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5

This is inspired by the action-choosing mechanism from Speculation. Start of game setup: Get six objects that can represent planeswalk/chaos/nothing: colored marbles, Scrabble tiles, popsicle sticks with symbols drawn on them, etc. Place the objects in an opaque bag. When the player wants to "roll": The player pays the cost for rolling and chooses an ...


2

I found some "ways to play" on the Story Cubes website. Some just involve getting more or other dice, but some are actually just house rules, or alternate rules. I will be trying some of them out. Some of those are little more than showcases / advertisements for different sets, but a couple of them are quite useful. #4 Superheroes Each person roles 3 ...


1

Here's one option: limit the number of chaos rolls and the number of planeswalk rolls to 1 per turn. If you roll the planar die n times, the probability of rolling at least one planeswalk symbol is 1-(5/6)^n, and of course the probability is the same for chaos. So, my suggestion is this: determine the number of rolls (and tap for that much mana), then ...


1

I wrote a Mathematica script to handle the dice rolling. It keeps track of all previous dice rolls, and weights the next dice roll probabilities according to the difference (expected # times rolled) - (actual # times rolled), so that the actual distribution converges faster to the expected. (And dice rolls on different turns are not independent.) Though ...



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