My Rant Against Hidden Trackable Information

by | Feb 18, 2026 | Blog

Perhaps this is a byproduct of playing entirely too many games on Board Game Arena, or maybe I’ve just become more sensitive to it since having kids and watching my sleep health deteriorate entirely, but I hate hidden trackable information in board games.

First, a definition.

Hidden Trackable Information (HTI) refers to information that everyone at the table could be tracking and therefore knows with 100% certainty, but which is deliberately hidden. I’m not talking about drawing cards into your hand in Ticket to Ride, even if you use the public market every turn, because you could still be drawing blindly from the deck, and that information is hidden.

What I mean is something more like Puerto Rico, where scores are completely trackable, but for some reason the scores are told to be hidden. Or For Sale, where you can, and probably should, be tracking how much money each player is paying at each auction, and therefore how much money they have left for future bids, but the rules insist on keeping your bank accounts private.

Here’s my real problem with hidden trackable information: I’m dumb. And I play games with really smart people.

I don’t mind losing because I made tactical errors, or because randomness bit me in the ass. I can handle that just fine. But when I lose because I wasn’t able to keep every piece of data in my head while my opponents were successfully counting cards or tracking points, it feels incredibly discouraging.

A good example is El Grande. Players drop cubes into the castle, and when it’s time to score, the cubes are revealed and whoever has the majority scores the points. I find it deeply frustrating to sit there trying to remember who put cubes in and how many. Should I commit three cubes because I think that puts me into the majority? Should I commit four just to be safe? If I had been writing this down as players added cubes, I’d be able to make an informed decision instead of guessing based on vibes and vibes alone.

El Grande board with many cubes scattered over the provinces

As most parents do, I’m going to blame my children.

Over the past five years, my sleep has been constantly interrupted by rugrats. Unfortunately for me, no one else in my game group has kids. They usually show up to game night well rested and emotionally stable, ready for a long game of cold calculations. Meanwhile, I’m crawling in on four hours of sleep because my five-year-old was awake for three hours from 1am to 4am, terrified she was going to swallow her first loose tooth (true story).

Some people have very strong opinions about hidden trackable information. I’m always surprised by the ferocity with which people will defend games that use HTI, and rail against the mere idea of someone using a memory aid or taking notes.

“It makes games so much less enjoyable!”
“memory is a skill! That’s part of playing the game!”

In furtherance of me being dumb, playing a lot of board games online has absolutely made my brain lazy. The Yucata version of El Grande shows you exactly what’s in the castle at all times, because, ostensibly, you could be tracking that information yourself. BGA has a notes feature built right into the interface, allowing you to jot things down at any time. Somewhat ironically, I almost never use it, but I’m glad it’s there, especially for those async games that stretch over weeks.

The most common defences of HTI seem to be that it reduces analysis paralysis and prevents king making. If everyone knows exactly who’s winning, the table will pile on the leader. If all information is open, players might spend far more time puzzling out the optimal move instead of trusting their gut and just playing the game. To me, this sounds like the defence of well rested players relying on their more simple compatriots making mistakes to cement their victory.

So where is the line? When is hidden trackable information okay?

Would you allow someone to look through a discard pile to check whether a card had already been played, and they just missed it? Would you allow a player to look into their bag in Orléans or Automobiles to confirm what cubes they even have available to them?

If you let someone shift through their discard pile, would you let them look through the previously played tricks to see if that jack of hearts had already been played? Some games like Cat in the Box are very friendly to players like me, because they include a whole board for everyone to track what cards have already been played.

Now, I will concede that playing El Grande with perfect information makes the reveal much less exciting. Sometimes imperfect information really does create a different, and occasionally better, experience. I’ll also concede that taking this argument to its logical extreme is annoying. I absolutely don’t want to play with someone who’s maintaining a full spreadsheet of which cards have appeared and which ones I’ve drafted while playing Star Realms. As with most things, nuance matters.

Some games only work with HTI. Trio, for instance, should be a simple game of memory, but for some reason it makes me feel like my brain is melting out of my ears. But the game only really shines when players are making mistakes and struggling to remember if they already know what someone’s lowest card is. The ever shifting information of players hands helps facilitate that feeling as well. Similarly, Wandering Towers would be really boring if those towers were clear.

As with all things, context matters. I’m generally pretty against HTI in economic euro games, because the purpose or goal of those games are to be the most efficient, and obscuring some information goes against the spirit of the game. In other, less mathematical games, where the purpose of the game is to evoke specific feelings, then HTI makes sense.

But in my opinion, someone who insists on preserving HTI and then wins because of my poor memory is no better than someone winning a game because their opponent forgot a rule and had a critical turn derailed. I’d much rather win or lose with everyone playing at their best, rather than because someone couldn’t remember how many cubes were dropped into a tower.

All of this said, I’m speaking from a place of privilege. No one at my table suffers from serious analysis paralysis. No one quarterbacks co-op games. No one is deliberately exploiting information asymmetry to bully less confident players. I’m not arguing that HTI is always bad, or that it should be purged from game design entirely.

But I am saying this: if the deciding factor in a strategy game is who remembered better, or who was able to silently run a second game in their head while also playing the first one, then that’s not a test of strategy I find especially compelling anymore.

I want to win or lose because I made better decisions with the information in front of me. I want my mistakes to be tactical, not neurological. When a game rewards someone for tracking numbers in their head while pretending they aren’t there, it doesn’t feel clever to me, it feels exclusionary.

Maybe that’s the sleep deprivation talking. Maybe it’s too many games on BGA. Or maybe it’s just that, at this stage of my life, I’m less interested in proving I can remember how many cubes went into a tower three rounds ago, and more interested in making interesting choices right now. If that means occasionally letting players look into their bag and confirm the information that was available to them all along? I’m fine with that. I’d rather play a game where everyone can see the whole picture, than one where the real contest is who forgot the least.

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