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Statistics: Why and How

Spirit Island is a game of probabilities layered under strict mechanics. You can win by feel — most experienced players do — but at higher difficulty levels the feel-based approach hits a ceiling. Beyond that ceiling, counting starts paying.

This part gives you the mental models, the stat sources, and the reusable reasoning tools for playing the underlying math as a first-class part of your game.

What’s in this part

The core statistical lenses

Four lenses run through every chapter:

  1. Confidence, not point estimates. A win rate of 60% across 10 games isn’t 60% ± 0 — it’s closer to (26%, 88%) via Wilson 95%. Every rate here reports a CI where data supports one.
  2. Conditional on expansion pool. The Minor deck at base-only is not the Minor deck at all-expansions. A “33% chance of drawing Moon-heavy” means different things in each pool.
  3. Per-turn distributions, not per-game averages. “Averages 6 fear/game” hides whether that’s 6 evenly or 2+0+0+4+0. Shape is the signal.
  4. Correlated vs. independent events. Fear-card draws depend on fear-pool threshold crossings; Event draws are independent per turn. The math differs.

Data provenance

  • Wiki-parsed card datadata/decks/{minor,major,fear,event,blight}.json, parsed by scripts/wiki-fetch.py.
  • Monte Carlo simulationsscripts/deck-simulate.py runs 5 000+ trials per expansion combo; outputs at data/references/deck-stats/sim_*.json.
  • Community win-rate datamindwanderer. Directional; subject to selection bias. Treated accordingly.