Cards (or card-like game data structures) bring extra information. With dice we only cared about the values, with cards we also introduce other categories (e.g. suits).
When we calculate the probabilities of card-like game data structures, we must also include the extra information in our counting.
Reward system for the end of a level
Hyper-Geometric Distribution Formula = Non-replacing probability within a given range
We can find these within the given range = Hyper
Astronomically change = Geometric
Probabilities where they land = Distribution
This formula has 4 variables:
Population size (N) e.g. number of cars in our deck
Sample size (n) e.g. how many cards we draw from the population size
Number of possible successes (K) e.g. if we want an ace it would be how many aces there are in the deck
Number of success we're looking for (k) if we wat to know the probability of drawing one of those aces = k-1