

(this is not techically correct in terms of statistics, but I'm trying to explain it in more layman's terms).Īs for 'chances to win a battle' this is very difficult to produce a rule of thumb for, since the numbers vary wildly depending on # of armies in play. Since we're talking about expected values, this represents the mean (average), which is most akin to a 50th percentile or 50% chance that that is what will happen. This means the attacker is expected to lose 6 armies for every 7 defender armies destroyed. Otherwise your probability of winning is at least 0.656 but as high as 0.916.Īs stated in the Risk FAQ the expected losses per attack for standard Risk rules is about 6 to 7. When outnumbered your probability of winning is no more than 0.417 and probably less. For small battles, attack if you have more armies, stop if you don't.
#Risk probability game full
Remember as well that past events have nothing to do with future rolls.įor small battles, the full probability matrix is supplied above, but our second rule distills this knowledge: Whether you should attack in any given situation is a strategic not a tactical decision, but tactically the attacking advantage is on average very slight. As the attacker, it takes on average 20 rounds to make up a three army deficit.

over 10 rounds of combat, the defender will lose 1.58 more armies-on average). This means the net attrition rate is 0.158 (i.e.The expected value of the attackers lost is 0.922.The number of defenders lost by events pi_32x weighted by their probability. The expected value of the defenders lost is 1.08.This rate can be calculated from data in Table 2 of the Jason Osborne paper in Eric P.'s answer: For large battles the army count has nothing to do with the outcome of any single battle, which means you only need to remember a single number: the net attrition rate, defined as the expected value of the difference between defender and attacker losses. The rationale for these guidelines is outlined below.Ī large battle is 3 or more attackers and 2 or more defenders.

and ire_and_curses can be distilled into a simple set of Risk attack heuristics: The chart wraps everything up with a rather depressing statistic: “Regardless of all of these risks, your probability of dying during a given year doubles every eight years.” So, if you aren’t thoroughly scared to leave your house now, keep scrolling to see more death-related statistics from Best Health Degrees.All of the detailed probability calculations and Markov analysis posted by Eric P. And you’ll probably be safe if you stick to video games, where the risk of death is 1 in 100 million. Dance parties are slightly deadlier than skydiving-which is to say, these activities aren’t very dangerous at all.

For example, you’re far more likely to die while canoeing (the risk factor is 1 in 10,000) than while bungee jumping (1 in 500,000). Some of the statistics are a little surprising. The information was compiled by Best Health Degrees using data from the National Center for Health Statistics, and the chart outlines your “chances of dying” from scuba diving, bicycling, and traveling by car, among other activities. That's because the things that are most likely to off you are far more mundane, as the below infographic spotted by Bored Panda shows. Many of the things that cause people great distress-such as spiders, sharks, plane travel, and elevators-are considered "irrational" fears for a reason.
