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Artist: Copyright © Rasmus Holbroe (Jan. 2016).
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| Tafl variant | Game balance | Counted games | Game haphazardness |
| Historical Hnefatafl 11x11 | +1.06 | 446 | 32% |
| Simple Hnefatafl 11x11 (aka Welsh Tawlbwrdd) | -1.19 | 56 | 32% |
| Historical Hnefatafl 9x9 (aka Saami Tablut) | +1.21 | 89 | 36% |
| Copenhagen Hnefatafl 11x11 | +1.31 | 8033 | 38% |
| Market Hnefatafl 9x9 | -1.15 | 152 | 39% |
| Frisian Dablo0 11x9 | +1.14 | 67 | 33% |
| Saami Daabloe 11x9 | +1.18 | 111 | 40% |
| Frisian Dablo 11x9 | +1.09 | 144 | 43% |
| Frisian Dablo2 11x9 | 1.00 | 14 | 86% |
| Saami Sáhkku 3x15 (Kåfjord) | -1.14 | 183 | 61% |
| Daldøs 3x14 | 1.00 | 340 | 65% |
| Daldøs 3x12 | +1.09 | 293 | 81% |
| Daldøs 3x16 | +1.08 | 231 | 87% |
The 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 counted games) * 2
Draws are counted as half wins.
Only games between players of adjusted ratings separated by at least 150, are counted.
Imagine a completely uncontrollable game, where the outcome is random 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 %.
A completely random game would seemingly have a game balance of 1. So some game variants can have seemingly good game balances, which are only caused by a random outcome.
Apparently, measured this way, the normal range of haphazardness is up to 50%.