Perfect vs. Hidden Information
Key concepts about how concealed information reshapes deduction, bluffing, tension, and replayability in games.
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Questions Covered in This Set
11 cards to master
Perfect information game
At every decision point, all players know the complete history and full current state — e.g. Chess, Go, Connect Four.
Imperfect information game
Some players lack knowledge of the state or of past moves.
Hidden information
Facts that exist but are concealed — poker hole cards, Clue's murderer, a traitor role card, fog of war.
Simultaneous / unknown-move information
You don't know what your opponent is choosing right now — Rock-Paper-Scissors, 7 Wonders card selection, fighting game mixups.
Zermelo's theorem (as used here)
A finite perfect-information game has an optimal line of play computable by brute force — chess is 'solved in principle, unsolved in practice'.
Is hidden information the same as chance?
No — they are independent levers. Backgammon has perfect information but random dice; Hanabi has little randomness but huge hidden information.
Four design goods hiding information buys you
1) Deduction as a verb, 2) bluffing and signaling, 3) tension and drama via reveals, 4) replayability / anti-solving.
Costs of hidden information
Weakens forward planning, raises variance (can feel unfair), invites unbounded speculation/analysis paralysis, amplifies kingmaking and table politics, creates feel-bads.
Why is deduction satisfying?
The 'aha' is generated by the player narrowing a possibility space, not delivered by the designer (Clue, Mastermind, Cryptid).
'Who knows?' dial
Nobody (face-down deck), one player (your hand), a subset (hidden roles in Secret Hitler), or everyone-but-you (Hanabi).
'How much?' dial
Stratego hides 40 enemy pieces; Tak hides nothing; smaller hands mean smaller unknowns and tighter games.