luckadjusted
CFB Week 4 · 2026

Week 13 2025 · November 22, 2025

Duke at North Carolina, Week 13 2025: who deserved to win?

Duke beat North Carolina 32–25, a result the replays rarely give: with the way both teams actually played, North Carolina wins 9 of 10.

Duke won on an off day: its defense played far below its usual level. In a fresh game against North Carolina it would win 61% of the time; with this day’s form, 13%. The numbers

Before kickoff Duke was a 68% favorite. The biggest swing (Q4, 8:51 left): Duke was stopped on 4th & 1, worth 21 points of win probability to North Carolina.

Final

Duke Blue Devils 32
North Carolina Tar Heels 25

November 22, 2025 · Kenan Stadium · Closing line: Duke −7

Luck index +87 Duke very lucky · −87 North Carolina

Each team’s own plays from this game, resampled into new drives 4,000 times: with the way both teams actually played, how often does this performance win? How the replay works

Ten replays. Duke wins 1, North Carolina wins 9.

  1. 1 DUKE 14 UNC 7
  2. 2 DUKE 10 UNC 13
  3. 3 DUKE 0 UNC 6
  4. 4 DUKE 7 UNC 14
  5. 5 DUKE 3 UNC 13
  6. 6 DUKE 14 UNC 27
  7. 7 DUKE 14 UNC 30
  8. 8 DUKE 10 UNC 30
  9. 9 DUKE 7 UNC 31
  10. 10 DUKE 7 UNC 35

Three other ways to ask

Each answers a different question, so none of them replaces the replay above.

The closing betting line, turned into a probability. What everyone knew before the game.

The line plus what this game showed, weighted by how much one game can tell. It stays close to the line because one game says little.

Every kick, fumble bounce, conversion and judgment call redrawn; everything else fixed. The narrowest view of luck.

Duke won on an off day

Its defense played far below its usual level. In a fresh game against North Carolina it would win 61% of the time; with this day’s form, 13%.

47 points apart for Duke: the gap is how differently this game went from what the two teams usually are.

UnitThis gameUsual levelBetter or worse than usual
Duke offenseEPA per play gained +0.13 +0.09 better by 0.04
Duke defenseEPA per play allowed +0.27 +0.13 worse by 0.14
North Carolina offenseEPA per play gained +0.27 +0.06 better by 0.22
North Carolina defenseEPA per play allowed +0.13 +0.04 worse by 0.09

EPA (expected points added) per play on competitive snaps, turnovers left out because they are valued as luck. Usual level: the team’s earlier games this season plus half of last season, pulled toward the league average. One team’s defense and the other team’s offense are the same snaps, so one game can’t fully say whose day it was; it shows how far this one was from both teams’ norms.

How 4,000 replays ended

Duke wins 13% of them, North Carolina 87%, counting the 3% still level after regulation as half each. The line is what actually happened: Duke by 7.

Show as a table
Final margin in the replaysShare of replays
Duke by 17+1.1%
Duke by 9–163.5%
Duke by 1–88.8%
Level after regulation3.4%
North Carolina by 1–821.1%
North Carolina by 9–1624.9%
North Carolina by 17+37.2%

Where the luck was

What the luck was worth

Every lucky and unlucky play, weighted by the moment it happened: its swing in win probability, added up by kind. A missed kick in a decided game counts for nothing; the same kick at the end of a tie game can be most of a win.

Swings add up across a game, so in one that went back and forth they can pass 100%. On the scoreboard the same luck was worth +4.1 points to Duke: the final margin was Duke by 7, without the luck Duke by 2.9. Luck shares are the fitted ones (how much of each kind is luck).

The kicks

How likely each kicker was to make that kick (his own record, the distance), and what happened.

  • T. Pelino, 33 yds made · 84% expected
  • R. Verhoff, 49 yds made · 58% expected
Bar: expected chance of a make. Filled dot: made. Open dot: missed or blocked.

Penalties: Duke 2 for 25 yards, North Carolina 9 for 71 yards

Every accepted flag, in order, and what it did to the helped team’s chance of winning at that moment, including any play it wiped out (points on the scoreboard in grey). A flag in a decided game is worth nothing; one at the turn of a close game can be worth most of a win. Judgment calls count toward luck, pre-snap fouls mostly don’t. How calls are valued

WhenFlagWin probability for
Q1 0:58 Pass Interference on North Carolina, 15 yards +4% DUKE +2.0 pts
Q2 10:45 Unnecessary Roughness on Duke, 15 yards +4% DUKE +2.2 pts
Q2 7:54 Pass Interference on North Carolina, 8 yards +2% DUKE +1.3 pts
Q2 6:10 Illegal Substitution on North Carolina, 5 yards · pre-snap 0% DUKE +0.3 pts
Q2 4:12 Holding on Duke, 10 yards, wiping out the play +2% UNC +1.4 pts
Q2 0:44 Ineligible Downfield on North Carolina, 5 yards, wiping out the play +3% DUKE +1.8 pts
Q3 13:04 Illegal Substitution on North Carolina, 5 yards · pre-snap +1% DUKE +0.6 pts
Q3 10:26 Holding on North Carolina, 2 yards +1% DUKE +0.5 pts
Q3 6:55 Unnecessary Roughness on North Carolina, 15 yards +2% DUKE +1.6 pts
Q4 2:14 Holding on North Carolina, 9 yards, wiping out the play +1% DUKE +0.7 pts
Q4 1:18 Unsportsmanlike Conduct on North Carolina, 7 yards 0% DUKE +1.1 pts

When it happened

North Carolina’s chance of winning

As low as 0% and as high as 60%. Numbers mark the biggest luck moments, listed below.

Our in-game win probability: the score, the value of the possession and the time left, starting from the betting line. Overtime has no clock and is drawn at a fixed width. Shaded above the middle while North Carolina was ahead in it, below while Duke was.
#WhenWhat happenedWin probability forNext drive
1 Q3 13:15 Duke converted 4th & 73rd & 4th downs · 33% expected +6% DUKE DUKE: Touchdown
2 Q4 14:54 North Carolina converted 3rd & 83rd & 4th downs · 35% expected +7% UNC UNC: Touchdown
3 Q4 12:07 Duke converted 3rd & 93rd & 4th downs · 29% expected +11% DUKE DUKE: Turnover on downs
4 Q4 9:35 Duke was stopped on 3rd & 23rd & 4th downs · 63% expected +7% UNC DUKE: Turnover on downs
5 Q4 8:51 Duke was stopped on 4th & 13rd & 4th downs · 75% expected +21% UNC DUKE: End of game
6 Q4 4:39 Duke was stopped on 3rd & 73rd & 4th downs · 33% expected +9% UNC DUKE: End of game
7 Q4 4:29 Duke converted 4th & 73rd & 4th downs · 32% expected +20% DUKE DUKE: End of game
8 Q4 2:28 Duke was stopped on 3rd & 33rd & 4th downs · 53% expected +11% UNC DUKE: End of game

Adjust the assumptions

Disagree with how much of a fumble bounce or a pass interference call is luck? Change it and the coin-flip replay reruns in your browser.

Only coin-flips re-rolled

Duke 69% · North Carolina 31%

Final margin
Duke by 7
Luck in points
4.1 for Duke
Luck-adjusted margin
Duke by 2.9
Replay with same day's form
Duke 13% · North Carolina 87% unchanged: why
How much of each is luck?

0% treats it as skill, 100% as pure luck. The tick is our fit.

What counts

None by default: our tests measured no carryover after a lucky break. Slide it up to count a break for more than its own swing. Why

Flip a play

Force the other outcome, in this game and in every replay: a made kick becomes a miss, a stop becomes a conversion, a flag goes the other way.

About these numbers

Play-by-play and expected points from CollegeFootballData.com via cfbfastR; win probability from our own model of the score, the possession and the betting line; kicks valued against each kicker’s own record. College play-by-play has no charting of drops or interception-worthy throws and no injury reports, so those kinds of luck aren’t counted here.

Methodology and validation · All Week 13 2025 games · Duke · North Carolina

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