluff, the improbable top deck that saved the table, the last minute betrayal that probably was not optimal but felt delicious.
Uncertainty does not just change the outcome. It changes how the entire experience feels.
Magic The Gathering: Half Strategy, Half Weather Report
Magic the Gathering sits in a strange middle ground between perfect information and total chaos.
Players have hidden hands, shuffled decks, and unknown draws. At the same time, the rules are rigid, the board state is public, and the game heavily rewards technical play and sequencing.
You know what the format’s heavy hitters are. You know what removal exists. You know the general outline of most archetypes. Still, every draw step is a small coin flip that could hand you the answer you need or a land you absolutely did not ask for.
That randomness is not an accident. It is part of why Magic keeps feeling fresh even decades in. Articles like the Myth of Fair Magic talk about how no format is perfectly balanced or perfectly fair, and that is exactly what makes it fun in the long run.
Perfect information tightens the game.
Uncertainty keeps it from calcifying.
Game Design As A Dial, Not A Switch
The smart designers are not choosing between clarity and chaos. They are tuning a dial.
On one end, you have pure information games. On the other, pure nonsense where you roll dice and the game happens to you instead of with you.
Most great games live between those poles.
Some information is known. Some is hidden. Some is random. Some is controllable.
Terraforming Mars adds hidden information through card draws even while keeping the board open. Skull keeps rules ultra clear while making human behavior opaque. Magic gives you predictable archetypes with unpredictable draw orders.
The art is not in choosing strategy over luck. It is in deciding where the uncertainty should live.
Where Perfect Information Still Shines
To be fair, perfect information has its own strengths.
- It is incredible for teaching fundamentals of planning and foresight.
- It rewards study, pattern recognition, and disciplined analysis.
- It creates a clean competitive environment where excuses are thin.
If you want to know how someone thinks, watching them play a totally open game like chess can be brutal in a good way.
Perfect information is also fantastic for players who dislike randomness intensely. Some brains just want puzzles, not drama. That is a valid taste.
The trick is recognizing that a hobby built only on games like that would get stale fast. As explored in pieces such as the Evolution of Board Game Design, modern designers learned that pure determinism tends to push casual players away over time.
Finding Your Own Sweet Spot
Every group has a different tolerance for uncertainty.
Some love Skull, Coup, and chaotic negotiation games.
Some love Terraforming Mars, chess-inspired designs, and tight Euros.
Most people enjoy a mix, even if they do not think about it that way.
If your game nights feel flat, it might not be the theme or the mechanics. It might just be that you are living at one extreme of the information spectrum.
Try swapping in a bluff game after a heavy perfect information title.
Or add a more open, tactical game after an evening of pure social chaos.
You will feel the difference immediately.
Why Games Need Uncertainty
Perfect information gives games structure.
Uncertainty gives them soul.
We remember games that surprised us.
We replay games that did not feel solved.
We talk about games where we did not know how things would turn out until the very last turn.
That uncertainty can come from hidden hands, shuffled decks, bluffing, variable powers, or even unpredictable player psychology.
Take all of that away, and you may still have a brilliant system.
You just might not have a game people crave on a random Friday night.
For most of us, the magic happens in the not knowing.
That moment right before the reveal.
The decision made on incomplete information.
The risk we took, even when the math was not fully in our favor.
Games do not need total chaos.
They just need enough uncertainty to remind us we are not solving an equation.
We are playing.


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