Dice Duel
Two dice for you, two for the house. Highest total takes the round. Winning adds tokens, losing costs nothing at all, and a double six pays a bonus worth precisely zero pounds, dollars or anything else.
Your roll
The house
Two dice each. Ready when you are.
The arithmetic, printed
- Each die is a fair six-sided roll, so two dice produce thirty-six equally likely combinations.
- Seven is the most common total, appearing in six of those thirty-six combinations.
- Two and twelve are the rarest, one combination each, which is why the double six carries the bonus.
- You and the house roll from identical distributions, so over a long run the split tends towards roughly forty-four per cent wins, forty-four per cent losses and twelve per cent dead heats.
- A win adds twenty-five tokens, and a double-six win adds one hundred. A loss deducts nothing, because there is nothing to deduct.
Three notes from the camp
Losing is free
The token counter only ever goes up or stays still. We removed the losing side of the ledger deliberately, because a falling balance is the exact mechanic that keeps people chasing.
Streaks mean nothing
A run of eight wins is a pleasant coincidence, not a hot hand. Each roll is entirely independent of the one before it, and the dice have no memory of your evening.
The bonus is a joke
One hundred tokens for a double six sounds generous until you remember that a token cannot be spent on anything. It exists purely so the rare roll has a small flourish.
Stop whenever
There is no session to close, no progress to save and no penalty for walking off mid-round. The wipe button and the browser's close button are equally valid exits.