When I play an N-player game I want everyone to both:
- Try to win
- Win about 1/N of the time
With many games and groups of participants these are in conflict: if I play bridge against my kids I'm going to win all the time, but I'm not very good at the game so if I play against people who are serious about it I'm going to lose ~all the time.
One way some games handle this is by including a lot of luck. The more random the outcomes are, the more you'll approach 1/N regardless of player skill. Kid games where you make no choices, like Candyland or War, take this to the extreme.
Instead, I think handicapping is a much better approach. For example in Go the weaker player can start with several stones already on the board, which gives them an advantage while still keeping it interesting and without turning it into a different-feeling game. When I was little and playing Go with my dad I remember slowly reducing the number of handicaps I needed over months, which was really rewarding: each game was fun and challenging, and I could see my progress.
Other examples:
In Dominion, changing the ratio of coppers to estates that each player starts with.
In Settlers of Catan, allowing weaker players to place both of their settlements before stronger ones.
In Power Grid, Monopoly, Modern Art, or anything else financial, letting weaker players start with more money.
In Ticket to Ride, Thurn und Taxis, Settlers of Catan, or anything else with resource cards, letting weaker players start with more cards.
I like it when games are designed in a way that makes this kind of adjustment easy and granular. You can calibrate by removing a handicap after the weaker player wins some number of games in a row (I think three is about right though it depends on granularity) and vice versa.
I'm curious, though: why isn't this more common? It's very normal in Go, mostly of historical interest in chess, and in most game cultures I'm around it seems like the expectation is just that weaker players will just lose a lot or or stronger players will "go easy" on them? Is it that acknowleging that some players are stronger than others is awkward? Too hard to calculate for games with more than two players?
In chess, I think there are a few reasons why handicaps are not more broadly used:
That said, chess does use handicaps in some settings, but they are not material handicaps. In informal blitz play, time handicaps are sometimes used, often in a format where players start at five minutes for the game and lose a minute if they win, until one of the players arrives at zero minutes. Simultaneous exhibitions and blindfold play are also handicaps that are practiced relatively widely. Judging just by the number of games played in each handicap mode, I'd say though that time handicap is by far the most popular variant at the club player level.
For chess in particular the piece-trading nature of the game also makes piece handicaps pretty huge in impact. Compare to shogi: in shogi having multiple non-pawn pieces handicapped can still be a moderate handicap, whereas multiple non-pawns in chess is basically a predestined loss unless there is a truly gargantuan skill difference.
I haven’t played many handicapped chess games, but my rough feel for it is that each successive “step” of handicap in chess is something like 3 times as impactful as the comparable shogi handicap. This makes chess handicaps harder to use as there’s much more risk of over- or under-shooting the appropriate handicap level and ending up with one side being highly likely to win.