How hit chances, bullet spread, headshot multipliers and damage thresholds work in first-person shooters, with simple worked examples of the numbers involved.
How shooters use weapon spread, recoil patterns and hit boxes to add controlled randomness, and why designers mix fixed patterns with random variation.
How to read resources, income, map control and army size in real-time strategy games, and how to estimate what you cannot see when fog of war hides the board.
How scouting, build timings and behavior let you infer an RTS opponent's plan, with a simple worked example of updating your beliefs as new evidence arrives.
How move order, hit chances and risk affect turn-based strategy games, with worked examples showing why the sequence of your actions can matter as much as the actions.
How critical hit chances, dodge rolls, random drops and timing windows work in action games, with simple calculations that show what the percentages really mean.