Level 3 · Park DirectorLesson 14 of 18

Dinosaur Island Odds: Hooligans, the Bag, and the Threat Die

Dinosaur Island probability: how many hooligans to expect at each excitement level, the odds of a clean draw, what loose dinosaurs cost, and safe margins.

Dinosaur Island has two random elements you live with every round: the visitors you draw from the bag, and the DNA dice, including the one that lands in the holding area. You cannot control either. You can know what to expect, and build a park that does well across the likely outcomes. This lesson puts numbers on both.

The bag at a glance

In a normal game, the bag holds 80 visitors: 70 patrons and 10 hooligans. So 1 visitor in 8, or 12.5 percent, is a hooligan.

Visitors leave the bag in the Park Phase and all return in Cleanup. Eaten visitors also go back to the bag. So every round starts with the full 80, unless a plot twist changes the mix. The recommended first game plot twist starts the bag with no hooligans and adds 5 after round 1 and 5 more after round 2.

Does turn order change your odds?

Players draw in turn order from the same bag, without putting visitors back until Cleanup. It can feel like the last player draws from a worse bag. On average, it does not matter. Each draw from a shuffled bag is equally likely to be any visitor, so every player’s expected share of hooligans is the same 1 in 8, whether they draw first or last. Any single round can still run hot or cold.

How many hooligans to expect

With the full bag of 70 patrons and 10 hooligans, here is what to expect for a few excitement levels. These figures are calculated from those counts, drawing without replacement.

Visitors drawnExpected hooligansChance of noneChance of 3 or more
50.650%1%
81.033%6%
101.2524%11%
121.518%17%
151.911%28%
202.55%48%

Two lessons from the table:

  • Hooligans are normal at high excitement. At 15 or 20 visitors, expect two or three. Plan two or three spaces of slack for them.
  • A clean draw is rare once your park is big. At excitement 20, you draw no hooligans only about 1 time in 20.

What a hooligan costs

A hooligan pays nothing and scores nothing, and it takes a space first. If your park is full, each hooligan pushes one patron into the line, costing that patron’s 1 VP. If your park has a spare space, the hooligan costs nothing extra beyond the $1 a patron would have paid.

That is why the Security Guard specialist, who returns up to 3 hooligans a round and draws replacements, grows in value with your excitement. At 8 visitors, it usually swaps about 1 hooligan. At 20, it usually swaps 2 or 3, and each replacement is most likely a patron.

The threat die

At the end of research, the leftover die with the most threat pips, 1 to 3, goes to the holding area. Every player adds those pips to their threat in the Park Phase. If every die was claimed, nothing is added.

When you plan dinosaurs for the next few rounds, think in margins:

  • Security equal to base threat: safe only if every die gets claimed.
  • Base threat plus 1 or 2: safe against small holding dice.
  • Base threat plus 3: safe against any holding die.

This round is easier: the holding die is set aside at the end of Research, so you know it before the Worker Phase and can buy exactly the security you need. The margins matter for later rounds, for the money you set aside, and for the Chaos Threat Theory variant, which rerolls the holding die in the Park Phase.

What a loose dinosaur costs

Patrons inside your park are eaten first. Each one costs the 1 VP penalty and the 1 VP it would have scored. So each point of threat over security usually costs about 2 VP.

Compare that with security prices. Raising security costs $1 for level 2, $2 for 3 and 4, $3 for 5 and 6, $4 for 7 and 8, $5 for 9 and 10, and $5 for each level after. At the end, $5 is 1 VP. Even a $5 level that saves one patron every remaining round is cheap. A level that saves a patron for just the final round is worth about 2 VP, which still beats $5 kept.

Solo bag math

The solo bag is smaller: 22 patrons and 3 hooligans, and eaten patrons leave the game. Drawing 10 from a fresh solo bag gives about 1.2 hooligans on average. But every patron eaten makes the bag worse for every later round. After 6 patrons are eaten, the same 10 draws average about 1.6 hooligans. Security matters even more in solo.

Our article on luck vs skill has more on how to tell randomness you can plan around from randomness that decides games for you.

Next lesson

Dinosaur Island Player Counts, Plot Twists, and Variants

Next, player counts, plot twists, and variants: how Dinosaur Island changes from two players to four, and the rule cards that change every game.

Unofficial. Not affiliated with Pandasaurus Games. Dinosaur Island is a trademark of Pandasaurus Games.