Balance Report
R.I.P. Market Simulation
15,000 games · 5-7 players · seed 1 · generated 2026-07-28 13:02 UTC
Generated by sim/ — thousands of full games played by heuristic
agents. Click any column header to sort.
Strategy Performance
Every seat is assigned a strategy at random, so each table is a mix.
Greedy reads effect text, attached Shadow Cards, and rule flips.
Naive plays the highest printed number and ignores everything else.
Random is the noise floor.
The gap between greedy and naive is the measurable
value of the effect text. If it is small, the cards are decorative — players
could ignore the rules text and do nearly as well.
Living Card Balance
Pick rate — how often a card is played when it is in hand. A card
seen constantly but rarely picked is a dead draw.
Lift — average final score minus base value. What the effects and
Shadow Cards actually add to the printed number. Only sees a card's effect on
its own score, so denial cards read near zero.
Rel lift — improvement in the player's margin over the rest of the
board. This is the one that sees denial: dragging an opponent down never
moves your own score, but it does move your margin.
Win lift — how much more (or less) often winners played this card than
the average player, corrected for winners surviving longer and playing more
cards overall. 1.00 is neutral.
Greedy win lift — the same figure measured only among greedy
seats. Prefer this one. Because greedy wins most games, plain win lift
rewards any card greedy happens to like, which says more about the strategy
than the card; restricting to a single policy removes that circularity.
▲ marks ≥1.15, ▼ marks ≤0.85, both on the greedy figure.
Shadow Card Impact
Avg swing — average value the card added to or removed from the score
it was attached to, counting only rounds where it reached resolution.
A curse near 0.00 is being played around successfully — which is the
design intent, but a curse that never lands is just a wasted Ghost turn.
Victim damage rate — how often the haunted player took the round's damage.
Two things this table cannot show. Cards that never touch a value —
Shadow Shackles, Phantom Weight, Spectral Shift,
Grave Robbery, Grave Gift — read 0.00 swing by
definition; judge those on victim damage rate alone. Shackles in particular
suppresses printed text rather than subtracting from a score, so the value it
denies is never computed and cannot be measured here.
Times-played gaps between curses and blessings are an artefact of the Ghost
AI, which curses the leader roughly three times out of four. Compare cards
within a group, not across.
Game Health
Living Reshuffles/Game
1.03
Game Length by Player Count
Turn-Order Position
The rulebook prices going last by making it lose ties for
lowest score. These numbers say whether that price is set correctly.
Read the index, not the raw rate. Exactly one player takes the round
damage, so a seat's fair share is 1/(players in the round) and
1.00 means it took exactly its share. Raw rates are not comparable
between buckets: a 2-player round has no middle seat, so middle is
sampled only from larger games where every share is mechanically smaller.
Rule Uptime
Share of rounds resolved under each rule state.