Artist: Copyright © Rasmus Holbroe (Jan. 2016).
|Tafl variant||Game balance||Game haphazardness|
Sea battle tafl 13x13
(modif. Parlett setup)
Simple Tafl 11x11
Tawlbwrdd throneless Lewis cross 11x11
Historical Hnefatafl 7x7 (Scottish Ard Ri)
Tawlbwrdd throneless 7x7
|Copenhagen Hnefatafl 11x11||+1.46||41.4 %|
|Fetlar Hnefatafl 11x11||+1.39||42.7 %|
|Magpie cross 7x7||-1.12||63.6 %|
|Berserk Hnefatafl 11x11||+1.20||46.8 %|
Sea battle tafl 11x11
Sea battle cross 11x11 (Dardell)
|Old Hnefatafl 11x11||+1.12||34.0 %|
|Sea battle diamond 11x11||-1.28||32.8 %|
|Sea battle 9x9 (Imperial Contest)||+1.61||37.7 %|
|Historical Hnefatafl 9x9 (Saami Tablut)||-1.09||51.0 %|
Historical Hnefatafl 7x7 (Irish Brandubh)
Brandubh cross 7x7
Historical Hnefatafl 13x13
|Tawlbwrdd Lewis cross 11x11||-1.12||62.1 %|
Historical Hnefatafl 11x11 (Welsh Tawlbwrdd)
Tawlbwrdd Bell 11x11
|Sea battle T 9x9||+1.61||52.2 %|
|Sea battle circle 11x11 (Nielsen)||+1.21||54.5 %|
|Sea battle circle 9x9||+1.44||66.7 %|
|Foteviken tablut 9x9||+1.71||67.2 %|
The tafl game haphazardness is calculated as:
(number of games where, after adjusting for game balance, a lower rated player wins against a higher rated player) divided by (number of games) and *2. Draws are counted as half wins.
The game haphazardness is the percentage of games where a weaker player beats a stronger player *2.
In Skalk Hnefatafl 11x11 (game balance -3.77) a white player rated 1740 against a black player rated 1500 both have the same chance of winning.
Thus if a white player rated 1600 beats the black player rated 1500, then the outcome is unexpected and counted.
Imagine some completely uncontrollable game, where the outcome is like throwing a dice.
The higher rated player would win half the games and lose half the games, and the game haphazardness would be 100%.
In a completely controllable game, where the higher rated player always wins, the game haphazardness would be 0 %.