---
title: "Glossary"
url: https://fanfeud.co.uk/glossary/
description: "Forty terms from probability, game design and the study of games of chance, each defined in plain language and cross-referenced."
published: 2026-08-17
updated: 2026-08-17
---

# Glossary

Published 2026-08-17

## Terms A to E

Bankroll

The money set aside for play, treated as a fixed and finite quantity rather than something that replenishes.

Combination

A selection where order does not matter. Draw games are counted with combinations, not permutations. See

[lottery combinatorics](https://fanfeud.co.uk/lotteries/)

.

Commitment scheme

A method of publishing a sealed record of a generated value before play, so it can be checked afterwards. See

[randomness](https://fanfeud.co.uk/randomness/)

.

Conditional probability

The probability of an event given that something else has already happened. It matters at a card table and not at a wheel.

Dependent trial

A trial whose probabilities are changed by what happened before it, as in cards dealt from a shoe without replacement. See

[cards](https://fanfeud.co.uk/card-games/)

.

Edge

The share of each unit staked that the rules retain on average. See

[house edge](https://fanfeud.co.uk/house-edge/)

.

Entropy source

A physical process used to supply an unpredictable seed, in place of anything an observer could guess.

Expected value

The average result of a wager per unit staked, computed by weighting every outcome by its probability.

## Terms F to L

Fair game

A game whose expected value is exactly zero. Free odds at a dice table are the standard example.

Free odds

A supplementary dice wager paid at true odds, and therefore carrying no edge of its own.

Gambler's fallacy

The belief that an independent trial is due to correct a run. A wheel has no memory.

Hold

The proportion of money brought to a table that the table retains over a session. Hold and edge are different quantities.

House edge

See edge. The figure is a property of the rules, not of any venue.

Independent trial

A trial whose probabilities are unaffected by earlier trials, as with dice and wheels.

Insurable interest

The requirement that a party stands to suffer a real loss, which is what separated insurance from wagering. See

[history of betting](https://fanfeud.co.uk/history-of-betting/)

.

Jackpot pool

The accumulated fund from which a draw game's top prize is paid, as distinct from a fixed payout.

Law of large numbers

The result that the average outcome per round converges on its expected value as rounds accumulate. See

[the law of large numbers](https://fanfeud.co.uk/law-of-large-numbers/)

.

Licence condition

A term attached to a permission to operate, revocable rather than criminal, and the main instrument of modern

[regulation](https://fanfeud.co.uk/regulation/)

.

## Terms M to R

Margin

The excess above one that a set of quoted prices sums to. It is the bookmaking equivalent of a house edge.

Odds against

A ratio expressing losing cases to winning cases, written as 36 to 1 rather than as a probability.

Over-round

A book of prices whose implied probabilities total more than one, which is what makes the book commercial.

Par sheet

The internal document that records a machine's symbol weighting and its resulting return. See

[machine design](https://fanfeud.co.uk/machine-design/)

.

Payout odds

What the rules pay a winning wager, as distinct from the true odds against it winning.

Period

The number of values a pseudorandom generator produces before it repeats. See

[randomness](https://fanfeud.co.uk/randomness/)

.

Probability

A number between zero and one giving the proportion of cases in which an outcome occurs.

Problem of points

The question of how to divide a stake in an abandoned game, whose solution produced the idea of expectation.

Return to player

One minus the edge, expressed as a percentage of everything staked.

Rollover

A draw in which an unwon top prize is added to the next draw's pool, changing that draw's expected value.

Ruin

The state of having no bankroll left. Its probability rises with the edge and with the number of rounds played.

## Terms S to Z

Sample space

The complete list of equally likely outcomes of a trial. Two dice have thirty-six.

Seed

The starting value that determines the whole sequence a pseudorandom generator will produce.

Shoe

The container from which several combined decks are dealt, used to dilute the effect of any one card's removal.

Stake

The amount risked on one round. Edge percentages are always expressed as a share of everything staked.

Standard deviation

A measure of typical distance from the expected result, growing with the square root of the rounds played.

Testing laboratory

An organisation independent of operator and manufacturer that examines a game's design documents before it is approved for use.

True odds

The real ratio of losing to winning cases, computed from the sample space.

Variance

The squared spread of results. High variance means long runs in both directions around the same expectation.

Virtual reel

A mapping that assigns each physical reel position a number of internal stops, so displayed symbols are not equally likely.

Volatility

The practical name for variance in machine design: how concentrated a return is in rare outcomes.

Zero pocket

The pocket or pockets on a wheel that belong to no even-money proposition, and that create the edge.
