[HN Gopher] A review of dice that came with the white castle
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       A review of dice that came with the white castle
        
       Author : doener
       Score  : 120 points
       Date   : 2026-03-19 06:47 UTC (3 days ago)
        
 (HTM) web link (boardgamegeek.com)
 (TXT) w3m dump (boardgamegeek.com)
        
       | riffraff wrote:
       | The thread following the review is pretty interesting too!
        
       | bombcar wrote:
       | This reminds me of a D&D dice website that went into way too much
       | detail about how they weren't fair and I remember photos of them
       | stacked on top of each other to show the variations in
       | manufacturing.
        
         | gilrain wrote:
         | Zocchi retired, but his company charmingly continues.
         | 
         | https://www.gamescience.com/about-1
         | 
         | (Note: the sprue left by his sharp-edged process has since been
         | proven to result in more bias than the tumbling undergone by
         | the round-edged process.)
        
       | rgoldste wrote:
       | Reminds me of an encounter on BoardGameArena where the top ranked
       | 7 Wonders Duel player complained there was a randomization bug
       | (the Great Library never offered the science progress token). I
       | thought he was raging (who hasn't heard a poker player complain
       | about bad luck) but turns out the developer checked the code and
       | did in fact find this was a bug!
        
       | the_af wrote:
       | I found this fascinating, if true:
       | 
       | > _The reason casino dice have such sharp edges is to get the to
       | stop rolling faster with fewer tumbling. The more a die tumbles
       | the more likely it will present any issues with it._
       | 
       | If I understand it correctly, the justification is this: if a die
       | is biased (usually a heavier face), this bias will manifest with
       | a higher chance the longer the die rolls. But if it stops
       | abruptly, for whatever reason (bumping against the edge of the
       | table, other dice, or having a shape that prevents longer roll
       | time, like the casino dice) this bias will be less likely to
       | manifest. Did I get this explanation right?
        
         | Novosell wrote:
         | That's how I understand it as well :)
        
         | shortercode wrote:
         | I have quite a few sets of dice for D&D, nearly all of which
         | favour aesthetics over balance. But saying that I prefer to use
         | simpler plastic with rounded edges at a table. Sharp edge dice
         | stop very abruptly and tend to show bias based on how they were
         | held. The same is true of metal dice which are heavier, and
         | tend to land instead of roll. This isn't really the outcome you
         | want.
        
           | the_af wrote:
           | Your explanation also makes sense. Why then do casinos prefer
           | sharp edges? Casinos strive to remove skill as much as
           | possible.
        
             | brador wrote:
             | They stop sooner so more rolls per hour. House edge locks
             | in as rolls count increases.
        
             | brendoelfrendo wrote:
             | Casinos account for this. In craps, you are expected to
             | throw the dice such that they hit and bounce off of the
             | farthest wall at the opposite end of the table. They may
             | allow a roll that made it past the mid point if you just
             | flubbed it. A short roll will not count. Dice must also be
             | thrown and must tumble, they can't slide.
        
         | mmooss wrote:
         | At least in some games, such as craps, IIRC casinos require the
         | dice to bounce off the back wall of the rolling area.
        
         | Animats wrote:
         | > The reason casino dice have such sharp edges is to get the to
         | stop rolling faster with fewer tumbling. The more a die tumbles
         | the more likely it will present any issues with it.
         | 
         | No, casino dice are flat-sided cubes because corner curvature
         | could bias the result. Corner curvature is hard to measure.
         | Cubical dice are easy to check for flatness and dimensions.
         | Gambling regulators have specs for dice: 19mm, flat sides,
         | translucent, balanced, with appropriate tolerances. Casinos
         | usually use dice with serial numbers and logos. Casino dice
         | come in a pack of 5 with all dice in the pack bearing the same
         | serial, to detect substitutions.
         | 
         | Here's a manufacturer of casino dice, with their specs.[1]
         | 
         | [1] https://tcsjohnhuxley.com/product/certified-perfects-dice/
        
       | fecal_henge wrote:
       | Is a 155 throws enough to evaluate bias? Seems more times than
       | I'd like to roll some dice, but not enough to gain enough
       | measurement confidence. By what criteria is the person assigning
       | the traffic light ratings? What about face coplanarity? Get this
       | enthusiast in a metrology lab.!
        
         | ekropotin wrote:
         | Sounds like a very fun hack project to build - automatic dice
         | evaluator.
        
           | qskousen wrote:
           | Wendell at level 1 techs built one for Steve of gamers nexus!
           | It was interesting. I was going to link the video but
           | couldn't find it, sorry.
        
         | cl3misch wrote:
         | No, it's much too low. OP shows Pearson's X^2 for their
         | results, but that alone is meaningless. p-value would be the
         | interesting metric. I haven't computed it (although we could
         | from the results) but I expect it to be very high, i.e. it's
         | likely to observe these results even with perfect dice.
        
       | mmooss wrote:
       | For role-playing game purposes - not for gambling or serious
       | competition or encryption of your super-valuable secrets - there
       | is a question of what sort of randomization is needed:
       | 
       | * Truly random outcomes: Doesn't hurt
       | 
       | * Psuedo-random outcomes: Good enough?
       | 
       | * Unpredictable but unequally distributed outcomes: As long as
       | nobody can know what will happen, is that sufficient?
       | 
       | * Unknown outcomes: As long as the _players_ can 't predict the
       | outcome, that's what counts. If the game manager can avoid bias
       | somehow, why not have them pick the number? Even use family
       | birthdays, old phone numbers, etc., like people do with
       | passwords.
       | 
       | All devices will output unequal distributions for most realistic
       | N, and especially for shorter series. Games are played mostly in
       | shorter series. Does it matter if, over the long run, the device
       | outputs a perfectly equal distribution?
        
         | pennomi wrote:
         | Need a d10 roll? Just look at the last digit of the current
         | second on your clock. Is it random? No, but it approximates
         | randomness if you only make a roll sporadically.
        
           | mmooss wrote:
           | How is it not random?
        
           | celsius1414 wrote:
           | Use minutes if you need a D12 and are playing very slowly. ;)
        
             | travisjungroth wrote:
             | Wouldn't that be hours and really really slowly? Could do
             | seconds mod 12 (or any other factor of 60, which is a lot).
        
               | mmooss wrote:
               | Use hundredths of a second on the stopwatch. With a
               | little math, and throwing out invalid results, you can
               | generate a random number in any range < 100.
               | 
               | Though I do wonder if the hundredths are true or just for
               | show. Maybe they're randomly chosen. :)
        
       | exmadscientist wrote:
       | Cute, but _dreadfully_ silly.
       | 
       | The giveaway is the handling of uncertainty. That's too many
       | decimal places for some of these measurements: 10um (0.01mm) is
       | not reliably measurable by a cheapo caliper, and even trying to
       | do it with a good caliper or micrometer, you'll find that
       | everyday objects simply cannot be reliably straightforwardly
       | measured with that level of precision. (You need cleaning
       | procedures, standardized handling, standardized sampling, etc.)
       | And quoting "4.1g (5.1% too heavy)" versus "4.0g (2.6% too
       | heavy)" is just absurd: that last digit really doesn't mean much.
       | So don't treat it like it does.
       | 
       | For example, on my random first d6 at hand, I get 4.47g from my
       | nice scale and somewhere between 14.82 and 14.85 mm on the first
       | face dimension, depending on how I measure, from my Mitutoyo
       | caliper. I have a micrometer in the shop, but you can see that
       | it'd be pointless to go get it. The next two faces are (14.79 to
       | 14.84) and (14.76 to 14.87), so it's consistently like this.
       | 
       | Likewise, kh2 to five decimal places isn't terribly useful...
       | especially since you haven't really described the test you're
       | running....
       | 
       | In general there's a lot of "look at me make measurements" here
       | that might be impressive. There is very little "what is the true
       | value of this measurement, and how well can we assert that", and
       | simply not enough "is this the right thing to be measuring, and
       | how much does that factor matter". That last one is critical: the
       | actual weight of a die is, I think, not important at all. It's
       | weight distribution that matters, so who cares about 0.1g of
       | difference. Unless you're making a batch uniformity claim? But
       | really this evidence just says more about your measuring
       | equipment. And it's well known that different color resins,
       | especially black, white, and red, are pretty differently loaded
       | with pigments, so they have different properties. You can't just
       | expect them to be the same, but the author seems surprised that
       | they aren't.
       | 
       | And then we get to "These dice are safe to use" without any real
       | description of the criteria or threshold. I say "this report is
       | not safe to use (for serious purposes)"!
       | 
       | It's cute, it's a fun little minute to read on the internet this
       | morning. But it's silly, and if my students back in the day or
       | coworkers today sent it to me, they'd be getting red ink and
       | remedial lectures in measurement uncertainty.
        
       | yomismoaqui wrote:
       | The "Warhammer toilet dice" came to my mind.
       | 
       | A short video about what happened:
       | 
       | https://www.youtube.com/shorts/4ekc9Xwynkc
        
         | Loughla wrote:
         | Cheating in Warhammer is both the bravest and dumbest thing to
         | try. The people that play that are usually SUPER into the game
         | and absolutely will call you out if there are any tells at all.
         | 
         | Only MtG has a more rabid fan base, I think.
        
       | IshKebab wrote:
       | Dice aren't assigned to players in this game so even if they were
       | ridiculously biased it wouldn't give any one player and
       | advantage, even if you did roll them more than 3 times in the
       | entire game.
        
         | travisjungroth wrote:
         | Yeah, I'm surprised this didn't get a low impact. If just
         | setting initial board state isn't low, what is?
        
       | zahlman wrote:
       | It seems like not a great sign for the game design if dice will
       | only be rolled a few times per game, but somehow you need 15 of
       | them.
        
         | comradesmith wrote:
         | It's fun. You should try playing it instead of judging by
         | heuristics.
        
       | sowbug wrote:
       | Just in case anyone else nerd-sniped themselves this morning...
       | if things fall at the same rate in a vacuum, regardless of their
       | mass, why does it matter if one side of a die is heavier than the
       | rest? I didn't know, and I had to look it up.
       | 
       | It's correct that a biased die will fall without bias. But when
       | it hits the surface and starts tumbling, it tends to rotate
       | around the center of gravity, which will be closer to the heavy
       | side, and the die wants to end up in the orientation with the
       | "lowest gravitational potential energy." If that term isn't part
       | of your lexicon, then think of a Weebil toy.
        
         | Gigachad wrote:
         | I'm not sure how much of an effect it has, but dice aren't
         | rolled in a vacuum. There is buoyancy from the air that can
         | roll the dice heavy side down. Which is what the saline water
         | test is testing.
        
         | tylervigen wrote:
         | Perhaps also worth noting that you generally shake the die
         | before releasing it. Thus even if you drop it straight down
         | through a vacuum, you would have done the center-of-mass-
         | impacted-tumbling in your hands first.
        
       | newobj wrote:
       | how many mg of oil can accumulate on a die due to handling?
        
       | ticulatedspline wrote:
       | Seems a bit silly, aren't all pitted dice biased?
        
         | shadowgovt wrote:
         | Is it silly? Yes.
         | 
         | But still... I am in love with the people who are obsessed with
         | minutae. The world ultimately runs on prime who care. Thise
         | obsessed with patterns are first to notice when they break.
         | Sometimes, that matters. The first ones to understand the US
         | military was disappearing people in the War on Terror to other
         | countries were plane-spotters, because you could disappear
         | people but planes are too big to disappear.
        
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