Dice

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Dice are physical game elements that are used to randomize an outcome from a predefined set of outcomes, each outcome having the same likelihood.

Many games make use of randomness to determine what happens during gameplay. Dice is one of the most common ways of achieving this, with the 6-sided dice being the most common.


Classical

Platonic Solids[1]

4 8 12 20


10-sided

The normal die is 6-sided with markings from one to six but many alternatives exist: 2-sided (coins), 4-sided, 8-sided, 10-sided, 12-sided, 20-sided, 24-sided, and ball-shaped with a 100 markings. It is possible to vary these Dice further by exchanging the markings with other numbers, or icons representing resources, actions, or other more specific outcomes. The distribution of the outcomes can be further modified with multiple instances of the same outcome in the predefined set, for example, by creating random numbers from one to three using two markings for each of the numbers in a 6-sided die. Several Dice can be used together to create approximations of normal distributions.

Examples

[[

Bloodbowl Bloodbowl (computer game) Pachisi

Roll Through the Ages: The Bronze Age

Pickomino

Mmm ... Brains!


Board Games

Dice games

Warhammer 40K

Formula D

Tabletop Roleplaying Games

See Dice Games Properly Explained[2] for numerous more examples of Dice games.


Using the pattern

Using Dice in games consist of considering what Dice to use, what one should use them for, and if one should use them in combinations.

Standard Dice are 6-sided but regular other types are 4-, 8-, 10-, 12-, and 20-sided Dice. Tabletop Roleplaying Games such as Basic Roleplaying and Dungeons & Dragons are examples of games that make use of all these Dice while Battlestar Galactica: The Board Game only uses 8-sided Dice. Other types of Dice exist (e.g. 7-, 16-, 24-sided


One reason to use combinations of Dice is to create more complex probabilities. This is most often used to create normal distributions so that the average values are much more probably than the extreme values, examples of games that use this include GURPS. Another reason is to create the possibilities of Sets, which Yahtzee and Roll Through the Ages: The Bronze Age are examples of.


Formula D

Although not mechanically necessary in computers, Dice can be used in computers either because the non-computerized game use Dice or because Dice provide a well-known means of randomizing with well-known distributions. In computer games, the outcome of a die roll may, of course, be fudged to achieve Balancing Effects but the player may over time perceive this and this may prevent the Perceived Chance to Succeed.

different types of marking

Warhammer 40K scatter die

numbers

Roll Through the Ages: The Bronze Age

Pickomino

Mmm ... Brains!

hit areas

weather,

väderstreck


Can Be Modulated By

Extra Chances, Feigned Die Rolls

direction

Although Dice can be used as part of determining the outcome of most actions in games, common areas are Movement (e.g. Pachisi), Combat (e.g. Dungeons & Dragons and Warhammer 40K), and Skill checks (e.g. GURPS and Basic Roleplaying).

Consequences

Dice can provide Randomness in games, and this can in turn let players feel Luck. However, in many cases the use of Dice also allow the possibility of developing Strategic Knowledge about distributions and probabilities.

Although not diegetically present, they effectively be the Focus Loci for players, especially when they represent abstract actions or the Game Worlds are abstract (as for example in many Tabletop Roleplaying Games.

Relations

Can Instantiate

Focus Loci, Randomness, Strategic Knowledge

Can Modulate

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Can Be Instantiated By

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Can Be Modulated By

Extra Chances, Feigned Die Rolls

Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern Dice that was part of the original collection in the book Patterns in Game Design[3].

References

  1. Wikipedia entry for platonic solids.
  2. Knizia, R. (2000) Dice Games Properly Explained. Elliot Right Way Books.
  3. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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