Roue de bloc de dés 1-2-3
Your rules call for a roll of 1, 2, or 3, and no die in the box has three faces. SpinyWheel's 1-2-3 Dice Block Wheel covers it: three entries, 33.3 percent each, one spin. Board gamers, house rule writers, and party hosts use it.
Why is there no standard three-sided die?
Fair dice are usually Platonic solids, and those come in four, six, eight, twelve, and twenty faces. Three faces cannot be arranged symmetrically on a solid that lands cleanly, so a true d3 has to be a prism or a rounded rod, and both roll awkwardly.
The workaround every rulebook uses is a six-sided die read in pairs:
| d6 result | Reads as |
|---|---|
| 1 or 2 | 1 |
| 3 or 4 | 2 |
| 5 or 6 | 3 |
Two faces per outcome keeps the odds exactly even at one in three. The method is sound and the arithmetic is trivial, but somebody at the table forgets the mapping every single session, and one misread roll is enough to restart an argument about the house rules.
What three outcomes actually feel like
Small wheels are loud. On three entries, any two consecutive spins match a third of the time, and three spins landing identical happens once in nine attempts, or 11.1 percent. Runs that look rigged are simply what three outcomes produce.
Coverage is fast in return. Seeing all three at least once takes about 5.5 spins on average, against roughly 29 on a ten-entry wheel. Short lists swing hard and settle quickly, which suits a movement roll or a quick three-way call and suits a serious draw much less.
Where a 1-2-3 Dice Block Wheel gets used
Board game movement is the common one. Plenty of light games move a token one to three spaces, and plenty of house rules cap movement to keep a runaway leader in reach. Custom dice blocks in party games work on the same principle, trading range for control.
Beyond the board, three is the natural size for a turn order among three people, a three-way split of chores or costs, or picking which of three options goes first without anyone volunteering. When the answer is binary rather than three-way, the Oui ou Non is the shorter tool, and for percentile-scale rolls the 1 à 100 dés handles the other extreme.
Why a fourth option costs more than a fifth
Adding one entry to a short wheel moves the odds far more than adding one to a long wheel. Going from three entries to four drops every option from 33.3 to 25 percent, a loss of 8.3 points each. Going from twenty entries to twenty-one costs each option about 0.24 points.
The practical version: think hard before a fourth option joins a three-option list, and barely at all before a twenty-first joins a twenty. Short lists are where every addition is a real decision, and where a throwaway extra entry quietly reshapes the whole thing. The how-to guide covers editing a list before you commit to spinning it.
FAQ
Lancez un dé standard à six faces et divisez par deux le résultat, en traitant 1 ou 2 comme 1, 3 ou 4 comme 2 et 5 ou 6 comme 3. Chaque résultat obtient deux faces, de sorte que les chances restent égales à 33,3 %. Se mettre d'accord sur la cartographie à haute voix avant le premier lancer évite le conflit en milieu de partie qui suit habituellement.
Les d3 physiques sont vendus, généralement sous forme de tiges arrondies ou de prismes triangulaires, mais ils sont rares et roulent mal par rapport à un cube. La plupart des livres de règles supposent que vous n'en possédez pas et spécifient à la place la méthode d6 réduite de moitié. Une roue évite complètement le problème de géométrie en divisant un cercle en trois parties égales.
Parce que trois résultats se répètent constamment, par conception. Deux tours consécutifs correspondent à 33,3 pour cent du temps et trois tours consécutifs correspondent à 11,1 pour cent, donc les séquences arrivent tôt et souvent. Une séquence de neuf tours sans aucune paire répétée serait bien plus surprenante que la séquence que vous avez remarquée.
Oui, et l'arithmétique change sensiblement. Quatre entrées donnent 25 pour cent chacune, cinq donnent 20 pour cent, six donnent 16,7 pour cent, donc chaque ajout dilue les options existantes. Sur une liste aussi courte, chaque nouvelle entrée est un changement significatif plutôt qu'une différence d'arrondi, alors ajoutez délibérément plutôt que par symétrie.
Spin, move, and let the next player go.