luckadjusted
CFB Week 4 · 2026

Week 3 2026 · September 19, 2026

Stanford at Duke, Week 3 2026: who deserved to win?

Duke beat Stanford 35–7, and the replays back it up: with the way both teams actually played, Duke wins 10 of 10.

Before kickoff Duke was a 73% favorite.

Final

Stanford Cardinal 7
Duke Blue Devils 35

September 19, 2026 · Wallace Wade Stadium · Closing line: Duke −9.5

Luck index +1 Duke about even · −1 Stanford

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. Stanford wins 0, Duke wins 10.

  1. 1 STAN 20 DUKE 28
  2. 2 STAN 13 DUKE 28
  3. 3 STAN 3 DUKE 22
  4. 4 STAN 6 DUKE 28
  5. 5 STAN 20 DUKE 45
  6. 6 STAN 7 DUKE 35
  7. 7 STAN 3 DUKE 35
  8. 8 STAN 3 DUKE 40
  9. 9 STAN 7 DUKE 48
  10. 10 STAN 10 DUKE 56

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.

How 4,000 replays ended

Stanford wins 1% of them, Duke 99%. The line is what actually happened: Duke by 28.

Show as a table
Final margin in the replaysShare of replays
Stanford by 17+0.0%
Stanford by 9–160.1%
Stanford by 1–81.0%
Level after regulation0.2%
Duke by 1–84.3%
Duke by 9–168.5%
Duke by 17+85.8%

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 +2.8 points to Duke: the final margin was Duke by 28, without the luck Duke by 25.2. Luck shares are the fitted ones (how much of each kind is luck).

Penalties: Stanford 5 for 50 yards, Duke 9 for 80 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 3:00 False Start on Duke, 5 yards · pre-snap +1% STAN +0.3 pts
Q1 2:48 Holding on Stanford, 7 yards +1% DUKE +0.4 pts
Q2 13:52 Holding on Duke, 10 yards +2% STAN +1.0 pts
Q2 10:55 Illegal Substitution on Duke, 5 yards · pre-snap +2% STAN +0.8 pts
Q2 10:36 Offside on Duke, 5 yards · pre-snap +1% STAN +0.3 pts
Q2 5:29 Unsportsmanlike Conduct on Duke, 15 yards +1% STAN +0.9 pts
Q3 13:32 Holding on Duke, 10 yards +2% STAN +1.1 pts
Q3 10:01 Holding on Duke, 10 yards +3% STAN +3.8 pts
Q3 9:22 Holding on Stanford, 10 yards +2% DUKE +2.0 pts
Q3 0:14 False Start on Duke, 5 yards · pre-snap 0% STAN +0.3 pts
Q4 9:17 Roughing the Passer on Stanford, 15 yards 0% DUKE +2.5 pts
Q4 4:03 Unnecessary Roughness on Duke, 15 yards 0% STAN +1.6 pts
Q4 1:52 Unnecessary Roughness on Stanford, 13 yards +1% DUKE +0.8 pts
Q4 0:42 False Start on Stanford, 5 yards · pre-snap 0% DUKE +0.1 pts

When it happened

Duke’s chance of winning

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 Duke was ahead in it, below while Stanford was.
#WhenWhat happenedWin probability forNext drive
1 Q1 11:57 Duke was stopped on 3rd & 33rd & 4th downs · 51% expected +2% STAN DUKE: Turnover
2 Q1 8:48 Stanford was stopped on 3rd & 63rd & 4th downs · 38% expected +2% DUKE STAN: Punt
3 Q1 4:33 Stanford was stopped on 3rd & 73rd & 4th downs · 34% expected +2% DUKE STAN: Punt
4 Q1 3:00 Duke was stopped on 3rd & 113rd & 4th downs · 30% expectedFalse Start on Duke, 5 yardsPre-snap flags +3% STAN DUKE: Punt
5 Q1 1:17 Stanford was stopped on 3rd & 103rd & 4th downs · 27% expected +2% DUKE STAN: Punt
6 Q2 13:52 Holding on Duke, 10 yardsJudgment calls +2% STAN STAN: Turnover
7 Q2 4:38 Stanford converted 3rd & 53rd & 4th downs · 42% expected +2% STAN STAN: Punt
8 Q3 10:01 Holding on Duke, 10 yardsJudgment calls +3% STAN STAN: Punt

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

Stanford 0% · Duke 100%

Final margin
Duke by 28
Luck in points
2.8 for Duke
Luck-adjusted margin
Duke by 25.2
Replay with same day's form
Stanford 1% · Duke 99% 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 3 2026 games · Stanford · Duke

More from Week 3 2026

Every week 3 game, 2026