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D.I.C.E. (DNA Integrated Cybernetic Enterprises) is an animated television series produced by Bandai Entertainment Inc., XEBEC, CGCG and Studio Galapagos (computer animation). Originally made for the United States, the series was first broadcast in Cartoon Network in US, then YTV in Canada. On December 12 2005, the Japanese version was premiered on Animax under the title . On January 7 2006, the Tagalog version premiered on Hero TV. ABS-CBN network followed by broadcasting the series in Tagalog on January 28 2006. As of April 4 2009, D.I.C.E. has already run for a total of 13 full runs in the 4 channels which broadcast D.I.C.E. in the Philippines.



In Sarbylion galaxy, there is an organization named DICE (DNA Integrated Cybernetic Enterprises) to help those in need. Among them, F-99 is the only unit comprised entirely of children. Often being trivialized by their young ages, DICE member use RADOC to summon the Gild suit (Gild jacket) to help them to gain some respect among suspicious locals. When a problem arises, DICE is called to the rescue. With the Dinobreaker, which can transform from Vehicle Mode to Dino Mode, the DICE team can always get the job done.

D.I.C.E. is sometimes compared with Thunderbirds, not only because of the rescue theme, but also the GTR catchphrase, which means "Good to Roll". (Some prefer it as 'got the request')

In the Japanese version of the show, D.I.C.E. stands for Dinobrakers Integrated Cybernetic Enterprises.


DICE members

Fortress F-99

Among DICE, the F-99 is run by children, specifically orphans.

Other DICE members

Heron Knights

The Heron Knights first appeared in Episode 27, during the show's second season. They are the guardians of the Heron Universe.


B-DICE is an organization that tries to discredit DICE by posing as DICE members, but without a convincing disguise, their tricks are easily uncovered. The famous slogan is We are B-DICE, but that doesn't mean we're nice!


Dinobreaker is a transformable mechanical creature used by a Dinorider. Dinobreaker transforms by calling it with the appended phrase 'libertize'. To keep their wild personalities under control, they only eat refined pellets. Feeding a Dinobreaker with raw pellet is a recipe that guarantees troubles! Among the Dinobreakers are:


Season 1

Episode number English name Japanese episode name Episode Synopsis
1 SOS from Planet Saffaron SOSダイス! バイオプラント大崩壊 The Planet Saffaron appears to be in danger. However, the D.I.C.E. gang is called to the rescue. But, there is one problem with the people there, they do not believe that D.I.C.E. can help because they are all young kids. After all the conflicts, D.I.C.E. finally get to work and attempt to save the planet.
2 Invading the Pirate Planet 海賊惑星に侵入せよ! D.I.C.E. are appearing to have a good workout, that is until they get a call about a bunch of pirates attacking spaceships. As always, D.I.C.E. transforms to their dinobreakers and attempt to defeat the pirates. While on the mission, Jet meets up with their leader The Phantom Knight.
3 Race Through the Plasma Blizzard プラズマブリザードを切り抜けろ! D.I.C.E. has to travel through a Plasma Ice Blizzard on planet Balios to get medicine to cure a boy's acute vacuum sickness, a disease in which the body rejects oxygen, and can result in death if a vaccine is not administered within 24 hours of contracting the disease.
4 Countdown to impact タイムリミット! 彗星爆破計画 Terrace K officials send an SOS to D.I.C.E. when their satellite detects a large comet, large enough to destroy the planet completely, heading their way. There are many lives at stake, and evacuating the whole population is impossible. As usual, D.I.C.E. finds a solution to the problem. However, an unexpected problem awaits them.
5 The Monster of Lupis Sea 高速の怪物を捕えろ The highly-advanced ship Cleomyra experiences system malfunctions during a test run and starts running out of control at top speed. With no way of regaining control of this top-secret vessel, the North Federation officials decide to self-destruct it to conceal evidence. However, there are three crew members on board.
6 Operation Grand Prix ゴー! ラプター! グランプリを決めろ! A prestigious car race is secretly manipulated by three executives of the most influential corporations who are sponsoring the race. In order to win, they plant various hazards along the course to eliminate the rest. D.I.C.E. is called to reveal the truth behind the dark corporate greed, and bring justice to the Grand Prix once and for all.
7 The Vanishing Planet 最果ての星への挑戦! D.I.C.E. has a new mission to replace power units throughout the planet Yasutake and retrieve the data. However, the worm hole leading to the planet Yasutake appears only once every 29 years for only 11 hours. Tak is excited for the opportunity to witness such a mysterious phenomenon, but Jet is reluctant to go.
8 Five Seconds to Interplanetary War 星間戦争5秒前 When a fishy explosion on Planet ROB2 is suspected to have been planted by a ROB3 spy, D.I.C.E is called to investigate the situation and prevent all-out war between the two planets. With only a few hours left before the start of the war, D.I.C.E attempts to unravel the mystery and prevent the war from breaking out.
9 Forgotten Labyrinth 遺跡の星のラビリンス Jet and Robert are assigned to find a treasure box hidden in a dangerous, secret dungeon on an inhabited planet. What they do not know is that this is a test mission to evaluate their skills as D.I.C.E. agents. Traps and secrets exist all over the dungeon. But when B-DICE shows up things go from dangerous to deadly, with Jet and Robert's lives at stake!
10 Puffy's Quest 密猟者のワナ! クック鳥を救え! The team of F-99 is hired to protect the coo-coo baby birds, but when the parents end up missing it is up to F-99 to find them and save the day. Will they succeed, or will it be up to the locals to protect the babies forever?
11 The Mega-Gravity Planet 対決!超重力の星! The mission for DICE is to go to the planet of Gorban and retrieve the "dark stone of Heron." But this planet is called the "Star of Death" for a reason: it generates an overwhelming amount of gravitational force unbearable to humans. Once again, Jet meets Phantom Knight, and the hunt for the dark stone becomes a fierce race between the two!
12 Jet Defeated ダークファントムはどこだ!? Shocked and depressed about his defeat at the hands of the Phantom Knight, Jet decides to take some time away from work. Though his pride and confidence is shattered, Jet still desires to challenge the Shadow Knight once more. Fate brings them together again, but a mysterious rider suddenly appears and interferes in their duel.
13 Jet Returns! 最大の危機! 立ち上がれジェット Motoraptor is badly wounded and is admitted to a repair center for mechanical life forms. While Jet is mourning next to the spiritless Motoraptor, other DICE members are dispatched to stop the battle between a mysterious Motostinger and the Phantom Knight. Who is behind Motostinger, and what is the secret of Heron?
14 The Mutant Laboratory 潜入! 恐怖のミュータント実験場! An abandoned laboratory has been conducting bio-chemical weapons experiments on animals. As time passed, these animals transformed into dangerous mutants and began to threaten humans. DICE and the scientists combine their strength to eliminate the dangerous and powerful mutants.
15 Terror Under the Sea モノクローラー通信不能!マルコ応答せよ! A freight ship carrying a top-secret device crashes into the deep ocean floor from a small explosion onboard, and DICE is called to recover freight ship's mysterious cargo. What they do not know is that a powerful bomb was stolen from the crashed freight ship, and in the wrong hands this bomb could possibly spark another war between the planets Gauron and Durus.
16 Miss Lily's Memories ギャングだらけの大冒険旅行 Miss Lily, a wealthy retired woman, wants to find someone she fell in love with during her younger years. She hires DICE to accompany her to a distant planet and find this person who she was thinking about for a long time. But her past life returns to haunt her once she arrives there.
17 Fugitive Android 逃亡アンドロイドを追え! The members of F-99 are hired to track down an android named Miss Liane that stole corporate secrets from the company that hired F-99. As they try and track her down the Phantom Knight shows up again and things get out of hand... again.
18 Trusting the Enemy 大捜索! 怪獣惑星デュラス! Captain Spike is helping foil an attack from space bandits when he and hoverrhycus crash land on Durus after taking a hit and lose communications with D.I.C.E. Jet and Fortress F-99 go to the Gauron Space Prison. Where the meet with the Lady from Durus for help finding Capt Spike, but end up breaking her out. But they don't know what awaits
19 Runaway Train 弾丸特急を止めろ! After a successful mission delivering high explosive to a mining site Jet takes "the long way" back to the fortress by riding the planet's supersonic bullet train. Unfortunately, one of the other passengers transports hazardous materials for a living too... good thing a member of D.I.C.E. is on board.
20 The Point of No Return 帰らざる時 In a mystic place where memories of the past become reality, Jet and Marco wind up in a dream-like world and must save themselves from eternal entrapment. Puffy must save her two childhood friend from that place with the help of the Phanthom Knight.
21 Uncovering Heron's Secret ヘロンの秘密にせまれ! DICE has been invited to participate in the "Heron Festival" held by the Fami People on planet Tolle. The F-99 team thinks it'll be a big mission, but really all they're doing is appearing in a parade. Jet gets separated from the rest of his team, and stumbles into an ancient underground city with people who claim they are the true Fami People, and that Jet is to be their savior! And just when things start to look like they couldn't get any worse, the Phantom Knight arrives!
22 Jet Escapes! 犯人?ジェットの大脱走! An alien fugitive comes to the planet Gale and holds the manager of a bank hostage. But this pint-sized fugitive is not interested in money: his sole demand is to see his only daughter, who was taken from him unjustly. Jet and the rest of the DICE team help the fugitive find his daughter on one condition: he is to turn himself in and plead guilty to all his crimes after seeing his daughter.
23 The Secret of Sitan 秘宝? 幻のシタン文明! DICE is given a mission to find the ancient treasure mangekyou. But first, they must find two treasure maps in order to find the treasure's location. With help from an archaeologist, they manage to find the secret kaleidoscope... and also witness sights beyond their expectations.
24 The Body of Elders Conspiracy 最終決戦! ダークファントムを救え! In a section of DICE 0, The Phantom Knight wages a desperate battle against numerous Motostingers. When the DICE team learns about the battle, Jet leads the group in pursuit of the Phantom Knight in order to learn his motives, leaving Tak behind on F-Station. As a conspiracy is unveiled within the body of elders, the badly outnumbered Phantom Knight fights for his life, and Jet and the DICE team try to discover the hidden truth behind everything.
25 The Phantom Knight's Secret! ダイス壊滅? 長老会の野望 Jet learns true identity of the Phantom Knight: he is Jet's older brother, Zack! Meanwhile, the Body of Elders enact their plan to escape to the forbidden planet called Heron in their attempt to acquire eternal life. Branding the F Station as traitors, the Body of Elders commands the other fortresses to capture them, and a fierce battle between the F-99 Fortress and the C-01 Fortress begins.
26 DICE vs. DICE! 大激戦! ダイスVSダイス! F-99 arrives at the F Station to find it under attack by the forces of dices:A-E. Sam upgrades all the dinobreakers with a device that will allow them to move through space like Capt. Spike's Hover-incus, however he hasn't had the time to add boosters or stabilizer rockets.

In Japanese broadcast, Puffy's Quest becomes episode 15, Terror Under the Sea becomes episode 10.

Season 2

Episode number English name Japanese episode name Episode Synopsis
27 The Amazing Heron Knights! 突入ヘロン宇宙! 新たな冒険! Jet and the team of F-99 enter the Heron Universe to keep the secret of immortality safe, but what mysterious groups await them upon their arrival?
28 Take Off! Dragon Fortress! 発進!ドラゴンフォートレス A mysterious Dragon Dino Breaker is discovered by F-99. Could this dragon be the faster way they're searching for to cross the Heron Universe?
29 The Legend of the Sword 剣の伝説 F-99 learns that two mysterious swords appear to control the Heron Universe, and The Phantom Knight has 1/2 of one of them. Can F-99 trust The Phantom Knight?
30 Battle on Planet Lakia ガス惑星の決闘! The rivalry between The Heron Knights and DICE begins as DICE tries to save citizens in F-99, but will it result in a war between the two factions?
31 The Kingdom of B-DICE バイスの王国 F-99 desires to meet the Immortal Pharaoh, ruler of The Heron Universe. They journey to a planet where they discover B-DICE is impersonating the Immortal Pharaoh. Can they stop a war when The Heron Knights discover this treachery?
32 Jet Transforms, Part 1 ジェット対ダークファントム! The other 1/2 of the Malusword is discovered on the Dragon base. Can Jet use this weapon to get his brother to join their team?
33 Jet Transforms, Part 2 モトラプター アルトブレイク! Jet manages to gain control of the completed Malusword, but it appears to take over his body and his dinobreaker. Can Zack and F-99 find a way to free him from the Malusword when the Heron Knights appear to want to destroy it?
34 After the Malusword ダークソード! ジェット決死の捜索 With the Malusword once again having been separated into two pieces, it is up to F-99 to prevent the Phantom Knight from uniting it and destroying the Heron Universe.
35 Planet of Fossils ディノブレイカー誕生の秘密 The Heron Knights discover a planet full of ancient dinobreaker fossils, but when something knocks them all unconscious, it is up to F-99 to swoop in and save the day. What secrets await our heroes in the cave of fossils though?
36 Brother vs. Brother 悲しみの兄弟対決! The other 1/2 of the Malusword has finally reappeared, and the only one who can prevent Zack from uniting the two pieces is Jet.
37 A Village Named DICE ダイスという名の村 While on their way to save The Immortal Pharaoh from The Phantom Knight, F-99 discovers a planet with the DICE symbol and discovers the burial site of their team's creator, captain DICE.
38 Dinobreakers in Danger! 総攻撃! 惑星アレク大攻防戦 The Phantom Knight has united with the wild dinobreakers to take on the immortal Pharaoh, but The Heron Knights are standing in their way. Does Zack stand a chance against his old teammates, and exactly what is F-99 planning on doing to stop this war?
39 The Truth 最後の戦い! さらば,ダークファントム! Jet learns that the Immortal Pharaoh is really possessed by The Luma Sword, and when The Immortal Pharaoh slays The Phantom Knight, only Jet has the power to take up his brothers sword and continue the fight.
40 The Future of DICE 未来のダイスたち In the final episode of DICE, Jet uses the Malusword to battle the immortal Pharaoh and the Luma sword. F-99 gains some surprise allies in the form of The Heron Knights, but exactly how can Jet defeat someone with so much more experience, and what will the people of The Heron Universe do when time begins to roll again?
Afterwards>>>F-99 is now G-01 as the Heron Knights joined them.

English version of 2nd season was initially distributed as DVD video on 2005-12-13. Broadcast for the Philippine(Tagalized) version of the 2nd season has already shown last March 27 2006.

Voice cast

US cast

Japanese cast


External links



For other uses, see either Die or Dice (disambiguation).

Two standard six-sided pipped dice with rounded corners.
Two standard six-sided pipped dice with rounded corners.

A die or dice (plural dice, from Old French , from Latin datum "something given or played"[1]) is a small polyhedral object, usually cubic, used for generating random numbers or other symbols. This makes dice suitable as gambling devices, especially for craps or sic bo, or for use in non-gambling tabletop games.

A traditional die is a cube (often with corners slightly rounded), marked on each of its six faces with a different number of circular patches or pits called pips. All of these pips have the same appearance within a set of dice, and are sized for ease of recognizing the pattern formed by the pips on a face. The design as a whole is aimed at each die providing one randomly determined integer, in the range from one to six, with each of those values being equally likely.

More generally, a variety of analogous devices are often described as dice, though the word "dice" used without qualifiers refers to traditional dice by default. Such specialized dice may have cubical or other polyhedral shapes, with faces marked with various collections of symbols, and be used to produce other random results than one through six. There are also "loaded" or "crooked" dice (especially otherwise traditional ones), meant to produce skewed or even predictable results, for purposes of deception or amusement.

Ordinary dice

Western-style, Asian-style, and casino dice.

Western-style, Asian-style, and casino dice.

Common dice are small cubes 1 to 3 cm along an edge (16 mm being the standard), whose faces are numbered from one to six (usually by patterns of dots called pips). It is traditional to combine pairs of numbers that total seven to opposite faces (it has been since at least classical antiquity); this implies that at one vertex the faces 1, 2 and 3 intersect. It leaves one other abstract design choice: the faces representing 1, 2 and 3 respectively can be placed in either clockwise or counterclockwise order about this vertex. If the 1, 2 and 3 faces run counterclockwise around their common vertex, the die is called "right handed"; if they run clockwise it is called "left handed". Standard modern Western dice are right-handed, whereas Chinese dice are often left-handed.[2]

The pips on traditional European dice are arranged in specific circular patterns. The face with two usually has the dots in opposite corners, with the third face containing one between these two. The fourth face has one in each corner, and the fifth adds one in the center, forming a quincunx. The final face has two rows of three pips along opposite edges of the face. Pips on Asian-style dice are in a similar pattern, but are typically closer to the centre of the die; the "one" pip is larger than the others; and the "one" and "four" pips are coloured red. It is suggested that an entirely black and white color combination on the one side would be unlucky and red (a lucky color in Chinese culture) would counteract this. Several legends also mention that the "four" side is colored red because a Chinese emperor (one legend said it was a Ming dynasty emperor, while another stated it was Chung Tsung) ordered it as "fours" helped him win a dice game (sugoroku) against his empress. This story, however, is questionable at best, as it is also probable that "red fours" are also of common Indian origin.[2][3] Another reason why the "four" side might be colored red is because in Asian cultures, the number four is seen as unlucky, like the number thirteen in Western culture, and as mentioned before, it is colored red so that the luckiness of the red counteracts the unluckiness of the four.

Typical facets of an Asian-style (top) and a Western-style die (bottom). Note the compactedness of the pips in the Asian-style die compared to those of the Western-style one.

Typical facets of an Asian-style (top) and a Western-style die (bottom). Note the compactedness of the pips in the Asian-style die compared to those of the Western-style one.
Dice are thrown to provide random numbers for gambling and other games, and thus are a type of hardware random number generator. The result of a die roll is random in the sense of lacking predictability, not lacking cause. Exactly how dice are thrown determines how they will land according to the laws of classical mechanics. However, dice also can exhibit sensitive dependence on initial conditions, making it difficult to predict the outcome of a die roll even with good information about exactly how it is thrown. Some people claim that the pips on the face of certain styles of dice can cause a small bias, but there is no research to support this claim. The bias is reduced somewhat in the Japanese die with its oversized single pip (pictured). Casino dice have markings that are flush, offering the assurance that this brings them very close to providing true uniformly distributed random numbers.

Dice are thrown, singly or in groups, from the hand or from a cup or box designed for the purpose, onto a flat surface. The face of each die that is uppermost when it comes to rest provides the value of the throw. A typical dice game today is craps, wherein two dice are thrown at a time, and wagers are made on the total value of up-facing pips on the two dice. They are also frequently used to randomize allowable moves in board games, usually by deciding the distance through which a piece will move along the board; examples of this are ludo and backgammon.

Precision dice

Precision casino dice, used for the game of craps, may have a polished finish, making them transparent, or a sand finish, making them translucent. Casino dice have their pips drilled, and then filled flush with a paint of the same density as the acetate used for the dice, such that the dice remain in balance. In casino play, a stick of 5 dice are used, all stamped with a matching serial number to prevent a cheat from substituting a die.

Precision backgammon dice are also made with the pips filled in as with casino dice. While casino dice are noticeably larger than common dice, with sharp edges and corners, precision backgammon dice tend to be somewhat smaller. Their corners and edges are rounded to allow greater movement inside the dice cup and prevent chaotic rolls from damaging the playing surface.

Computer generated dice

Some computer games, such as clones of board games, must use computer generated dice. The values are usually determined by a random number generator, then displayed as a visual representation of a die. Some sites which show examples of computer generated random dice are GoTinker [4] and [5]


Bone die found at Cantonment Clinch (1823 - 1834), an American fort used in the American Civil War by both Confederate and Union forces at separate times. The fort was also used in 1898 in the Spanish-American War.

Bone die found at Cantonment Clinch (1823 - 1834), an American fort used in the American Civil War by both Confederate and Union forces at separate times. The fort was also used in 1898 in the Spanish-American War.
Knucklebones die, made of Steatite
Knucklebones die, made of Steatite
A collection of historical dice from Asia
A collection of historical dice from Asia
Dice have been used throughout Asia since before recorded history.

The oldest known dice were excavated as part of a 5000-year-old backgammon set, at the Burnt City archeological site in south-eastern Iran.

Excavations from ancient tombs in the Harappan civilization,[6] seem to further indicate a South Asian origin. Dicing is mentioned as an Indian game in the Rig Veda, Atharva Veda[7] and Buddha games list. It is also mentioned in the great Hindu epic, the Mahabharata, where Yudhisthira plays a game of dice against the Kauravas for the northern kingdom of Hastinapura. In its primitive form knucklebones was essentially a game of skill played by women and children. In a derivative form of knucklebones, the four sides of the bones received different values and were counted as with modern dice. Gambling with three or sometimes two dice was a very popular form of amusement in Greece, especially with the upper classes, and was an almost invariable accompaniment to symposia.

Dice were probably originally made from the ankle bones (specifically the talus or "astragalus") of hoofed animals (such as oxen), colloquially known as "knucklebones", which are approximately tetrahedral. Modern Mongolians still use such bones, known as shagai, for games and fortunetelling. In addition to bone, ivory, wood, metal, and stone materials have been commonly used. Recently, the use of plastics, including cellulose acetate and Bakelite, is nearly universal. It is almost impossible to trace clearly the development of dice as distinguished from knucklebones, because ancient writers confused the two. It is certain, however, that both were used in prehistoric times.

There are several biblical references to "casting lots", as in Psalm 22, indicating that it had become commonplace in the region as of the time of King David. In its primitive form knucklebones was essentially a game of skill played by women and children. In a derivative form of knucklebones, the four sides of the bones received different values and were counted as with modern dice. Gambling with three or sometimes two dice was a very popular form of amusement in Greece, especially with the upper classes, and was an almost invariable accompaniment to symposia.

The Romans were passionate gamblers, especially in the luxurious days of the Roman Empire, and dicing was a favorite form, though it was forbidden except during the Saturnalia. Horace derided what he presented as a typical youth of the period, who wasted his time amid the dangers of dicing instead of taming his charger and giving himself up to the hardships of the chase. Throwing dice for money was the cause of many special laws in Rome. One of these stated that no suit could be brought by a person who allowed gambling in his house, even if he had been cheated or assaulted. Professional gamblers were common, and some of their loaded dice are preserved in museums. The common public-houses were the resorts of gamblers, and a fresco is extant showing two quarrelling dicers being ejected by the indignant host. Twenty-sided dice date back to Roman times, as far back as 2nd century AD

Tacitus states that the Germans were passionately fond of dicing, so much so, indeed, that, having lost everything, they would even stake their personal liberty. Centuries later, during the Middle Ages, dicing became the favorite pastime of the knights, and both dicing schools and guilds of dicers existed. After the downfall of feudalism the famous German mercenaries called landsknechts established a reputation as the most notorious dicing gamblers of their time. Many of the dice of the period were curiously carved in the images of men and beasts. In France both knights and ladies were given to dicing. This persisted through repeated legislation, including interdictions on the part of St. Louis in 1254 and 1256.

In China, India, Japan, Korea, and other Asiatic countries, dice have always been popular and are so still. The markings on Chinese dominoes evolved from the markings on dice, taken two at a time.


While the terms ace, deuce, trey, cater, cinque and sice are hardly common today having been replaced with the ordinary names of the numbers one to six, they are still used by some professional gamblers to describe the different sides of the dice. Ace is from the Latin as, meaning "a unit"[8]; the others are the numbers 2–6 in old French. (The dice game marketed as Kismet uses ace, deuce, and trey.)


In many modern gaming contexts, the count and number of sides of dice to be rolled at any given time is reduced to a common set of notations. Typically this involves the lower-case letter "d", preceded by a die count and followed by (optionally) the number of sides of the dice. For example, 6d8 or 2d6; the former meaning "six eight-sided dice," and the latter meaning "two six-sided dice." Addition or various other arithmetic operations are often added at the end as well, e.g. 3d6+4 "three six-sided dice plus four to the outcome thereof".

Crooked dice

"Crooked dice" refers to dice that have been altered in some way to change the distribution of their outcome.

Loaded dice

A loaded or gaffed or cogged die is one that has been tampered with to land with a selected side facing upwards more often than it otherwise would simply by chance. There are methods of creating loaded dice, including having some edges round and other sharp and slightly off square faces. If the dice are not transparent, weights can be added to one side or the other. They can be modified to produce winners ("passers") or losers ("miss-outs"). "Tappers" have a drop of mercury in a reservoir at the center of the cube, with a capillary tube leading to another mercury reservoir at the side of the cube. The load is activated by tapping the die on the table so that the mercury leaves the center and travels to the side. Often one can see the circle of the cut used to remove the face and bury the weight. In a professional die, the weight is inserted in manufacture; in the case of a wooden die, this can be done by carving the die around a heavy inclusion, like a pebble around which a tree has grown.

A variable loaded die is hollow with a small weight and a semi-solid substance inside, usually wax, whose melting point is just lower than the temperature of the human body. This allows the cheater to change the loading of the die by breathing on it or holding it firmly in hand, causing the wax to melt and the weight to drift down, making the chosen opposite face more likely to land up. A less common type of variable die can be made by inserting a magnet into the die and embedding a coil of wire in the game table. Then, either leave the current off and let the die roll unchanged or run current through the coil to increase the likelihood that the north side or the south side will land on the bottom depending on the direction of the current.

Plastic dice can be biased to roll a certain number by heating them (for example in an oven) with the desired face upward, so that the plastic will soften slightly and "pool" at the opposite (bottom) side of the die without showing much, if any, visible distortion.

Transparent acetate dice, used in all reputable casinos, are harder to tamper with.

Cheat dice

Cheat dice (see below) are often sold as loaded dice but usually are not technically loaded.

Shaved dice

A die can be "shaved" on one side i.e. slightly shorter in one dimension, making it slightly rectangular and thus affecting its outcome. One countermeasure employed by casinos against shaved dice is to measure the dice with a micrometer.

Iced Dice

Iced dice have lead in them, making them land on the 6 side more often. The "ice" refers to the lead in the dice.


Dice with faces other than digit sequences

As noted, the faces of most dice are labeled using an unbroken series of whole numbers, starting at one (rarely zero), expressed with either pips or digits. Common exceptions include:

Backgammon Doubling cube
Backgammon Doubling cube

Non-cubical dice

Barrel Dice

Barrel Dice
10-sided die
10-sided die
Some dice are polyhedral other than cubical in shape. Both seven– and eight-sided dice of modern format are stated in the 13th century Libro de los juegos to have been invented by Alfonso X in order to speed up play in chess variants.[9][10]

In more recent times around the early 1950s, they have become popular among players of wargames and have since been used extensively in role-playing games, German-style board games, and trading card games. Although polyhedral dice are a relative novelty during modern times, some ancient cultures appear to have used them in games (as evidenced by the discovery of two icosahedral dice dating from the days of ancient Rome, currently on display in the British Museum). In modern times, such dice are typically plastic, and have faces bearing numerals rather than patterns of dots. Reciprocally symmetric numerals are distinguished with a dot in the lower right corner (6. vs 9.) or by being underlined (6 vs 9).

The platonic solids are commonly used to make dice of 4, 6, 8, 12, and 20 faces. Other shapes can be found to make dice with other numbers of faces but, other than the 10-sided, they are rarely used. (See Zocchihedron.) The 4-sided platonic solid is difficult to roll, and a few games like Daldøs use a 4-sided rolling pin instead.

A large number of different probability distributions can be obtained using these dice in various ways. For example, 10-sided dice (or 20-sided dice labeled with single digits) are often used in pairs to produce a uniform distribution of random percentages; they avoid number base conversions and are more convenient. Summing multiple dice produces a normal distribution (a "bell curve"), while eliminating high or low throws can be used to skew the distribution in various ways.

Using these techniques, games can closely approximate the real probability distributions of the events they simulate.

There is some controversy over whether manufacturing processes create genuinely "fair" or "honest" dice (dice that roll with even distributions over their number span). Casino dice are legally required to be fair; those used by others are not subject to legally required standards.

Spherical dice also exist; these function like the plain cubic dice, but have an octahedral internal cavity in which a weight moves which causes them to settle in one of six orientations when rolled. However, these dice are somewhat awkward in use because they require a flat and level surface to roll properly — an uneven surface often causes them to stop partway between two numbers, while a sloped surface will obviously cause the dice to keep rolling.

Cowry shells, Yut sticks or coins may be used as a kind of two-sided dice. Because of their lack of symmetry, cowry shells and Yut sticks are not likely to yield a uniform distribution, and the angle and speed of the throw may possibly affect the result.

Standard variations

A matched Platonic solids set of five dice, (from left) tetrahedron (4 sides), cube (6), octahedron (8), dodecahedron (12), and icosahedron (20).

A matched Platonic solids set of five dice, (from left) tetrahedron (4 sides), cube (6), octahedron (8), dodecahedron (12), and icosahedron (20).

Dice are often sold in sets, matching in color, of five or six different shapes: the five Platonic solids, whose faces are regular polygons, and optionally the pentagonal trapezohedron, whose faces are ten kites, each with two different edge lengths and three different angles; the die's vertices also are of two different kinds.

Normally opposing faces of dice will add up to one more than the number of faces, but in the case of the d4, d5, and standard d10 (among others), this is simply not possible.

Sides Shape Notes
4 tetrahedron
Each face has three numbers: they are arranged such that the upright number (which counts) is the same on all three visible faces. Alternatively, all of the sides have the same number in the lowest edge and no number on the top. This die does not roll well and thus it is usually thrown into the air instead.
6 cube
A common die. The sum of the numbers on opposite faces is seven.
8 octahedron
Each face is triangular; looks like two square pyramids attached base-to-base. Usually, the sum of the opposite faces is 9.
10 pentagonal trapezohedron
Pentagonal trapezohedron
Pentagonal trapezohedron
Each face is a kite. The die has two sharp corners, where five kites meet, and ten blunter corners, where three kites meet. The ten faces usually bear numbers from zero to nine, rather than one to ten (zero being read as "ten" in many applications). Often all odd numbered faces converge at one sharp corner, and the even ones at the other.
12 dodecahedron
Each face is a regular pentagon.
20 icosahedron
Faces are equilateral triangles. Typically, opposite faces add to twenty-one. A 2nd century AD Roman icosahedron die is in the collection of the British Museum, though the game it was used for is not known.[11]

Rarer variations

Sides Shape Notes
1 sphere Most commonly a joke die , this is just a sphere with a 1 marked on it. About spherical dice that may produce more than one result, see the section Non-cubical dice above.
2 cylinder This is nothing more than a coin shape with 1 marked on one side and 2 on the other. While some tasks in roleplaying require flipping a coin, the game rules usually simply call for the use of a coin rather than requiring the use of a two-sided die. It is possible, however, to find dice of this sort for purchase, but they are rare, and can typically be found among other joke dice.
3 Rounded-off triangular prism This is a rounded-off triangular prism, intended to be rolled like a rolling-pin style die. The die is rounded-off at the edges to make it impossible for it to somehow land on the triangular sides, which makes it look a bit like a jewel. When the die is rolled, one edge (rather than a side) appears facing upwards. On either side of each edge the same number is printed (from 1 to 3). The numbers on either side of the up-facing edge are read as the result of the die roll. Another possible shape is the "American Football" or "Rugby ball" shape, where the ends are pointed (with rounded points) rather than just rounded.
5 Triangular prism This is a prism that is thin enough to land either on its "edge" or "face". When landing on an edge, the result is displayed by digits (2–4) close to the prism's top edge. The triangular faces are labeled with the digits 1 and 5.
7 Pentagonal prism Similar in constitution to the 5-sided die. When landing on an edge, the topmost edge has pips for 1–5. The pentagonal faces are labeled with the digits 6 and 7. This kind of die is particularly odd since it has pips for five of its results and digits for two of them. Seven-sided dice are used in a seven-player variant of backgammon. Some variants have heptagonal ends and rectangular faces.
12 rhombic dodecahedron Each face is a rhombus.
14 heptagonal trapezohedron Each face is a kite.
16 octagonal dipyramid Each face is an isosceles triangle.
24 tetrakis hexahedron Each face is an isosceles triangle.
24 deltoidal icositetrahedron Each face is a kite.
30 rhombic triacontahedron Each face is a rhombus. Although not included in most dice kits, it can be found in most hobby and game stores.
34 heptadecagonal trapezohedron Each face is a kite.
50 icosakaipentagonal trapezohedron Similar to the 14- and 16-sided dice, the faces of the 50-sided die are kites, although very narrow.
100 Zocchihedron 100-sided dice can be found in hobby and game stores, and such a die is used in some narrative role-playing games such as Dungeons & Dragons. They are not, however, a true polyhedron. A 100-sided die is made by flattening 100 facets on a sphere. The name Zocchihedron was taken from its creator, Lou Zocchi. A typical d100 will be hollow and filled with small plastic objects to dampen the die's momentum when rolled (lest it take off like a golf ball). A 100-sided die is equivalent to a pair of ten-sided dice, and so, even in role-playing games, the Zocchihedron is rarely seen.

The full geometric set of "uniform fair dice" (face-transitive) are:


Probability distribution for the sum of two six-sided dice
Probability distribution for the sum of two six-sided dice
For a single roll of a fair s-sided die, the probability of rolling each value, 1 through s, is exactly 1/s. This is an example of a discrete uniform distribution. For a double roll, however, the total of both rolls is not evenly distributed, but is distributed in a triangular curve. For two six-sided dice, for example, the probability distribution is as follows:

Probability (simplified)

For three or more die rolls, the curve becomes more bell-shaped with each additional die (according to the central limit theorem). The exact probability distribution F_{s,i} of a sum of i s-sided dice can be calculated as the repeated convolution of the single-die probability distribution with itself.

F_{s,i}(k) = \sum_n {F_{s,1}(n) F_{s,i-1}(k - n)} \,

where F_{s,1}(k) = \frac{1}{s} for all 1\leq k \leq s and 0 otherwise.

A fastest algorithm would adapt the exponentiation by squaring algorithm, using F_{s,x+y}(k) = \sum_n {F_{s,x}(n) F_{s,y}(k - n)} \,.

For example, in the triangular curve described above,

|- |F_{6,2}(6)\, |=\sum_n {F_{6,1}(n) F_{6,1}(6 - n)}\, |- | |=F_{6,1}(1) F_{6,1}(5) + F_{6,1}(2) F_{6,1}(4) + \ldots + F_{6,1}(5) F_{6,1}(1)\, |- | |=5\cdot\frac{1}{6}\cdot\frac{1}{6}=\frac{5}{36}\approx0.14\, |}

Equivalently, one can calculate the probability using combinations:

F_{s,i}(k)=\frac{1}{s^i}\sum_{n=0}^{\left \lfloor \frac{k-i}{s} \right \rfloor} (-1)^n {i \choose n} {k-sn-1 \choose i-1}

The probability of rolling any exact sequence of numbers is simply \frac{1}{s^i}. For example, the chance of rolling 1, 2, and 3 in that order with three rolls of a six-sided die is \frac{1}{6^3}, or \frac{1}{216}.

The article Sampling equiprobably with dice describes the probabilities of sampling with dice from any range.

Application in role-playing games

Full set of matching dice used in role-playing games: a d4, d6, d8, d12, d20, and two d10s for percentile: ones and tens.
Full set of matching dice used in role-playing games: a d4, d6, d8, d12, d20, and two d10s for percentile: ones and tens.
While polyhedral dice had previously been used in teaching basic arithmetic, the fantasy role-playing game Dungeons & Dragons is largely credited with popularizing their use in roleplaying games. Some games use only one type, such as Exalted which uses only ten-sided dice, while others use numerous types for different game purposes, such as Dungeons & Dragons, which make use of 20-, 12-, 10-, 8- and 4-sided dice in addition to the traditional 6-sided die. Unlike the common six-sided die, these dice often have the numbers engraved on them rather than a series of dots.
Typical role-playing dice, showing a variety of colors and styles. Note the older hand-inked green 12-sided die (showing an 11), manufactured before pre-inked dice were common. Many players collect or acquire a large number of mixed and unmatching dice.
Typical role-playing dice, showing a variety of colors and styles. Note the older hand-inked green 12-sided die (showing an 11), manufactured before pre-inked dice were common. Many players collect or acquire a large number of mixed and unmatching dice.

Roleplaying games generally use dice to determine the outcome of events, such as the success or failure of actions which are difficult to perform. A player may have to roll dice for combat, skill use, or magic use, amongst other things, generally referred to as a "check". This is generally considered fairer than decision by game master fiat, since success and failure are decided randomly based on a flat probability. Games typically determine success as either a total on one or more dice above (Dungeons & Dragons third edition) or below (Call of Cthulhu) a target number, or a certain number of rolls above a certain number (such as 8 or higher on a d10) on one or more dice (White Wolf's World of Darkness series). The player may gain a bonus or penalty due to circumstances or character skill, usually either by a number added to or subtracted from the final result, or by having the player roll extra or fewer dice. For example, a character trying to climb a sheer wall may subtract from their dice roll (known as a penalty) if the wall is slippery, which simulates the increased difficulty of climbing a slickened surface, while a character using a rope may add to the roll (known as a bonus) to simulate that the rope makes the act of climbing easier.

Dice can also be used by a game master for other purposes, such as to randomly generate game content or to make arbitrary decisions. Some games use dice to determine what attributes the player's character has when created, such as how strong he or she is.

In Dungeons & Dragons and some other roleplaying games which use more than one kind of die, dice notation is used for clarity and conciseness. For example, a six-sided die is referred to as a d6, and the sum of the numbers showing on two such dice is 2d6. A constant bias may be added or subtracted by ordinary arithmetic: for example, 2d6+4 adds a 4 point bonus, while 2d6-2 subtracts a 2 point penalty. Games which use only one type of dice rarely require complex dice notation.

A common special case is percentile rolls, referred to in dice notation as 1d100 or 1d%. Since actual hundred-sided dice are large, almost spherical, and difficult to read, percentile rolls are generally handled by rolling two ten-sided dice together, using one as the "tens" and the other as the "units". A roll of ten or zero on either die is taken as a zero, unless both are zeros or tens, in which case this is 100 (rather than zero). To avoid this confusion, sets of percentile dice exist where one is marked in tens (00, 10, 20... up to 90) and the other from 0 to 9.

Dice for role-playing games are usually made of plastic, though infrequently metal, wood, and semi-precious stone dice can be found. Early polyhedral dice from the 1970s and 1980s were made of a soft plastic that would easily wear as the die was used. Typical wear and tear would gradually round the corners and edges of the die until it was unusable. Many early dice were unmarked and players took great care in painting their sets of dice. Some twenty-sided dice of this era were numbered zero through nine twice; half of the numbers had to be painted a contrasting color to signify the "high" faces. Such a die could also double as a ten-sided die by ignoring the distinguishing coloring.

Use of dice for divination

Some people believe that dice can be used for divination. Using dice for such a purpose is called cleromancy. A pair of standard 6-sided dice is usual though other forms of polyhedra can be used. Tibetan Buddhists sometimes use this method of divination.

It is uncertain if the Pythagoreans used the "Platonic Solids" as dice, but it is highly likely. They referred to these perfect geometries as "The Dice of the Gods". Julia E. Diggins, writer of String, Straightedge, and Shadow (Viking Press, New York, 1965) writes how the Pythagorean Brotherhood sought to understand the mysteries of the Universe through an understanding of geometry in polyhedra. It is recorded that the dodecahedron (12-sided platonic solid) was discovered by Pythagoras. (Guthrie: The Pythagorean Sourcebook)

Astrological dice are a specialized set of three 12-sided dice for divination, using the concepts of astrology and containing astrological symbols for the planets, the zodiac signs and the astrological houses. The first die represents planets, the Sun, the Moon, and two nodes (North Node and South Node). The second die represents the 12 zodiac signs, and the third represents the 12 houses. In simplified terms, the planets, etc. could represent the 'actor'; the zodiac signs could represent the 'role' being played by the actor; and the house could represent the 'scene' in which the actor plays.

Rune dice are a specialized set of dice for divination (runecasting), using the symbols of the runes printed on the dice.

An icosahedron is used to provide the answers of a Magic 8-Ball, which is conventionally used to provide advice on yes-or-no questions.

See also



External links

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