It's a Dungeons & Dragons convention
The "d" dice notation originates with Dungeons & Dragons, which innovated in the use of multiple types of polyhedral dice and often requires multiple such dice to be rolled at once. The frequency with which rolls are required necessitates a dice notation in order to present it in an abbreviated form. It ...
Well, that was an obscure one.
As seen in the below image, these dice are from the 2006-07 Collectable Miniatures game Dreamblade. As far as I can tell, the game was extremely popular in a very small niche, and without the miniatures themselves I don't think the dice have any particular intrinsic value. They look pretty neat, though.
These dice are for a game called GOLO Golf Dice.
I asked dice guru Kevin Cook at dicecollector.com and he recognized them almost immediately. This game is sold by a company called Zobmondo. It looks like the PDF rules are free to download, but you're missing some dice. In order to play, you're going to need the other seven dice since you roll all nine at ...
Opposite sides add up to 21 on a d20 for the same reason that opposite sides add up to 7 on a d6: if there's a manufacturing or design defect, and the die ends up slightly flatter than intended, then the average result of the die will not change.
Consider a d6 that ends up a bit flat: two sides opposite each other will both have an increased chance of being ...
It is less confusing to say "twenty D six" (20d6) than to say "twenty six-D" (20 6d), which could be interpreted as a "twenty-six-D" (26d).
Having the D act as a delimiter between the quantity of dice and the number of faces of the dice makes it explicit which number applies to which part of the statement.
Then to get to "...
It appears you have the Championship Edition (or the Mega Edition or some other recent modified version), which includes a "speed die" (that third die) for speeding up the game, though it's definitely not part of the original game. There are two "bus" faces, and one "Mr. Monopoly" face.
I found these rules on Hasbro's site explaining how it works. The PDF ...
It looks like this die is from the Pokemon Card Game; part of the 'Roaring Skies Elite Trainer Dice Set' which is used to keep track of damage done to Pokemon in the card game.
The symbol on the dice in place of the number 1 is the Pokemon set symbol for the Roaring Skies set:
These are survivor dice from the cooperative world-of-survival-horror board game Dark, Darker, Darkest.
(The picture is labeled as "an expansion", but it's just a set of dice in each of the player colors. The base game uses these dice but shares a set among players.)
The die belongs to the 2013 version of Taboo, which added the new "game-changer die". You can see it in the picture below along with the other components of the game:
As a game variation, you can roll the die before each round and have a chance to play with an alternate rule
T: Play with standard Taboo rules
Roman Column: You must be perfectly still, like ...
Backgammon uses a die like that; it's known as a doubling cube. It's used, when playing a multi-game match or for money, to track the current stakes of the game. Note that in this capacity it's not really rolled as a die; it's just a cube with the necessary numbers on the faces.
I assume that we are speaking about a D20 that makes some attempt to roll fairly, such as the ones used in D&D. This is different from the aptly named "spindown" D20 which is numbered in a simple spiral.
Why do opposing faces add up to 21?
According to Everything2.com's article on D20, opposing sides add up to 21 so that the numbers most distant from ...
Doing some research shows you will still 5-9 range but it will be slightly more when you are using d4. Now if that difference causes a problem that would be up to you to decide. One other thing to note is you will no longer be able to roll a 2.
This comes from https://anydice.com/program/51b6
# | % for 2d6 | % for 3d4 |
2 | 2.777778 | 0....
Whatever non-expert game you play (Monopoly, snakes and ladders, etc.), rolling a 6 is good, rolling a 1 is bad. So I'd say "You win if you roll a 4 or more" is the most intuitive way to speak to a non-gamer.
This die is from the Star Wars: Galactic Battle Game. This was a game that involved individual action figures being purchased which came with cards & dice for use in the game. Some models like Yoda or Amidala came with black & gold dice, and others like Captain Rex or Ahsoka came with blue & white dice.
(blue dice source)
(gold dice source)
This is a really interesting question and just spent last hour googling around for various thoughts.
The first thing is why pips and not numbers. This is because the invention of dice predates the invention of numbers. source
According to the wikipedia article on pips its notes that the pip designs are 'easily countable' Why the particular patterns for ...
Could it be one of
Rory's Story Cubes
After looking closely at those photos, I'm going to say definitively, why yes. Yes it could:
In the top photo, the front right die has an [L] and a fire facing the camera.
In the bottom photo, the die in the top right of the box art depicts a single die with a magnet, sheep, and footprint on three sides.
SQB points ...
In theory, yes (the macro nature of the dice and the table overcoming any quantum-level randomness, leaving you with classical physics). In practice, the bulk of the evidence says no, that the chaos in the system is greater than human skill can overcome, but some people claim such a special skill.
See the short wiki article for (the scant) details.
In general, rolling more, smaller dice will give a narrower range of possible answers and a distribution that's more concentrated around the average value, compared to rolling fewer, larger dice. This is easy to see by looking at the extremes: rolling a single d12 will give every value between 1 and 12 with equal probability (broad range, no peak at all)...
This page on DiceGameDepot has an exhaustive article about it. A visual aid from that article:
From my experience and the info from article, the 16mm die is the most common plastic die, used in the most packaged tabletop games, likely for it's good balance between readability and usability, while taking up fewer space in boxes or storage than the bigger ...
Ah-ha. I searched for the 2015 gen con convention map, looked up the booth number and found the associated store.
Lumps, by Continuum Games There are a couple of printings, with various packaging and dice colorings (I'm a bit partial to the coal-colored ones).
As mentioned in the question, a ...
You're actually asking two questions:
How can I design a function that computes a result on a dice roll that gives asymptotically decreasing benefit to adding more dice?
How can I have a system where adding more dice doesn't lead to a predictable result?
The first question is simple. Take the highest X dice of a roll. Alternatively, set some threshold ...
I may be misinformed, however my understanding of the situation is that this is a result of trying to normalize the value of each region on the d20.
The best comparison is between an MTG spindown (where the numbers count down from 20-1 in sequence spiraling around the d20) and a regular d20. A spindown has all the high values clustered at one end, and the ...
Found it! Through sheer Google-fu, I discovered ThinkBlot!
Tom Vasel's review describes its use:
The game is very simple. Up to six players are given a sheet from a pad included with the game, along with a pencil. Then, the Thinkblot book is opened. It is a spiral bound book that transforms into an Easel with 75 different inkblot pictures, as well as a ...
The dice appear to be from a game called Don't Bug Me, published in 1969/1970 by the Pacific Game Company (of California).
A look inside the box reveals a pair of dice with an identical bug on each die:
(Note that many other companies have released unrelated games under the same name too.)
All the official rules say is " Starting with the Banker, each player in turn throws the dice.The player with the highest total starts the play: "
However I have never seen a system for determining who goes first where if the top place is a tie all players re-roll, only the players that actually tie re-roll.
This has been a problem since the days when dice, hand-carved out of sheep's knucklebones, could never be considered mathematically fair. Historically, there have been two principal ways of improving a game:
Make sure that a particular number is not always good or always bad. In Craps, rolling a 7 is good for the shooter on the first roll, but bad ...