15 + 40 points
Alternative Dice by Diodri Setera
June 16th, 2008 2:08 AM
As exciting as random number generation goes, this one takes the d12 and punches it in the face, because no one likes the d12. It's pretty much useless, like this introduction.
Now that that is out of the way, onto my task. This was more or less an easy concept, as I have just watched Pirates 2, and I remembered that dice game, where you know part of what the result is going to be, and guess on the parts you don't know. This offers up for some skill in your games. Step by step construction is what follows next:
(Also, ignore my friend playing Halo, he got in a picture or two).
1: Take my box, cut it so it flips inside out. I don't want to look at that stupid kid when I play my game.

2: Make a divider. This divider allows for the randomness, you shake up a bunch of numbers, and they fall into on of the four sections.

3: Put in the divider, and finish box, simple.
4: Cut hole for panels, and make numbers.

5: The rules:
Now, the rules are simple. What you need to do, is shake the box, and the 4 numbers (hereafter referred to as cut outs) labeled 1 - 4 will jump and mix. After shaking the box, you pick a panel. Add the number on the top of the panel with ALL the cut outs that landed in that box. This gives you random number generation for all numbers from 1 to 14. (A 1 panel with no cut outs, or a 4 panel will all cut outs). This allows for a greater range of numbers than 2 d6, but it allows for more accuracy. (A little less useful for games like snakes and ladders, where you almost always want the highest possible roll, but it is better for precision games like monopoly, where you want a little more accuracy in your landing).
I also have gone farther, and created a guessing game like craps, you guess a number, if it is right, you score points based on the frequency of that number. There are 68 possible combinations of panels and number, with 7, 8 and 9 being the most common. (You can check it, but I'm sure my math is right. I hope). You want to get to 100, and I made 1 and 14 worth 100 points, because there is only a 1.5 % chance of getting either.
6: Scoring:
1 and 14 --- 100 points
2 and 13 --- 50 points
3, 4 and 12 --- 25 points
5 and 11 --- 15 points
6 and 10 --- 10 points
7, 8 and 9 --- 5 points
7: Playing the game:
Having no humans to play against, as SF players commonly find, I played with some inanimate objects, however, they had to be objects who could tell me numbers to 'roll' for them. Thus, I played against my clock, and MP3 player. Naturally, my clock never guessed above 12, and the MP3 player was always trying for 1, 2, 3, or 4.

The scoring was intense, with no correct guessed after 4 rounds. Finally, clock guess correctly on an 11, giving him 15 points. MP3 player made it big on a guess of 3. And she finally won the round with a guess of 1, for 100 points. I was unable to score myself. Shame. >.< (I was going easy on the MP3 player, she's hot).
Now that that is out of the way, onto my task. This was more or less an easy concept, as I have just watched Pirates 2, and I remembered that dice game, where you know part of what the result is going to be, and guess on the parts you don't know. This offers up for some skill in your games. Step by step construction is what follows next:
(Also, ignore my friend playing Halo, he got in a picture or two).
1: Take my box, cut it so it flips inside out. I don't want to look at that stupid kid when I play my game.

2: Make a divider. This divider allows for the randomness, you shake up a bunch of numbers, and they fall into on of the four sections.
3: Put in the divider, and finish box, simple.
4: Cut hole for panels, and make numbers.
5: The rules:Now, the rules are simple. What you need to do, is shake the box, and the 4 numbers (hereafter referred to as cut outs) labeled 1 - 4 will jump and mix. After shaking the box, you pick a panel. Add the number on the top of the panel with ALL the cut outs that landed in that box. This gives you random number generation for all numbers from 1 to 14. (A 1 panel with no cut outs, or a 4 panel will all cut outs). This allows for a greater range of numbers than 2 d6, but it allows for more accuracy. (A little less useful for games like snakes and ladders, where you almost always want the highest possible roll, but it is better for precision games like monopoly, where you want a little more accuracy in your landing).
I also have gone farther, and created a guessing game like craps, you guess a number, if it is right, you score points based on the frequency of that number. There are 68 possible combinations of panels and number, with 7, 8 and 9 being the most common. (You can check it, but I'm sure my math is right. I hope). You want to get to 100, and I made 1 and 14 worth 100 points, because there is only a 1.5 % chance of getting either.
6: Scoring:
1 and 14 --- 100 points
2 and 13 --- 50 points
3, 4 and 12 --- 25 points
5 and 11 --- 15 points
6 and 10 --- 10 points
7, 8 and 9 --- 5 points
7: Playing the game:Having no humans to play against, as SF players commonly find, I played with some inanimate objects, however, they had to be objects who could tell me numbers to 'roll' for them. Thus, I played against my clock, and MP3 player. Naturally, my clock never guessed above 12, and the MP3 player was always trying for 1, 2, 3, or 4.

The scoring was intense, with no correct guessed after 4 rounds. Finally, clock guess correctly on an 11, giving him 15 points. MP3 player made it big on a guess of 3. And she finally won the round with a guess of 1, for 100 points. I was unable to score myself. Shame. >.< (I was going easy on the MP3 player, she's hot).
8 vote(s)
5









GYØ Ben
5
Rainy
5
GeneShark Tom
5
Lincøln
5
Julian Muffinbot
5
teh Lolbrarian
5
Dela Dejavoo
5
meredithian






i do like that you chose inanimate objects that could nonetheless guess numbers all by themselves.