# How to simulate random events without repetition (no cards)

I'm writing a game manual where there are a lot of random tables with events. A good game session should make them unique, instead of repeatable (i.e., occurs only once).

If I had cards, the solution would be to shuffle the cards and deal the first X cards. Problem solved. But I have just the printed tables (in the book) and the dice.

I thought about two solutions (assuming 36 different values in the table):

1. Throw the dice X times. Remove duplicates. You should have a list of the events sorted: "21 - 14 - 35 - 03 - 16 - 39". The player would follow this order.

2. Throw the dice each time you need an event. Write it out in a separate sheet the number (e.g., "21"). If you throw the dice and get a marked number, throw it again.

I prefer the first solution, but both needs extra notekeeping that I would like to avoid. Any further solutions?

• I would disagree on a good game session needing unique events instead of having the ability to repeat them. Also need to consider the ability to manipulate the mechanic used such as being able to get certain results with dice. Commented May 12, 2023 at 20:55
• Do you need a memory aid? Normally, if the events are important and distinctive enough to be worth weeding out duplicates, I'd expect most players to remember whether or not a given one has come up before. Commented May 12, 2023 at 22:27
• Why the need to throw a die, when there is a list of events in the book to follow? Each time you play the game, you use the next set of tables. Commented May 13, 2023 at 10:28
• Is X known? Or at least the range of values X can take. Commented Jun 6, 2023 at 15:24
• @JackAidley, yes, suppose I have an island area that the player(s) deal(s) with 7 events. Every time the game is played, a random table with 36 events is presented for this island, and so each time the player(s) would get 7 events, probably different ones. Commented Jun 11, 2023 at 3:36