1956 Úrvalsdeild Season

15 games

Final

Champion

Valur Reykjavik

9 points · 1st Title

Relegated

Vikingur Reykjavik

0 pts

Biggest Overachiever

Valur Reykjavik

3.04 points above expected

9 points · 5.96 expected points

Biggest Disappointment

Vikingur Reykjavik

2.29 points below expected

0 points · 2.29 expected points

League Table

The final standings for the season. vsSim shows actual points minus the simulation's mean — positive means the team overachieved against the model, negative means they underperformed.

# Team GP W D L Pts GF GA GD SimPts vsSim
1 Valur Reykjavik Champion 5 4 1 0 9 14 6 +8 5.96 +3.04
2 KR Reykjavik 5 3 2 0 8 14 8 +6 7.19 +0.81
3 IA Akranes 5 2 2 1 6 11 6 +5 6.81 -0.81
4 Fram Reykjavik 5 2 0 3 4 10 12 -2 4.01 -0.01
5 IBA Akureyri 5 1 1 3 3 3 7 -4 3.74 -0.74
6 Vikingur Reykjavik Relegated 5 0 0 5 0 6 19 -13 2.29 -2.29

Form

Each team's 5-game rolling points-per-game across the season. Hot streaks push above the dashed 1.5 PPG reference line; cold spells drop below. Each team gets a distinct color; the legend below the plot lets you read off which line is which. (First 4 games of each team have no rolling window, so the lines start at game 5.)

League Race

Cumulative points across the season for each team. Highlighted teams are drawn in color (top finishers for the Title Race, bottom finishers for the Relegation Race); the rest of the league appears in light gray as context. Switch views with the buttons below.

Season Summary

Every team's regular-season finish compared against 100,000 simulations. Click any column header to sort. Luck is the team's actual points minus the sim's mean — positive means the team beat the model. Percentile is where the actual result fell in the team's sim distribution (e.g. 90% = the team did this well or better in only 10% of sims).

Team Elo Points Avg Luck Percentile Min 5th Q1 Median Q3 95th Max
KR Reykjavik 1557 8 7.19 +0.81 77.5% 1 4 6 7 8 10 10
Valur Reykjavik 1502 9 5.96 +3.04 98.1% 0 3 5 6 7 9 10
IA Akranes 1487 6 6.81 -0.81 41.7% 0 4 6 7 8 10 10
Fram Reykjavik 1244 4 4.01 -0.01 62.8% 0 1 3 4 5 7 10
IBA Akureyri 1203 3 3.74 -0.74 44.8% 0 1 2 4 5 7 10
Vikingur Reykjavik 1005 0 2.29 -2.29 12.6% 0 0 1 2 3 5 9

Head-to-Head

Each cell shows a team's record in that matchup (row vs column, formatted W-D-L) with the model's expected points on the line below. Navy-tinted cells mean the team beat the model's expectations by more than one point in that matchup; gold-tinted cells mean they fell short by the same margin.

Beat expectations Fell short Within expectations
Team FR IA IA KR VR VR
Fram Reykjavik
0-0-1
0.69
1-0-0
1.21
0-0-1
0.61
0-0-1
0.76
1-0-0
2.17
IA Akranes
1-0-0
2.10
0-1-0
2.33
0-1-0
1.08
0-0-1
1.83
1-0-0
2.35
IBA Akureyri
0-0-1
1.57
0-1-0
0.46
0-0-1
0.50
0-0-1
0.77
1-0-0
1.78
KR Reykjavik
1-0-0
2.18
0-1-0
1.71
1-0-0
2.29
0-1-0
1.65
1-0-0
2.50
Valur Reykjavik
1-0-0
2.03
1-0-0
0.96
1-0-0
2.02
0-1-0
1.14
1-0-0
2.26
Vikingur Reykjavik
0-0-1
0.62
0-0-1
0.45
0-0-1
1.01
0-0-1
0.30
0-0-1
0.53

Points vs. Goals Scored, Allowed, and Differential

Points plotted against goals scored, allowed, and differential. Use the buttons to switch views; hover a team for exact values. The table gives each fit's R² and slope (the change in points per 10 goals).

Fit Metrics

Slope
Scored 0.73 +6.5
Allowed 0.62 -5.2
Differential 0.96 +4.1

Scoreline Distribution

Percentage of games ending with each combination of team-goals (rows) and opponent-goals (columns). The diagonal shows draws; cells below the diagonal are wins from the row team's perspective, cells above are losses. Marginal totals on the right and bottom show how often each goal count occurred regardless of opponent. Use the picker to switch between the league-wide view and any individual team.

↓ Scored | Allowed →012345+Total
06.67%3.33%6.67%3.33%3.33%23.33%
13.33%6.67%3.33%3.33%16.67%
26.67%6.67%6.67%3.33%23.33%
33.33%3.33%6.67%6.67%20.00%
43.33%3.33%6.67%13.33%
5+3.33%3.33%
Total23.33%16.67%23.33%20.00%13.33%3.33%100%

Summary Statistics

Scored Allowed Difference
Mean 1.93 1.93 +0.00
SD 1.48 1.48 2.13
CV 0.77 0.77
Max 5 5 +4
Min 0 0 -4

Games Played: 15

↓ Scored | Allowed →012345+Total
020.00%20.00%
1
220.00%20.00%20.00%60.00%
3
420.00%20.00%
5+
Total20.00%40.00%20.00%20.00%100%

Summary Statistics

Scored Allowed Difference
Mean 2.00 2.40 -0.40
SD 1.41 1.82 2.30
CV 0.71 0.76
Max 4 5 +2
Min 0 0 -3

Games Played: 5

↓ Scored | Allowed →012345+Total
020.00%20.00%
1
220.00%20.00%40.00%
320.00%20.00%
420.00%20.00%
5+
Total60.00%40.00%100%

Summary Statistics

Scored Allowed Difference
Mean 2.20 1.20 +1.00
SD 1.48 1.64 2.00
CV 0.67 1.37
Max 4 3 +4
Min 0 0 -1

Games Played: 5

↓ Scored | Allowed →012345+Total
020.00%20.00%20.00%20.00%80.00%
1
2
320.00%20.00%
4
5+
Total20.00%40.00%20.00%20.00%100%

Summary Statistics

Scored Allowed Difference
Mean 0.60 1.40 -0.80
SD 1.34 1.14 1.92
CV 2.24 0.81
Max 3 3 +2
Min 0 0 -3

Games Played: 5

↓ Scored | Allowed →012345+Total
0
120.00%20.00%
2
320.00%20.00%20.00%60.00%
420.00%20.00%
5+
Total20.00%20.00%40.00%20.00%100%

Summary Statistics

Scored Allowed Difference
Mean 2.80 1.60 +1.20
SD 1.10 1.14 1.30
CV 0.39 0.71
Max 4 3 +3
Min 1 0 +0

Games Played: 5

↓ Scored | Allowed →012345+Total
0
120.00%20.00%40.00%
2
320.00%20.00%
420.00%20.00%
5+20.00%20.00%
Total20.00%40.00%40.00%100%

Summary Statistics

Scored Allowed Difference
Mean 2.80 1.20 +1.60
SD 1.79 0.84 1.34
CV 0.64 0.70
Max 5 2 +3
Min 1 0 +0

Games Played: 5

↓ Scored | Allowed →012345+Total
020.00%20.00%
120.00%20.00%40.00%
240.00%40.00%
3
4
5+
Total20.00%80.00%100%

Summary Statistics

Scored Allowed Difference
Mean 1.20 3.80 -2.60
SD 0.84 0.45 0.89
CV 0.70 0.12
Max 2 4 -2
Min 0 3 -4

Games Played: 5

Home-Field Advantage Edge

The simulation applies the same home-field boost to every game across the league, so the per-game home win probabilities bake in the model's idea of HFA. For each team, we sum expected points at home and compare to actual home points, and the same on the road. The bar shows (home points above expected) minus (away points above expected). A tall positive bar means the team's home/road split exceeded what the model predicted — a real fortress effect. A tall negative bar means the reverse: they played worse at home or better on the road than expected.

Top Overachievers & Disappointments

Teams that most beat — or most fell short of — their simulated point projections. A positive vsSim means the team accumulated more points than the model expected on average; a negative one means fewer.

Biggest Overachievers

# Team Actual Sim vsSim
1 Valur Reykjavik 9 5.96 +3.04
2 KR Reykjavik 8 7.19 +0.81
3 Fram Reykjavik 4 4.01 -0.01
4 IBA Akureyri 3 3.74 -0.74
5 IA Akranes 6 6.81 -0.81

Biggest Disappointments

# Team Actual Sim vsSim
1 Vikingur Reykjavik 0 2.29 -2.29
2 IA Akranes 6 6.81 -0.81
3 IBA Akureyri 3 3.74 -0.74
4 Fram Reykjavik 4 4.01 -0.01
5 KR Reykjavik 8 7.19 +0.81

Top Streaks

Ranked by model unlikelihood — the product of pregame W/D/L probabilities over the games in each team's streak. A short streak by a poor team can outrank a longer one by a strong team since the poor team's per-game probabilities were lower going in. Unbeaten counts W or D consecutively; Winless counts L or D consecutively.

Most Unlikely Winning Streaks

# Team Games Dates Probability
1 Valur Reykjavik 4 Jun 12 – Sep 16 1 in 16
2 Fram Reykjavik 1 Jun 10 – Jun 10 1 in 3
3 KR Reykjavik 3 Jun 25 – Aug 17 1 in 3
4 IA Akranes 2 Jun 11 – Jun 22 1 in 2
5 IBA Akureyri 1 Jul 29 – Jul 29 52%

Most Unlikely Losing Streaks

# Team Games Dates Probability
1 Vikingur Reykjavik 5 Jun 11 – Aug 26 1 in 8
2 IBA Akureyri 2 Jun 10 – Jun 12 1 in 5
3 IA Akranes 1 Aug 16 – Aug 16 1 in 4
4 Fram Reykjavik 2 Jun 22 – Jun 25 1 in 2

Most Unlikely Unbeaten Streaks

# Team Games Dates Probability
1 Valur Reykjavik 5 Jun 12 – Sep 23 1 in 7
2 IBA Akureyri 2 Jul 29 – Jul 31 1 in 5
3 KR Reykjavik 5 Jun 25 – Sep 23 1 in 3
4 Fram Reykjavik 1 Jun 10 – Jun 10 55%
5 IA Akranes 3 Jun 11 – Jul 31 71%

Most Unlikely Winless Streaks

# Team Games Dates Probability
1 IA Akranes 3 Jul 31 – Aug 26 1 in 10
2 KR Reykjavik 2 Aug 26 – Sep 23 1 in 4
3 IBA Akureyri 2 Jun 10 – Jun 12 1 in 2
4 Vikingur Reykjavik 5 Jun 11 – Aug 26 50%
5 Valur Reykjavik 1 Sep 23 – Sep 23 69%

Finish Position Heatmap

Each cell is the probability — across 100,000 simulations — that the team (row) finished at that position (column). Rows are sorted by actual finish (champion at top, bottom of the table at the bottom).

Team123456
Valur Reykjavik22.56%26.67%28.03%13.93%6.71%2.10%
KR Reykjavik43.63%28.32%19.11%6.65%1.98%0.31%
IA Akranes30.13%33.00%23.73%9.30%3.22%0.62%
Fram Reykjavik1.99%6.43%14.74%32.35%31.67%12.82%
IBA Akureyri1.51%4.83%11.69%28.44%34.32%19.21%
Vikingur Reykjavik0.18%0.75%2.70%9.33%22.10%64.94%

Points Required Per Position

The empirical CDF of simulated point totals per finishing position. Each curve shows, for one position (1st, 2nd, ..., last), the spread of point totals teams accumulated across simulations. Reading the curve at the 50% mark gives the median points typically needed to finish at that position. Steep curves mean the position is tightly clustered around a particular point range; shallow curves mean the position came with a wide variety of point totals.

Points Totals in Context

How did each team's actual results compare to their simulated points, Elo rating, average opponent Elo, and percentile within simulated outcomes? Use the buttons to switch between views. In each chart, dashed crosshairs at the league means split the plot into four quadrants: pastel green (team did well, model agreed), pastel red (team did poorly, model agreed), and pastel yellow (model and reality disagreed).

Season Trends

How each metric evolved across the season - Elo rating, actual and projected points, title/promotion probability, and relegation probability - day by day.

Edges & Scoring

How these are measured

The navy dot is the actual value, the gold line and key are the model's reference where one applies, and the slate ticks are the cutoffs between read labels listed under each metric.

Home Edge
Share of matches won by the home team minus the share won by the away team.
No Edge: under 5% * Slight Edge: 5% to 15% * Clear Edge: 15% to 25% * Strong Edge: 25% and up.
Scoring Tilt
Average home goals minus average away goals per match. The gold line is the home goals edge implied by the scoring value of an Elo point and the home-field Elo bonus.
Road-Tilted: under -0.2 * Neutral: -0.2 to 0.5 * Home-Tilted: 0.5 to 1.2 * Strong Home: 1.2 and up.
Home Edge
+nan%
No Edge
Scoring Tilt
Even
+nan goals
Road-Tilted
-20.00+2

Title Race

How these are measured

The navy dot is the actual value, the gold line and key are the model's reference where one applies, and the slate ticks are the cutoffs between read labels listed under each metric.

Title-Race Openness
Effective number of teams with a live shot at finishing 1st, from the simulation. 1 means the favorite is a near-lock; larger means a wide-open race. Equal to 1 divided by the sum of squared title odds.
One-Team Race: under 2 * Top-Heavy: 2 to 4 * Open: 4 to 6 * Wide Open: 6 and up.
Champion Preseason Odds
Preseason probability that the eventual champion would finish 1st, from the simulation. The dot marks their rank across all teams, from longshot to favorite.
Preseason Favorite: 1st * Among the Favorites: 2nd * Middle of the Pack: 3rd * Longshot: 4th or lower.
Title Margin
Points-per-game gap between the champion and the runner-up. Shown per game so it reads the same across long and short seasons. The gold line is the winning margin the model expected, so a dot to the right means a more one-sided race than projected. A title won on goal difference shows 0.00.
Photo Finish: under 0.15 * Tight Race: 0.15 to 0.4 * Comfortable: 0.4 to 0.75 * Runaway: 0.75 and up.
Title-Race Openness
3.0
Top-Heavy
1246
Champion Preseason Odds
23%
Valur Reykjavik, 3rd of 6
LongshotFavorite
Title Margin
Expected
0.20/gm
Tight Race
00.280.5/gm

Simulation-Based Surprises

How these are measured

The navy dot is the actual value, the gold line and key are the model's reference where one applies, and the slate ticks are the cutoffs between read labels listed under each metric.

Luck Spread
Standard deviation of the gap between each team's actual points and their simulated average points. The gold line is the spread the model expected from chance alone.
As Expected: under 1.35 * Some Luck: 1.35 to 2.02 * Lucky: 2.02 to 2.7 * Wild Swing: 2.7 and up.
Average Finish Error
Average gap between where each team was projected to finish and where they actually finished in the table.
Pinpoint: under 0.71 * Close: 0.71 to 1.06 * Off: 1.06 to 1.41 * Way Off: 1.41 and up.
Biggest Overachiever
The team that finished highest inside its own range of simulated outcomes. The gold line is where the top team in a league of 6 typically lands.
Biggest Underachiever
The team that finished lowest inside its own range of simulated outcomes. The gold line is where the bottom team in a league of 6 typically lands.
Season Outliers
Number of teams that finished above the 95th or below the 5th percentile of their own simulated range. Even a well-calibrated model expects about 10% of teams in the extremes.
Minimal Outliers: under 6 * As Expected: 6 to 9.6 * Several Outliers: 9.6 to 13.2 * Many Outliers: 13.2 and up.
Unexpected Relegations
Number of teams that were actually relegated but were not in the model's projected bottom field of the same size. The gold line is how many the model expected to miss on average.
As Expected: under 0.5 * A Surprise: 0.5 to 0.8 * Several Surprises: 0.8 to 1.1 * Many Surprises: 1.1 and up.
Luck Spread
Expected
1.65 points
Some Luck
01.694
Average Finish Error
Expected
0.67
Pinpoint
00.882
Biggest Overachiever
Expected
98.09%
Valur Reykjavik
5091.67%100
Biggest Underachiever
Expected
12.63%
Vikingur Reykjavik
08.33%50
Season Outliers
Expected
1 of 6
Minimal Outliers
00.66
Unexpected Relegations
Expected
0 of 1
As Expected
00.41

Parity

How these are measured

The navy dot is the actual value, the gold line and key are the model's reference where one applies, and the slate ticks are the cutoffs between read labels listed under each metric.

Gini Index
How evenly points were spread across the league. Lower means a tight, balanced table; higher means a few teams ran off with most of the points.
Balanced: under 0.12 * Even: 0.12 to 0.18 * Top-Heavy: 0.18 to 0.26 * Lopsided: 0.26 and up.
Noll-Scully
How much more spread out the table was than a league where every match is a coin flip. The gold line at 1 is that coin-flip baseline. Above it, real talent gaps stretched the table; below it, the league was tighter than luck alone would produce.
Coin-Flip Parity: under 1 * Moderate Separation: 1 to 1.6 * Strong Separation: 1.6 to 2.2 * Wide Separation: 2.2 and up.
Interquartile Edge
Chance the team at the 75th percentile of Elo would beat the team at the 25th percentile on a neutral field. Higher means a bigger gap between the upper and lower half of the table.
Even: under 60% * Slight Edge: 60% to 70% * Clear Edge: 70% to 80% * Wide Edge: 80% and up.
Best vs. Worst
Chance the top-rated team would beat the bottom-rated team on a neutral field. The gold line is how large that gap tends to be in a league of this size; a dot to the right flags an unusually dominant or unusually weak team.
Even: under 70% * Clear Edge: 70% to 82% * Strong Edge: 82% to 92% * Dominant: 92% and up.
Close Games
Share of matches decided by 1 goal or fewer, draws included. The gold line is how many close games the matchups and the scoring value of an Elo point predict.
Few: under 30% * Some Drama: 30% to 40% * Frequent: 40% to 50% * Very Frequent: 50% and up.
Blowouts
Share of matches decided by 3 goals or more. The gold line is how many routs the matchups and the scoring model predict.
Rare: under 8% * Occasional: 8% to 14% * Frequent: 14% to 22% * Very Frequent: 22% and up.
Gini Index
0.34
Lopsided
00.120.180.260.5
Noll-Scully
Coin-flip
1.50
Moderate Separation
01.003
Interquartile Edge
84%
Wide Edge
50%60%70%80%100%
Best vs. Worst
Baseline 97%
96%
Dominant
50%100%
Close Games
40%
Frequent
0%30%40%50%100%
Blowouts
27%
Very Frequent
0%14%100%

Predictability

How these are measured

The navy dot is the actual value, the gold line and key are the model's reference where one applies, and the slate ticks are the cutoffs between read labels listed under each metric.

Brier Score
How close the pregame probabilities landed to the actual result, averaged over the season. Confident, correct calls are rewarded most; confident misses are punished most. Lower is better; since draws are possible, a score under 0.66 beats guessing the base rate.
Highly Predictable: under 0.56 * Predictable: 0.56 to 0.62 * Hard to Predict: 0.62 to 0.66 * Coin-Flip: 0.66 and up.
Matchup Imbalance
How lopsided the matchups were on paper, averaging the gap between the two win probabilities over their sum. 0 means every match was a toss-up; 1 means every match was a heavy favorite against a big underdog.
Very Even: under 0.1 * Slight Separation: 0.1 to 0.18 * Notable Separation: 0.18 to 0.28 * Lopsided: 0.28 and up.
Strangeness
How wild the final table was versus what the model expected. A value of 1 means teams landed about one standard deviation from their projections on average. Above 1 is a stranger season; below 1 hugged the projections.
Very Predictable: under 0.8 * As Expected: 0.8 to 1.1 * Wilder Than Modeled: 1.1 to 1.4 * Chaotic: 1.4 and up.
Repeatability
How closely the final table order matched the preseason Elo order, by Spearman rank correlation. Higher means last season's ratings strongly predicted this season's finish. Shows N/A for an inaugural season.
Weak Carryover: under 0.3 * Some Carryover: 0.3 to 0.6 * Strong Carryover: 0.6 to 0.85 * Near-Lock: 0.85 and up.
Upset Rate
Share of matches the underdog won. The gold line is how often the model expected underdogs to win; a dot to the right means upsets ran hotter than expected.
Chalky: under 25% * As Expected: 25% to 33% * Upset-Prone: 33% to 42% * Very Upset-Prone: 42% and up.
Clear Favorite Upset Rate
Share of matches the underdog won, counting only games with a clear favorite (at least 60% likely to win once a draw is set aside). The gold line is how often the model expected these favorites to slip.
Solid Favorites: under 15% * As Expected: 15% to 25% * Shaky Favorites: 25% to 35% * Very Shaky: 35% and up.
Brier Score
Expected
0.44
Highly Predictable
00.532
Matchup Imbalance
0.55
Lopsided
00.10.180.280.5
Strangeness
Expected
0.97
As Expected
01.002
Repeatability
0.77
Strong Carryover
00.30.60.851
Upset Rate
Expected
13%
Chalky
0%18%50%
Clear Favorite Upset Rate
Expected
7%
Solid Favorites
0%17%50%

Next-Season Status

Across 100,000 regular-season simulations, the probability of each team's next-season status. Columns appear in best-to-worst outcome order: promotion-positive on the left, relegation-positive on the right. Cells with darker shading indicate higher likelihood.

Team Same level Direct relegation
KR Reykjavik 99.69% 0.31%
IA Akranes 99.38% 0.62%
Valur Reykjavik 97.90% 2.10%
Fram Reykjavik 87.18% 12.82%
IBA Akureyri 80.79% 19.21%
Vikingur Reykjavik 35.06% 64.94%

Overall Game Log

Summary of every completed game this season. Sort any column by clicking its header.

Date Opponent Score Pre Elo Opp Elo Win % Tie % Loss % Elo Δ Points
1956-06-10 IBA Akureyri W 2-0 1229 1272 33.4% 21.2% 45.4% +78.1 2
1956-06-10 @ Fram Reykjavik L 0-2 1272 1229 45.4% 21.2% 33.4% -78.1 0
1956-06-11 Vikingur Reykjavik W 4-0 1477 1139 71.4% 20.6% 8.0% +32.9 2
1956-06-11 @ IA Akranes L 0-4 1139 1477 8.0% 20.6% 71.4% -32.9 0
1956-06-12 Valur Reykjavik L 0-1 1194 1368 18.6% 21.0% 60.4% -19.8 0
1956-06-12 @ IBA Akureyri W 1-0 1368 1194 60.4% 21.0% 18.6% +19.8 2
1956-06-21 Vikingur Reykjavik W 4-1 1388 1106 68.5% 20.8% 10.8% +28.1 4
1956-06-21 @ Valur Reykjavik L 1-4 1106 1388 10.8% 20.8% 68.5% -28.1 0
1956-06-22 Fram Reykjavik W 2-0 1510 1307 62.9% 21.0% 16.1% +33.0 4
1956-06-22 @ IA Akranes L 0-2 1307 1510 16.1% 21.0% 62.9% -33.0 2
1956-06-25 KR Reykjavik L 2-3 1274 1513 13.5% 20.9% 65.6% -13.3 2
1956-06-25 @ Fram Reykjavik W 3-2 1513 1274 65.6% 20.9% 13.5% +13.3 2
1956-07-29 IBA Akureyri L 1-3 1078 1174 26.7% 21.2% 52.2% -44.0 0
1956-07-29 @ Vikingur Reykjavik W 3-1 1174 1078 52.2% 21.2% 26.7% +44.0 2
1956-07-31 IA Akranes D 0-0 1218 1543 8.6% 20.6% 70.8% +15.6 3
1956-07-31 @ IBA Akureyri D 0-0 1543 1218 70.8% 20.6% 8.6% -15.6 5
1956-08-12 Vikingur Reykjavik W 4-2 1526 1034 76.6% 19.9% 3.5% +6.0 4
1956-08-12 @ KR Reykjavik L 2-4 1034 1526 3.5% 19.9% 76.6% -6.0 0
1956-08-16 Valur Reykjavik L 2-3 1528 1416 53.9% 21.1% 24.9% -43.3 5
1956-08-16 @ IA Akranes W 3-2 1416 1528 24.9% 21.1% 53.9% +43.3 6
1956-08-17 IBA Akureyri W 3-0 1532 1233 69.4% 20.7% 9.9% +30.8 6
1956-08-17 @ KR Reykjavik L 0-3 1233 1532 9.9% 20.7% 69.4% -30.7 3
1956-08-26 IA Akranes D 3-3 1563 1484 50.0% 21.2% 28.8% -2.6 7
1956-08-26 @ KR Reykjavik D 3-3 1484 1563 28.8% 21.2% 50.0% +2.6 6
1956-08-26 Fram Reykjavik L 2-4 1028 1261 13.9% 20.9% 65.2% -22.3 0
1956-08-26 @ Vikingur Reykjavik W 4-2 1261 1028 65.2% 20.9% 13.9% +22.3 4
1956-09-16 Fram Reykjavik W 5-2 1459 1283 60.6% 21.0% 18.4% +39.3 8
1956-09-16 @ Valur Reykjavik L 2-5 1283 1459 18.4% 21.0% 60.6% -39.3 4
1956-09-23 KR Reykjavik D 1-1 1498 1560 30.9% 21.2% 47.9% +3.3 9
1956-09-23 @ Valur Reykjavik D 1-1 1560 1498 47.9% 21.2% 30.9% -3.3 8

Biggest Upsets

The 25 games where the underdog won despite the lowest pregame win probability. Underdog Win % is the winner's pregame chance of winning the game (lower = bigger upset). @ before a team name indicates the away side. An asterisk (*) after the date marks a playoff game.

# Date Underdog Win % Winning Team Losing Team
Team Elo Score Team Elo Score
1 1956-08-16 24.91% Valur Reykjavik 1416 3 @ IA Akranes 1528 2
2 1956-06-10 33.42% @ Fram Reykjavik 1229 2 IBA Akureyri 1272 0

Biggest Elo Changes

The 25 games that resulted in the largest shift in Elo rating.

# Date Elo Δ Winning Team Losing Team Tie %
Team Score Elo Win % Team Score Elo Win %
1 1956-06-10 78.13 @ Fram Reykjavik 2 1229 33.42% IBA Akureyri 0 1272 45.38% 21.20%
2 1956-07-29 43.99 IBA Akureyri 3 1174 52.16% @ Vikingur Reykjavik 1 1078 26.69% 21.16%
3 1956-08-16 43.27 Valur Reykjavik 3 1416 24.91% @ IA Akranes 2 1528 53.95% 21.14%
4 1956-09-16 39.32 @ Valur Reykjavik 5 1459 60.55% Fram Reykjavik 2 1283 18.41% 21.04%
5 1956-06-22 32.99 @ IA Akranes 2 1510 62.90% Fram Reykjavik 0 1307 16.11% 20.99%
6 1956-06-11 32.91 @ IA Akranes 4 1477 71.44% Vikingur Reykjavik 0 1139 7.97% 20.60%
7 1956-08-17 30.75 @ KR Reykjavik 3 1532 69.41% IBA Akureyri 0 1233 9.86% 20.73%
8 1956-06-21 28.07 @ Valur Reykjavik 4 1388 68.47% Vikingur Reykjavik 1 1106 10.75% 20.78%
9 1956-08-26 22.34 Fram Reykjavik 4 1261 65.24% @ Vikingur Reykjavik 2 1028 13.85% 20.92%
10 1956-06-12 19.80 Valur Reykjavik 1 1368 60.39% @ IBA Akureyri 0 1194 18.57% 21.04%
11 1956-07-31 15.63 @ IBA Akureyri 0 1218 8.56% IA Akranes 0 1543 70.80% 20.64%
12 1956-06-25 13.35 KR Reykjavik 3 1513 65.63% @ Fram Reykjavik 2 1274 13.47% 20.90%
13 1956-08-12 5.98 @ KR Reykjavik 4 1526 76.60% Vikingur Reykjavik 2 1034 3.46% 19.94%
14 1956-09-23 3.35 @ Valur Reykjavik 1 1498 30.95% KR Reykjavik 1 1560 47.86% 21.19%
15 1956-08-26 2.63 @ KR Reykjavik 3 1563 49.99% IA Akranes 3 1484 28.83% 21.18%