in mere execution of proven strategies, with only top players being able to create new successful strategies. Also, giving all game elements the exact same amount of power would make all decisions meaningless, since everything is equally powerful anyway. Another approach emphasizes that balance between game elements, strategies and actions is not the most important factor, but providing counters against any situation that may arise. This always allows players to find them together and they never face unsolvable problems. At least, there is the idea to include players in the balancing regarding their skills and other prerequisites. Matchmaking and handicaps can help achieving that. This might also decrease the influence of imbalance since players are more equally matched. In addition to that, the players’ perception of balance should be considered: Player behavior can affect success rates of strategies and game elements. Therefore, all changes should be communicated accordingly. Characteristics of a well-balanced game Despite not all goals of balancing are clear, many characteristics of well-balanced games are usually not disagreed on: Decisions should be meaningful. The player should still have a chance to win in most situations and no stalemates should arise, in which nobody can win or lose. Leading player or computer controlled opponents should never get an irretrievable advantage until they almost won. Early mistakes and chance should not make a game unwinnable. Also, the game should provide the player with enough information and control to avoid those errors, so the player always feels responsible for his or her actions. Measuring the state of balance is another matter though, since it requires interpretation of data. Sheer win rates of strategies or game elements do not have a great significance without considering other factors like player skill and pick rates. Making correct conclusions is therefore crucial to find causes for imbalance. Methods and tools The following paragraphs present a collection of tools and methods used to balance a game or to measure its state. Not mathematical perfection, but fun, engagement or a mix of both is the main goal and human evaluation still is the only known measurement for successfully achieving those, especially fun. Also, balancing is an intricate process and typically needs many iterations. Aesthetics and narration The visual impression of a game should not contradict with its balancing. On the contrary: Especially real models, e.g. historic facts, can serve as inspiration for mechanics, counters, orthogonal unit differences