HowTo Network emblem How To: Gaming THE HOW TO CO. — EDITION 10
TITLE DEED — STRATEGY & SKILL · SPACE 06 PATH 03 OF 03

Deck & Dice Games, played as odds you can steer.

A deckbuilder and a dice engine are one machine in two coats: a bag of outcomes you are allowed to edit. Count it, thin it, and stop calling the result luck.

THE WHOLE OF THE DICE
Thirty-six outcomes. That is all.
THE FAT MIDDLE
6, 7 and 8 are 44% of all rolls
THE ONLY FREE MOVE
Thinning improves every card

VARIANCE IS NOT LUCK

Nobody at this table is unlucky. You are all rolling the same thirty-six numbers.

Deckbuilders and dice games take more blame than any other shelf in the hobby, and they are the two shelves where the arithmetic is smallest and most usable. Two dice have thirty-six outcomes and you can write every one of them on the back of the score pad. A deck-builder has one number worth knowing and it is five, because five is how many cards you get to see. Everything past those two facts is bookkeeping.

The spread below is the whole of the dice half. Seven is not lucky — it is available: six of the thirty-six ways two dice can fall add to seven, and exactly one of them adds to twelve. So a space that pays on six, seven or eight is offering you 44% of every roll you will ever make, and a space that pays on twelve is offering you 2.8% and a story. Neither one is a mistake. Taking the twelve and then being surprised is the mistake.

A deck-builder runs the same machine with different furniture. Your deck is the bag of outcomes and your hand is the roll, and the one thing that separates the two is that you are allowed to reach into the bag and take things out. That is the whole reason thinning is the strongest move in the genre and the one new players skip: buying a card makes that card possible, but thinning a card makes every card you already own more likely, all at once, forever.

The ledger under this is what that sentence costs in numbers. Nothing in it is an opinion — it is five cards off the top of a shuffled deck, and it is the reason the strongest turn in a deck-builder is very often the turn you buy nothing at all.

THE BAG OF OUTCOMES, OPEN — A SHORT DECK, A PAIR OF DICE, AND THE TWO CARDS THAT SHOULD HAVE BEEN TRASHED FOUR TURNS AGO

HOW THESE NUMBERS ARE WORKED

THE DICE
Thirty-six equally likely outcomes, every single one of them printed in the drawing below. Nothing on this page is modelled or estimated — it is counted, and you can recount it.
THE DECK
A five-card hand off the top of a shuffled deck of 8 to 24 cards. The standard first approximation, and near enough to change what you buy.
WHAT IT IGNORES
Shuffle timing, what is sitting in your discard, and cards that draw more cards. All three move the figures a little. None of them move the direction.

The same two copies are 89.3% likely in an eight-card deck and 54.2% likely in a sixteen.

FIVE CARDS OFF THE TOP OF A SHUFFLED DECK
THE ODDS THAT AT LEAST ONE COPY IS IN THAT HAND

DECK SIZEONE COPYTWO COPIES
8 cards62.5%89.3%
10 cards50.0%77.8%
12 cards41.7%68.2%
16 cards31.3%54.2%
24 cards20.8%38.0%

Read the middle column as the price of every card you buy: at ten cards a card you own once turns up in 50.0% of hands, at twenty-four it turns up in 20.8% of them, and you did nothing to that card except buy other cards. Read the right column as what thinning pays: trash four dead cards out of a twelve-card deck and your two good copies go from 68.2% to 89.3% without your buying anything at all.

Thirty-six outcomes, counted rather than curved.

THE DETAIL

This is not a bell curve. It is the thirty-six ways two dice can actually land, one tile each, stacked under the sum they make — so the height of a column is a count you could do yourself with the dice in your hand, and the shape of the whole thing is a consequence rather than a picture. Read across for the number you need and up for how many ways there are to get it. The three tinted columns are the ones a game will most often build its board around, and the strip along the foot turns the same thirty-six into the only question you ask at the table: what does this target actually cost?

TWO DICE · THIRTY-SIX OUTCOMES · EVERY ONE OF THEM DRAWN ACROSS — THE SUM YOU ROLLED · UP — HOW MANY WAYS THERE ARE TO MAKE IT THE FAT MIDDLE SIX, SEVEN, EIGHT 1 2 3 4 5 6 WAYS TO MAKE IT 2 1 IN 36 2.8% 3 2 IN 36 5.6% 4 3 IN 36 8.3% 5 4 IN 36 11.1% 6 5 IN 36 13.9% 7 6 IN 36 16.7% 8 5 IN 36 13.9% 9 4 IN 36 11.1% 10 3 IN 36 8.3% 11 2 IN 36 5.6% 12 1 IN 36 2.8% THE FAT MIDDLE · 16 IN 36 · 44% OF EVERY ROLL WHAT A TARGET ACTUALLY COSTS NEED 7 OR MORE · 21 IN 36 · 58% NEED 8 OR MORE · 15 IN 36 · 42% NEED 10 OR MORE · 6 IN 36 · 17% 01 SEVEN, THE TALL ONE Six ways to roll it. No more. 02 ONE TILE, ONE ROLL The faces on it are the dice 03 THE LONG ENDS Two and twelve: one way each

THE SPREAD, IN TEXT

HOW MANY OF THE 36 WAYS TWO DICE FALL MAKE EACH SUM

  • 21 IN 36 · 2.8%
  • 32 IN 36 · 5.6%
  • 43 IN 36 · 8.3%
  • 54 IN 36 · 11.1%
  • 65 IN 36 · 13.9%
  • 76 IN 36 · 16.7%
  • 85 IN 36 · 13.9%
  • 94 IN 36 · 11.1%
  • 103 IN 36 · 8.3%
  • 112 IN 36 · 5.6%
  • 121 IN 36 · 2.8%

SIX, SEVEN, EIGHT16 IN 36 · 44%

7 OR MORE21 IN 36 · 58%

8 OR MORE15 IN 36 · 42%

10 OR MORE6 IN 36 · 17%

Odds, at the table.

5 PIECES · ON THE TABLE

Five pieces titled for this space and none of them written yet. Nothing here is a link, because a door with no room behind it costs you a click to find that out.

01

How to read a dice game before you spend your first roll

Every dice game prints its own odds on the board. Find the numbers it pays on, and the box has told you what it wants.

BY POPPY · 6 MIN

02

How to work out whether your best card will show up next hand

One division, done in your head, on the turn you are deciding whether to buy the second copy.

BY IRIS · 5 MIN

03

How to know which cards to stop buying

The turn you buy nothing is a real turn. What a deck looks like when it has already got everything it needs.

BY IRIS · 6 MIN

04

How to plan a turn around a roll you have not made yet

Committing to a number before the dice leave your hand, and the two occasions when you should take the worse odds anyway.

BY POPPY · 5 MIN

05

How to tell bad luck from a bad plan after you lose

A short post-mortem you can run in ninety seconds, and why the answer is almost never the dice.

BY POPPY · 6 MIN

FROM THE CURATOR

I stopped saying the dice hate me. I started saying the number out loud.

Before I take a space that pays on a roll, I say the number the table needs. Out loud, every time. It sounds like a party trick and it is really an audit: saying "nine or better" makes me hear that I am asking for ten of thirty-six, and hearing that is usually enough to make me take the duller space next to it. It works the same way on the other side of the shelf, too — if I would not say a card’s number out loud before I bought it, I do not actually want the card, I want the picture on it. Two seasons of that habit and I have stopped losing games to the dice. I still lose games. I lose them to me, on turn four, which at least is a thing I can go and fix.

BY POPPY — CLASS: CURATOR · THEPINKPIPER.GG

THE REST OF THIS TRACK

Strategy Basics PATH 01 →Euro & Heavy Games PATH 02 →

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SPACE 06 / 16 · CHAPTER 03 · STRATEGY & SKILL

How To: Board Games REGION 02 · SIXTEEN SPACES · ONE TABLE START HERE GO CHAPTER 01 LEARNING & TEACHING HOW GAMES WORK · TEACH FAST · FIRST GAMES PRICE: 3 PATHS SNACK BREAKWASH YOUR HANDS FIRST CHAPTER 02 GAME NIGHT HOSTING · PARTY GAMES · TWO-PLAYER PRICE: 3 PATHS TIMEOUT RULES ARGUMENTIN PROGRESS DRAW A CARD CHAPTER 03 STRATEGY & SKILL BASICS · EURO & HEAVY · DECK & DICE YOU ARE HERE ROLL AGAIN SHUFFLE NEW GUIDESEVERY WEEK CHAPTER 04 FAMILY & KIDS BY AGE · LEARNING THROUGH PLAY · HOUSE RULES PRICE: 3 PATHS HOUSE RULES IN EFFECT FLIP THE TABLE(DO NOT) SIDE QUEST POPPYWAS HERE CHAPTER 05 COLLECTING & CARE STORAGE · SLEEVES · EDITIONS & KICKSTARTER PRICE: 3 PATHS TRADE ANYONE ANYTHING HOME STRETCHONE MORE TURN
How To: Board Games REGION 02 · SIXTEEN SPACES START HERE GO CH 01 LEARNING 3 PATHS CH 02 GAME NIGHT 3 PATHS TIMEOUT CH 03 STRATEGY SHUFFLE CH 04 FAMILY 3 PATHS SIDE QUEST CH 05 COLLECTING 3 PATHS

CHAPTERS ON THIS BOARD

  • 01LEARNING & TEACHINGHOW GAMES WORK · TEACH FAST · FIRST GAMES
  • 03GAME NIGHTHOSTING · PARTY GAMES · TWO-PLAYER
  • 06STRATEGY & SKILLYOU ARE HERE
  • 09FAMILY & KIDSBY AGE · LEARNING THROUGH PLAY · HOUSE RULES
  • 13COLLECTING & CARESTORAGE · SLEEVES · EDITIONS & KICKSTARTER

You are two turns past the board: space 06 is Strategy & Skill, and this page is the third of the three paths that run off it. Back to the board for the other four chapters.