If this is true, if there is a game out there where the recommended number of players is 3, the Elo adjustment for that game will be scaled by 2/3 in a 4-player game. Similarly, if there is a game where the recommended number of players is 5 (ed.: there is at least 1 Heat), the Elo adjustment for that game will be scaled by 5/8.dschingis27 wrote: ↑09 December 2025, 17:09 Ahhh, I think sprockitz got it all right already (2nd post in the link I shared).
This is for 7Wonders, I verified it for 5p and 6p:
players -> factor * opponents = "2p equivalent"
(2p -> 1.0 * 1 = 1)
3p -> .75*2 = 1.5
4p -> .66*3 = 2.0
5p -> .50*4 = 2.0
6p -> .40*5 = 2.0
7p -> .33*6 = 2.0
Since 7Wonders is recommended with 4p, the net multiplier does not go up when you increase players above 4.
Example: Winning in a 3p game is equivalent to winning a 2p game 1.5 times. Winning a 4p game is equivalent to winning a 2p game 2 times. Winning a 5p game is also equivalent to winning a 2p game 2 times. It seems that the Elo change calculation wants to keep this parameter at 2 when the player number is above the recommended number for a game. That means no one has to finetune these factors but they depend on the recommended player number.
So, here is my take:
Up to the recommended number of players for a game, it choses the factor based on the formula found by Meeplelowda:
1/2 x [N/(N-1)]
Beyond that, it choses the factor based on this:
2/(N-1)
I don't know if those recommended player counts exist for any game.