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Four-sided dice, abbreviated d4, [1] are often used in tabletop role-playing games to obtain random integers in the range 1–4. Three forms exist of this die : a tetrahedron (pyramid shape) with four equilateral triangle -shaped faces, a rectangular prism with rounded or pointed ends, and an elongated long die with four triangular faces.
For instance, 4d6−L means a roll of 4 six-sided dice, dropping the lowest result. This application skews the probability curve towards the higher numbers, as a result a roll of 3 can only occur when all four dice come up 1 (probability 1 / 1,296 ), while a roll of 18 results if any three dice are 6 (probability 21 / 1,296 ...
dice cup A cup used to shake and roll the dice. [11] die, dice A die is one of usually two or three six-sided cubes used in playing a tables game. Each face of the cube is marked with a number of pips from 1 to 6 that is used in moving men or scoring. Plural: dice. division Same as quadrant. [2] doubles See doublet. doublet Two dice each with ...
A very common notation, considered a standard, expresses a dice roll as nds or nDs, where n is the number of dice rolled and s is the number of sides on each die; if only one die is rolled, n is normally not shown. For example, d4 denotes one four-sided die; 6d8 means the player should roll six eight-sided dice and sum the results.
Diceware is a method for creating passphrases, passwords, and other cryptographic variables using ordinary dice as a hardware random number generator. For each word in the passphrase, five rolls of a six-sided die are required. The numbers from 1 to 6 that come up in the rolls are assembled as a five-digit number, e.g. 43146. That number is ...
Trouble (known as Frustration in the UK and Kimble in Finland) is a board game in which players compete to be the first to send four pieces all the way around a board. It is based on a traditional game called "Frustration" played on a wooden board with indentations for marble playing pieces and rules similar to Parcheesi.
Pieces may only leave the nest with a roll of a five on a single die or the sum of the dice. A double five can be used to move two pieces from the nest simultaneously. [1] In the case of a non-doubles roll, a player may move one or two pieces, either one piece by each of the numbers on the two dice or one piece by the total.
E.g. a roll of 2-2-4 gives the banker a point of 4. Note that one cannot set a point of 1 or 6, as those would result in an automatic loss or win, respectively (see above). Re-roll: If the dice do not show any of the above combinations, then the banker rolls again and keeps rolling until they get an instant win or an instant loss, or sets a point.