The human brain is a wonderful thing. Sometimes, when presented with two choices, which are the same, just worded differently, it will assume that one option is better than the other. Other times, when you don’t have enough information, it will fill the gaps itself (often incorrectly). It looks for correlations, even if there aren’t any. Or leads you to situations in which something just FEELS right, even though it’s really not.
Believe it or not, but cognitive biases aren’t something rare. To put it simply, they’re common flaws in logic. Person’s own, subjective interpretation of reality. Of course, after you really start thinking about them, you realize that they make no sense. But what’s important is that they affect everyone – like you and me – in our daily lives.
In this series, I will cover some of the common cognitive biases that can affect Hearthstone players in particular. How do they work? Why do they happen? Are there any situations in which they actually make sense? Identifying them and realizing what they are is a big step in terms of becoming a better player. Plus some of them are just interesting to read about.
In the first part, I will talk about probably the most common fallacy tied to randomness – gambler’s fallacy. When playing Hearthstone, or any other card game, a fair bit of chance is involved, and understanding gambler’s fallacy can make you look very differently at every random roll. I will also give some examples of situations in which gambler’s fallacy… actually works.
What is a Gambler’s Fallacy?
It’s actually very simple. When a series of independent, random events happen, people tend to look at them and think that they’re somehow connected – if one thing happens more often now, it means that it will happen less often in the future (or vice versa). The easiest way to explain it is by looking at the series of coin flips. The perfect coin flip is, obviously, always a 50/50. You flipped it 4 times and got tails four times in a row. What has the higher chance of coming up next? Heads or tails?
The obvious answer is “heads”. After all, tails came up four times in a row already. But randomness doesn’t work like that. Each flip is an independent random event, and it’s always 50/50. Which means that even if you somehow get tails 20 times in a row, the chance to get heads will still be 50% in the 21st flip.
Yes, if we look at the entire seriesΒ of random rolls, the chance to get tails 5 times in a row is only 1/32 (~3%), which means that there is a 31/32 (~97%) chance that at least one of those flips will be heads. And that’s exactly how gambler’s fallacy works. If you showed someone any of the individual flips, their answer would be “the chances are equal”, but if you show them a whole series, they will try to judge the next flips based on the previous outcomes.
The fallacy’s name is also very telling. It most commonly affects gamblers playing random games, such as slot machines. If you lost 10 times in a row, it FEELS like your chance to win will be higher now, which obviously is not true.
When Gambler’s Fallacy Actually Works
Funnily enough, there are situations in which everything I’ve just said doesn’t apply. For gambler’s fallacy to be an actual fallacy, the randomness must be truly… random. I know how weird it sounds, but bear with me. Instead of trying to fight against that bias, some people accepted it as a part of human nature and… made it real. Those people are game designers.
You see, here is the thing. Games are meant to be fun. And in order to be fun, they must FEEL correct, not necessarily BE correct. And, because of that, game designers have embraced gambler’s fallacy (as well as many other cognitive biases, but that’s material for another article) and turned it into in-game mechanics. There are two basic upsides of making gambler’s fallacy work in games. The first one is decreasing the frustration that comes with streaks of bad RNG, and the second one is making the game subjectively feel right – even though objectively it isn’t.
One great example of a working gambler’s fallacy in games is the hit chance system in XCOM: Enemy Unknown. For those of you who haven’t heard of it, it’s a turn-based tactical strategy game – I really recommend it if you’re into that sort of games. It will be a gross oversimplification, but the game is basically about shooting aliens. If you aim at one of them, the game shows you how likely you are to hit your target. However, when playing on easy or normal difficulty setting, if you have a 50% or higher chance to hit the shot, and you miss, your next shot will have +15% chance to hit (or +10%, depending on the source), even though the extra chance won’t be displayed. And so, if you take two 50% shots in a row, and miss the first one, the second one will still show as a 50%, but will instead have a 65% chance to hit. If you miss again, it will add another 15%, and so on until you finally hit. It makes long streaks of misses less likely, and thus making the game more fun to play. The mechanic also works the other way around – each time an alien hits one of your soldiers, the next one will have a 10% lower chance to hit, until it misses. Because, once again, getting hit a few times in a row is frustrating and doesn’t feel fair (even though it WOULD actually be more fair). The game is rigged in the player’s favor, and pretty much no one notices, because gambler’s fallacy makes people think that it actually SHOULD work that way.
If you think that XCOM is an exception, you would be very wrong. Sid Meier talked about this fallacy (as well as many others) in his lecture about psychology in video game design – he confirmed that they’ve employed this sort of mechanic in the Civilization series, at least the latest installments. It’s pretty common in single player video games in general, for good reason. Everyone understands that getting unlucky is a part of gaming, but the majority of players wouldn’t actually want to be on the receiving end of bad RNG all the time. We simply don’t notice those mechanics, because they aren’t very blatant. They’re subtle enough that our gambler’s fallacy masks it, and devs aren’t really rushing to inform players about them. Why? Because knowing that the game is “rigged” in your favor might feel even worse than getting a bad streak of randomness. Players want to think that they beat the enemy fair and square – not that the game “cheated” for them.
To go even further, a working gambler’s fallacy seems like something that is harder to apply to video games. However, some games still introduce similar systems to decrease the streaks of bad RNG. They make random rolls feel more “fair”, even though they throw true randomness out of the window. One example would be League of Legends and its critical chance mechanic. Let’s say that you have a 10% chance to critically hit with a normal attack, it means that you would expect 10 critical hits in 100 attacks. If it was truly random, the number could as well be 20 or 2 – that’s how randomness works. However, the game tries to dynamically adjust the critical chance in order to hit the right mark (so 10 crits in 100 hits in this case). Each hit that wasn’t critical increases the chance of the next one being critical. I’m actually not sure if the system works the other way around – if lucky streaks of crits are eliminated too. It would seem best from the balance perspective, because lucky streaks of crits might seem as unfair as unlucky ones – if you’re the one getting hit, that is.
Gambler’s Fallacy in Hearthstone
So, since you already understand this fallacy, let’s talk about Hearthstone. First things first – let me assure you that unlike in League of Legends, Hearthstone has no such “odds-manipulation” system in place (at least not in the actual game, more about that later). A streak of bad rolls doesn’t make your next roll better. And that’s the main point. Below, I will present a few examples of common applications of this bias in game.
A few bad RNG rolls won’t make your next RNG roll have a higher chance of being good. It was actually pretty common thinking back in the day whenΒ Ragnaros the Firelord was all over the ladder. 50/50 flips were common. You often wanted to hit that big minion, but it hit your opponent’s face instead. Or vice versa – your opponent was at 8 health and you missed a few 50/50’s in a row. It also worked the other way round – if your opponent did win a few 50/50’s (or any other rolls) in a row, it didn’t mean that his next outcome will be worse. You need to remember that the randomness doesn’t work like that. Look at each of the random rolls individually. Thinking that “I was unlucky, so I HAVE to get lucky this time” is just wrong. Assuming that your chance to succeed is higher than it really is might lead to suboptimal plays.
Card drawing. This is still very common, and a terrible way to think about drawing cards. Let’s say that you’re looking for one, specific card. Duskbreaker, for example. You’re in a dire need of AoE and you were digging for it for the last few turns, trying to stall the game as long as you could. You didn’t draw it when you had 14 cards left in your deck, you didn’t draw it when you had 13, 12 or 11 cards left in the deck. Since you didn’t get it so many times in a row, the chances to finally draw it should be pretty high, right? Well, wrong. If you have 10 cards left in your deck, the chances to draw it will always be 1 in 10. It doesn’t matter that you didn’t draw it for a few turns in a row. So, why might it matter? Since you were so unlucky for the last few turns, you just HAVE to get it now. And you might try to go for a desperate card draw. But the truth is that 1 in 10 is still a low chance, if you put all your bets on it being the next card, you would lose that game 9 out of 10 times. Instead, you might do some other play that would have a higher chance to win. Of course, if the situation is absolutely desperate and you have no other way to win, you will still take a 1 in 10 chance – just don’t think that it will be any higher because you were unlucky.
Matchups. Matchup RNG is huge, but people often miss it when talking about randomness in Hearthstone. This is something I hear very often from my friends playing the game. The fact that you play against a certain deck a few times in a row DOES NOT mean that the next time you queue, you will have a lower chance of facing it. If there are 30% Even Paladins between Rank 5 and Rank 1, it means that if you queue into one 5 times in a row, you will have exactly the same chance of facing it again 6th time. So thinking that “since I faced the same deck X times in a row, I can’t possibly face it again” is wrong. But, what is even worse is the exact opposite. Let’s say that you queue a Cube Warlock counter, and you don’t face any Cube Warlocks for 10 games in a row. It might mean that the meta has changed a bit, maybe today people don’t feel like playing Cube, maybe there just aren’t enough Cube Warlocks on the ladder to justify you playing the counter deck. Or maybe you just got unlucky. But not facing Cube Warlock X times does NOT mean that you will suddenly have a higher chance to face it when you queue X+1th time.
Of course, those are just a few examples. Gambler’s Fallacy can occur any time you face a series of individual random rolls. In order to improve, you need to understand that each roll is independent and they aren’t connected in any way. Make your decisions based on your CURRENT chances instead looking at how lucky or unlucky you were during the previous rolls.
But, there is one more thing I want to talk about. Remember that XCOM or League of Legends examples I gave earlier? Even though Hearthstone has no such system in the actual game, or matchmaking, it actually adapted gambler’s fallacy as a part of the pack opening. The Pity Timer works exactly like that. In general, you should see one Legendary in 20 packs, which means that you have a roughly 5% chance to open it per pack. However, that number is only an AVERAGE. The actual number depends on how far you’re into your pity timer.
Ignoring the guaranteed Legendary in the first 10 packs (let’s say that you got it already), your first pack from a certain expansion won’t have a 5% chance to contain a Legendary – the chance will be lower, calculated at around 3%. The more packs (from the same expansion) you open without getting a Legendary, the higher your chance to open one will get. The chance ramps up heavily after 30 packs without a Legendary, reaching 100% at 40th pack. It means that if you haven’t opened a Legendary in 39 packs, 40th will have a guaranteed Legendary.Β Here is an older study on that matter with exact numbers, if you’re interested.
The reason for this system is simple – to eliminate some extremely unlucky streaks that would eventually happen. Reaching pity timer already feels terrible. Now imagine buying 100 packs from a new expansion and not opening a single Legendary. If there was a flat 5% chance per pack to open a Legendary, and no pity timer, it would happen roughly 0.6% of time, so more than 1 in 200 players would end up with no Legendaries from a HUNDRED packs. That would surely be bad for business.
Closing
That’s all folks. At least when it comes to the first part of the series. If you liked it, let me know and I will write more – there are many more cognitive biases to cover, but I don’t know if you enjoy this kind of content.
If you have any questions, or want to add some more examples, be sure to leave a comment below.
Also, please keep in mind that I’m no psychologist or sociologist, so I’m mostly basing my definitions on well-known online sources, such as wikipedia.Β If I made a mistake somewhere, was wrong about something etc. please let me know.
Good luck on the ladder and until next time!
Bunch of bollox mate.
I love this article, cognitive biases are really interesting.
Lol this game is so triggered….Yestarday I had 16-0 with even paladin (from 5 to 2 rank) and the “RnG” card draw was as like I couldn’t lose at all. Then I’ve lost 9 games out of 11. Blizzard in the last update pointed out that they have triggered a bit paladins in arena to make them less powerful. Which proves that there is a mechanism in this game to control the rng…this game is wasted. For those who doesn’t read the patch notes: “Updated the appearance rate of cards to improve class balance by win percentage. For example, Paladin had a higher than average win rate, and should now be closer to average.”…RNG…
βUpdated the appearance rate of cards to improve class balance by win percentage…” – that just refers to the Arena draft, and that’s a totally different kettle of fish to altering the chances of actually drawing a card from your deck. It’s always been that appearance rates can be set on a card-by-card basis in the Arena draft; Hero cards, for instance, have a 0% appearance rate.
“Yestarday I had 16-0 with even paladin (from 5 to 2 rank) and the βRnGβ card draw was as like I couldnβt lose at all. Then Iβve lost 9 games out of 11.”
That sounds more like the match-making system catching up with you is all – and your lucky streak coming to an end.
“In general, you should see one Legendary in 20 packs”
mmm…i’ve opened 4 legendaries in 5 pack only… (1 double and 1 golden)
how is this possible?
(3 From Witchwood and on Classic)
It’s possible because there is never a worse chance than 5%. In theory you could open any number of legendaries in a row. Opening about 45 packs of Witchwood, at one point I opened a golden legendary, and on the very next pack opened TWO regular legendary cards. None of them were a result of the pity timer, as I already had my 10-pack legendary and wasn’t close to my 40-pack limit. As a result of my luck with Witchwood, the 45 packs yielded 5 legendary cards, If you discount the 10-pack legendary, which I got on the 5th pack, that’s 4 legendary cards within 40 packs, which is double the average and 4x better than the pity rate. On the other hand you will see people who open 100 packs and get 2 legendary cards. What can happen, will happen.
That’s why I’ve said in general. In other words, on average. You can get more than one Legendary in 20 packs – heck, you can get even a few Legendaries in a single pack! It’s just better than average result, so great for you! π
Great article!
I would have loved to see you incorporating the gaussian/ standard distribution as well though, as it stands (not completley) contrary against of these theories. Not in an absolute way but as an approach to get near the “acual/real” probability.
Great article!
I recently graduated in a M.Sc. in Statistics and I am well aware of gambler’s fallacy.
I write quite a lot into the official Hearthstone Italian forum and I see a lot of people complaining about lose streaks and rigged RNG in Hearthstone and a few times I actually pointed out this cognitive bias. Studying probability I realized how bad we human are at managing probabilities. One example that impressed me was the birthday paradox.
Anyway, I might take inspiration from this article and eventually publish a post based off this content. Would that be a problem? I will link this source for sure, obviously.
Hi, great article, when I was playing WoW, we have used the term “bad luck protection” for obtaining legendaries on Legion expansion and the game would be unplayable without this system. So i agree with this type of advantage.
This article has helped me improve my play :). I stopped hoping for that lucky draw and started focussing at the cards / board before me and make decisions on what I have, not what I hope for. It also helped me to stay more tilt proof ik the case of unlucky RNG. Thank you π
Great article. I enjoy this kind of analysis and hope you write more about how some of the other cognitive biases are represented in Hearthstone.
My question is, unless we can see the code, how do we know the game follows the rules of probability? There are a lot of assumptions that Hearthstone works on a 1:1 basis with a real deck of cards. For example, do we know that the next card in your deck remains static throughout the game? Do we know without question that each card is weighted equally when opening mulligan choices are presented? The article pointed out some of the mechanics other games have employed to enhance the player experience. It stands to reason that Hearthstone, akin to other games that exist in a digital space, would choose to employ mechanics of this nature. If not to enhance the player experience, then perhaps to keep you playing? I think we need to keep in mind this game exists completely in code, and canβt necessarily be equated to coin flips, dice rolls, or any other physical representation of chance.
You’re right – we can’t be sure. All we know is what the devs have said us.
For example, about the cards in your deck. Devs have confirmed that they do remain static until an effect that affects the deck gets played – such as shuffling cards into the deck. Then the order is randomized. But, from the player’s perspective, the cards are random anyway, so it doesn’t matter if the order is static or dynamic.
As for the other RNG, like mulligan etc. – the devs have also been asked about it, for example regarding the chance to draw the cards you’ve mulliganed. Lots of players believed that you had a higher chance to draw the cards you have mulliganed as one of the first draws, which of course isn’t true. The devs have confirmed that it’s not the case. They’ve also confirmed that there is no such a thing as matchup manipulation, e.g some players believed that after a longer win streak they will start facing bad matchups, or vice versa.
But I understand that you can’t really trust everything devs say, as they might hide some information. In case of Hearthstone, knowing those things is mostly about the sample size. Sites such as HSReplay gather hundreds of games every minute, including replays – cards that were mulliganed, drawn etc. For example, in the last 7 days, they’ve gathered over 9 MILLION games. If the RNG was altered in some way, it would stand out. Unless the alterations are in the margin of error, but that would be quite pointless.
Another reason why I don’t believe that it would be the case is the situation in which they would be found out. If some statistics, or anything, confirmed that the RNG is indeed altered, there would be a MASSIVE outrage, and lots and I mean lots of bad PR for the game, so I don’t think it’s worth it. They have other ways to lure the players and keep them playing, there’s no need to alter RNG in order to do that.
But you’re right that we will never be 100% sure how it really works. Maybe HSReplay is paid off to not share that data? Maybe players who discovered it are silenced? Okay, that sounds like a terrible conspiracy theory, so I will just stop there π
I think your next article should be about confirmation bias. It is a pretty common thing in HS community
Great article and responses. I have a hard time accepting Hearthstones draw engine is completely random. Random is rolling the dice or the flip of the coin. I played the WoW Tcg, Mtg and a few others, you tend to build your deck so that you have a higher probability of drawing cards you need to make your combos work or whatever deck strategy you have in mind.
My problem with Hearthstones draw engine is, it is not random, I can’t tell you how many games I have drawn the same two cards I just mulligan’d away, whats really frustrating is getting the same card back double, this happens often and does not replicate how a real deck shuffled by your hands would perform. I am not saying you should always get the cards you are looking for, more often than not you don’t. I think that we have to accept that there is no CHANCE involved when the decisions are being made for you by a machine . Drawing the same cards you just mulligan’d time and time again is annoying. I wish there was a way we could see some sort of digital card shuffling. Leaving chance to an IU is leaving nothing to chance and randomness, the decision has already been made for you.
Strange – I was reasonably convinced you couldn’t get back the exact cards you mulliganed; you might get the *other* copy of card X – but not card X itself. I can’t remember having ever got back a legendary I’d mulliganed… seems we’re at opposite ends of the spectrum with that redraw.
When we’re talking about getting that card back in mullgan – you’re correct, there is 0% chance to get it back. E.g. you throw away Leeroy and get Leeroy again – it’s impossible.
What is possible is getting the card you threw away as your first draw after mulligan. HS decks are relatively small, so the chance to immediately draw a card you threw away in mulligan is not that low.
However, lots of people say that it happens more often than it should, but that’s not true – it’s actually another bias, called “confirmation bias” – you remember the times it happened more than it didn’t happen, because it supports your claim.
“However, lots of people say that it happens more often than it should…” – I didn’t even realise that was a “thing” π
Once you’ve got your hand there are only going to be 26 or 27 cards left in your deck; the odds on drawing *one* of the cards you mulliganed in the first few cards is actually fairly high – and it increases with duplicates and the number of cards mulliganed.
Back of a fag-packet maths says there’s as high as a ~30% chance of immediately drawing one of the cards you’ve mulliganed (going second and mulliganing everything with 2 copies of each mulliganed card in the deck).
I don’t no about the co-worker or the White House, but be sure, that the law of large numbers exists in hearthstone. (-> after playing your 10000th activated Spiteful Summoner in Spiteful Druid, each of the 5 different 10-Drops will have popped up roughly 2000 times.
I like the article. Even, if you know such kind of things, it’s hard to take them into consideration all the time or simply forget about them while playing. Good knowledge, good reminder!
Comment should be a reply to @Glazer @RDUNeil, sorry π
Great article! Looking for the next part!
Thank you!
Well written articles like this are more than welcome.
Heck, you could work through this list! π
https://en.wikipedia.org/wiki/List_of_cognitive_biases
That should give you content for months!
People’s perceptions of the game and “how it suxxxxxss” is so often seen through a lens of Confirmation Bias… might be nice to try and educate the unwashed on that topic.
Thanks!
Yeah, exactly. While not every cognitive bias affects HS players in particular, I still have lots of material. confirmation bias will probably be #2, but I was also thinking about hindsight bias and a few other things π
The only exception is Doomguard discarding Bloodreaver Guldan. That shit always happens. Always.
Always.
That’s one of the only parts of HS I’ve been lucky with – Doomguard discards. It somehow always dodges my Bloodreaver Gul’dan and I’m grateful for that. It feels bad to get double punished – once by not drawing Skull or getting it destroyed, and second one with a bad discard.
But yes, when I face CubeLocks and they drop Doomguard, I see Gul’dan flying out of the hand way too often (which I don’t mind if I face them, but I still can’t help to feel bad).
secret Charge nerf confirmed
This is like the new *it’s always Huffer – always* …
It is!
Isn’t it?
Hi stonekeep and all writers will you put an stuff about NEXT EXPANSION? We really like to know about it
We don’t really know anything about the next expansion at the moment. What kind of content are you looking for?
like when it will shown and what it may be
thnx from your answering
New expansions are announced roughly a month before they come out, so with a mid-August release date, it should get announced around mid-July, in more or less two months. We will post about it as soon as we find out anything, but at this point we would be just guessing.
The Witchwood came out a little more than a month ago, and we have a nerf patch coming very soon. There’s still plenty to do with this expansion!
Cool article! I generally enjoy the analysis writing here more than the deck lists and things, so looking forward to this becoming a regular feature.
I’ve been thinking a lot about randomness in video games, especially Hearthstone, lately and this is a great intro to a common confusion. Long streaks one way or the other are actually signs of true randomness, but it’s so counterintuitive. I wish more games fudged the numbers more often in favor of the experience (not necessarily to make them easier, but just as guidance towards perceived fairness and consistency).
My biggest gripe with Hearthstone RNG is in the matchups. Dungeon Run and Monster Hunt both suffer because you don’t what you’ll be up against, so you can’t strategize and end up with too many runs killed by a completely one-sided matchup. And it’s a real plague in Ladder, which leads to complaints about rock-paper-scissors metas. If they aren’t going to institute bans (I could talk about that concept for hours) then they need a better way to ensure you don’t lose before cards are even drawn.
Thank you! Yeah, the randomness in video games is a really interesting concept. Because despite what lots of HS players are saying, some randomness IS fun. What is unfun are the streaks of bad RNG, mostly, and that’s why devs often do those little tricks to make the game less frustrating. We can all say that “well, I don’t fall for those cognitive biases”, but it would be a lie. Even though I understand them and I write about them, my brain STILL feels that I should win the next roll if I lost the previous 2 or 3, and losing another one in a row feels even worse. That’s how we’re programmed and there isn’t much we can do about it. So I really applaud devs for doing something to make the experience better, even if we have to sacrifice the true randomness a little.
You’re right, matchup RNG is one of the worst RNG’s in HS and I don’t know why it’s not discussed too much. You can be playing perfectly fine, have an optimized deck without lots of RNG etc. and still lose most of your games just because you roll bad matchups. That is the reason why decks that works well across the board (some matchups are good, some are bad, but there are no terrible MUs) have the highest play rate – by removing one type of RNG you add consistency to the decks.
But the thing is, there isn’t much they can do here. Bans are a good concept in tournament environment, but they would be pretty much impossible to implement on the ladder. I think that the best way to somewhat counter matchup RNG would be side-boarding. Before each game starts (when you already know the class you play against, but you haven’t mulliganed yet), if you play ranked, you can switch a few cards in your deck for the ones you have in the sideboard. It wouldn’t suddenly turn bad matchups good and vice versa, but it would let players tech against some common bad matchups. The downside is that it would take extra 30 seconds or so at the start of every game, and when you play let’s say 200 games during a season, that really adds up.
I don’t understand how banning a card would effect the play on the rank ladder! If a card is banned from standard play then it is removed and no longer playable in ranked play, Wizards of the Coast does this often by the way when a card is unhealthy for the game.
Can someone explain to me why the standard card set is left in Ranked play? I have noticed that the majority of cards played in standard are basic starting set cards, why aren’t these cycled out? Can the dev team not create new cards to work with new releases? I don’t see how leaving these cards in standard play is healthy for the game, some cards get reprinted but not a whole set. Leaving these cards in standard does not allow the meta to change much at all. I’ve heard the excuse the card pool isn’t deep enough but I disagree.
I believe by “banning” Stonekeep was referring to the tournament practice of banning a particular class/deck before playing. Not banning of cards from a format. HS doesn’t really “ban” cards like Magic does… they just nerf/change a card, or rotate them out during Standard rotations.
This article is amazing!
Thank you!
Good stuff! There are still waaay too many people that play Hearthstone without recognizing the bigger picture.
Thanks, Julian! π
Ye I had a co-worker several years ago who swore the universe and the law of averages would eventually balance everything out.
This is also known as the “Karma’s a bitch!” axiom.
Which you only have to look at the current White House to realize isn’t true at all.
I donβt no about the co-worker or the White House, but be sure, that the law of large numbers exists in hearthstone. (-> after playing your 10000th activated Spiteful Summoner in Spiteful Druid, each of the 5 different 10-Drops will have popped up roughly 2000 times.
I like the article. Even, if you know such kind of things, itβs hard to take them into consideration all the time or simply forget about them while playing. Good knowledge, good reminder!
Law of large numbers is something slightly different. It just means that you will sometimes have good streaks, sometimes have bad streaks (so you’re still vulnerable to gambler’s fallacy), but after the sample size grows immensely, the “luck” will eventually even out and get closer and closer to the average.
I will probably tackle it in one of the future articles – because it ultimately means that HS isn’t just “RNG fest” like a lot of people like to call it, and it actually requires skill. After you play a lot, your luck will even out, but the thing that carries you forward is your skill.
But thanks, I’m glad that you enjoyed it!