The Maths Behind Board Games – Probability, Strategy, and Dice Rolls
From Monopoly to Settlers of Catan, from Risk to Cluedo – board games may seem like simple fun, but hiding behind every move is a world of mathematics. Whether it’s rolling dice, calculating odds, or managing limited resources, board games are the perfect way to play with probability and strategise using statistics.
In fact, some of the best maths lessons happen around a kitchen table – often with a rulebook in one hand and a dice in the other.
Let’s explore how GCSE and A-Level Maths ideas come alive through board games.
๐ฒ 1. Dice Rolls: Predicting the Unpredictable
Most games use standard six-sided dice (d6), but the maths goes far beyond just “rolling a six.”
For one die:
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Each outcome (1–6) has a 1 in 6 probability (≈16.7%)
For two dice:
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The total number of outcomes = 36
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The most common total is 7 (6 possible combinations)
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Totals like 2 or 12 are much rarer (only 1 way each)
This kind of maths forms the basis for:
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GCSE probability trees
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Frequency tables
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Expected value
๐ก Why does Monopoly always land you on "Chance" after rolling a 7? Because 7 comes up more often than any other total.
♟️ 2. Strategic Thinking: Decision Trees and Game Theory
Every turn in a board game is a decision point. Should you:
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Attack or defend?
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Spend resources or save?
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Go for the quick win or long-term gain?
This kind of thinking uses:
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Game theory (from A-Level maths and economics)
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Expected value (what outcome is likely and how valuable is it?)
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Risk assessment (a form of probability in disguise)
For example, in Risk:
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Attacking with 3 dice gives you a statistical edge, but only if you have enough armies to absorb losses.
๐ง 3. Probability Trees and Compound Events
Consider this scenario:
You're rolling two dice. What are the chances you roll a double 6, then land on a specific square, then draw a good card?
Each event has its own probability. You multiply them together to get the combined likelihood.
That’s a compound event, and it's perfect for:
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GCSE Higher tier questions
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Real-world skill-building (because life often throws combined challenges at us!)
๐ธ 4. Resource Management and Optimisation
In games like Catan or Ticket to Ride, you have to:
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Manage resources
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Trade
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Optimise your route or strategy
This mirrors:
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Linear programming (A-Level)
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Optimisation problems (GCSE/A-Level crossover)
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Decision-making with constraints (real-world maths)
It also teaches students to plan ahead, model outcomes, and think economically — all key mathematical mindsets.
๐ 5. Statistics in Action
Try collecting data from a game session:
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What are the most commonly rolled totals?
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What strategy wins most often?
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How many moves on average before a player reaches a goal?
Then:
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Create frequency tables
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Plot histograms or bar charts
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Discuss sample size and bias
Suddenly, students are doing real statistics — but it doesn’t feel like a lesson. It feels like fun.
๐งฎ How to Turn Games Into Lessons
Try these with your students:
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Run a dice experiment over 100 rolls and compare with theoretical outcomes
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Use Yahtzee to explore probability trees and expected value
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Analyse Monopoly to discuss property strategy and ROI
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Design a board game where maths decides the outcome
Even simple games like Snakes & Ladders are brilliant for discussing randomness and simulation.
๐ Learn Maths That Matters
At Philip M Russell Ltd, we teach Maths by making it practical, playful, and powerful. From board game strategy to budgeting, from algebra tiles to dice experiments, we help students see how maths fits into their world.
๐
Now enrolling for GCSE and A-Level Maths Tuition (Foundation & Higher)
Online via our film studio or in person in our lab and classroom.
๐ www.philipmrussell.co.uk


