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17

No, you can't do that. From Comprehensive Rules (bold mine): 707.6. If you control multiple face-down spells or face-down permanents, you must ensure at all times that your face-down spells and permanents can be easily differentiated from each other. This includes, but is not limited to, knowing the order spells were cast, the order that face-down ...


16

As I noted in a comment, there are techniques I've seen people use with spindown dice - most notably a sort of 'skitter along the table' throw where the die is primarily slid rather than tumbled - that can be used to great effect in rolling high numbers. There's enough imprecision that shots can't really be called precisely, but for spindown dice where all ...


8

Short Answer: No. Long Answer: The odds of getting a 5:2 split over the more common 4:3 split is unchanged, even if the first card is intentionally chosen to be a copper. Mathematically, this can be proven using hypergeometric distribution. This can be calculated using the following function, where N is the size of the deck, n is the number of cards ...


7

As long as neither player has information about the order of cards in a deck of cards, no player can gain an advantage from a "bad" shuffle. A "bad" shuffle could be defined as a shuffle that does not, by a reasonable standard, erase all information remaining from the end of the previous game, most notably the order of cards. This does not mean that there ...


4

I believe a probabilistically equivalent question is "If a single card revealed from an opening hand is copper, does it tell you anything about the starting deck?" Order doesn't matter (even in your example situation, as every hand is guaranteed to have copper, that the first card is copper isn't significant). Bayes' Rule for conditional probability says ...


4

If 20 and 2 are next to each other, adding a weight to the opposite side of the dice would increase the chances of a both 20 and 2 getting rolled. If 20 and 19 are next to each other, adding a weight to the opposite side of the dice would increase the chances of rolling a high number. In other words, it's easier to make a trick dice if it's a countdown ...


3

The more dice you use to generate a single random value, the closer each random value will be to a certain average. You can see this happening in Catan: rolling two dice results in a lot more sevens than twos. If you do this with 4 dice, almost everything will be centered around the 14th coordinate. If you don't mind some normalization, you could use 2d12 ...


3

There are certainly games in which a bad shuffle can benefit one player. I remember playing Ligretto, also called Dutch Blitz, against my teenage nieces who were winning far more frequently than even teenage reflexes would indicate likely. In Ligretto the cards end up stacked in order, and there is a distinct advantage to having low cards on the top of your ...


2

The answer to this question is going to depend on how you are shuffling the cards. If you are doing a standard riffle shuffle then as long as you can do a decent shuffle you should not need to do it more then 7 times. In most games shuffling the deck 3-4 time is enough to provide the randomness that the game needs. It should also be noted that even if you ...


1

Certainly there are tricks to rolling dice, but I believe all but one of them apply to a D6 at best. The more numbers your die shows, the harder any trick becomes, because a D20 topples much more easier than a D6, because its ratio of weight per single face area is much larger than for a D6, and the angles between faces are much larger than 90°. Compared to ...


1

Knowing that the first card is a copper (or an estate) doesn't bias the 5/2 distribution at all. Knowing the first two cards, however, does bias the distribution. The best justification I can come up with is to mark a single copper as your special copper. If you divided the ways of getting a 5/2 split into different classes depending on 10 different ...



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