Overlay Dice

After the Monomatch dice, I was on the hunt for more ways to make a pair of dice that produce the same distribution as taking the sum of two standard dice. I considered using bitwise binary operations, and then tritwise ternary ops, without success. I also tried putting different operations on one die, and then two operands on the faces of the other die. Again, no luck. Then, considering pipped dice, a thought popped into my head: “Try pipwise operations!”

What would that even mean? Well, we could consider each possible position for a pip to be a locus where a binary operation could be performed, with a pip meaning one, and the absence of a pip meaning zero. After performing the operation on all of the positions, we will simply count the ones in the results, just like we count pips in a normal die roll. As for the choice of operation, OR seemed the most natural, as it would be equivalent to just mentally overlaying the faces of the two dice. With a little trial and error, I found this pair of dice:

Notice that the pip positions are based on an underlying 3×5 grid, and that all of the faces have 180° rotational symmetry. The symmetry makes it easier to align a pair of faces so that they are in the correct position to be overlaid. In order for odd rolls to be achievable, both dimensions of the underlying grid must be odd. (Otherwise, there would be no center pip position that maps to itself by rotation, and pips could only occur in pairs.) The number of pip positions must be at least 12 in order to accommodate the highest roll. Under these constraints, 3×5 is the smallest set of dimensions that gives a workable set of pip positions. Another good set of pip positions uses a grid aligned at a 45° diagonal from the edges of the faces, which allows the minimum number of 13 pip positions to be achieved:

It is not hard to come up with a set of faces using this set of pip positions that works.

Another constraint I set myself was that, as much as possible, I wanted to use pip patterns that looked like the familiar ones. There is a danger here that I did not immediately recognize. When I showed the above diagram on Twitter, someone asked, “What happens if you roll a 2 and a 3? Is that 3 or 5?”

My answer, “Yes, depending on which 3 you roll,” was not sufficient. To this person, the different 3’s were obviously the same, because they would be on standard dice. He had difficulty seeing that a 3 oriented as ╱ 90° didn’t just give a pattern equivalent to a 3 oriented as ╲. The problem seems to be that normally when you see a ⚂, you don’t think about the three pips, but immediately jump to the number, for which ⚂ is just an abstract representation, as much as the numeral 3 is. But here a ⚂ is not just a 3! Here’s the full table of results:

You can count the number of faces for each number of pips in the result to verify that it does indeed give the same distribution as 2d6: one 2, two 3’s, three 4’s, and so on.


In related news, I recently received the laser engraver that I backed a Kickstarter campaign for a year ago, so I plan to make some of the dice designs that I’ve written about, as soon as it gets warm enough that I can operate it outside. Meanwhile, I’ve been assembling shaker dice to sell at Gathering for Gardner 14, which will be this April if it doesn’t get postponed due to Covid for a fourth time.

Monomatch Dice

A game called “Spot It!” has received a lot of attention from recreational mathematicians in recent years. There’s a good video by Matt Parker, and a blog post about it by one of my five readers. (Hi MJD!) The game contains a number of cards each with eight symbols, and the object is to be the first to spot the matching symbol between the pair of cards. The designers of the game, in finding an elegant set of cards where every pair has exactly one match, used a structure that can be understood in terms of finite projective geometry. Parker calls these monomatch sets of symbol sets.

This led me to consider monomatching on symbols on the faces of a pair of dice. (I guess I’m on a roll with the dice content here. Sorry, there’s really only one decent dice related pun; if you try to stretch beyond that, things get dicey.) The obvious thing to do with a pair of d6’s is to have a set of 36 symbols. You could consider the symbols as being arranged in a 6×6 grid. The faces on one die would each contain all of the symbols on one row, and the faces on the other die would each contain the symbols on one column. For an added trick, the numbers 1 through 6 could be six of the symbols, and if they are on a diagonal of that grid, the dice could be used as regular dice by ignoring the non-numerical symbols.

This seems like an idea worth exploring, once my laser engraver arrives. There is a version of Spot It! with 30 cards and 6 symbols per card that is marketed to be played by young children, so it seems like it would be somewhere near the realm of playability. (Adding dice beyond the first two might help.) And although Spot It! already comes in a compact tin, there’s not much that’s more portable than a pair of dice. But there’s not really any kind of interesting puzzle to be found in it, so I was hoping to find something else to do with symbol matching on dice.

And I did come up with another idea, and it is good, and it is dumb. Imagine, if you will, that you could use a pair of dice as… 2d6!

Here, unlike with Spot It!, it’s desirable to make spotting the match be easy, so I’ve put the numbers in order and used colors as an aid.

But not, of course, 2d6 as we know it. Instead of adding numbers on the two dice, we’d have the numbers 2 through 12 as symbols for matching. The frequencies in which the numbers occur on the two dice would have to be such that the probability of getting a number as a match would be the same as the probability of getting that number as a sum using a regular pair of d6’s.

2d6 rollFrequencyFaces per die
211, 1
321, 2
431, 3
542, 2 or 1, 4
651, 5
762, 3 or 1, 6
851, 5
942, 2 or 1, 4
1031, 3
1121, 2
1211, 1

Now, finding a set of number sets for the symbols on the faces of each die becomes an interesting puzzle, especially if we add constraints to make our dice more nice. One type of constraint we might care about is on the quantity of numbers on each die. Minimizing the total quantity on both of the dice would be good, as would be balancing the quantities on the dice.

Unfortunately, we cannot do both. The minimum total quantity is 43, which is odd. So in order to balance the quantities, we need to use the inefficient alternative for either 5 or 9. (Using the inefficient alternative for 7 doesn’t change the parity of the total, so I’ve dismissed that option.)

We could try to go further in our pursuit of balance. The solution I found above has balanced number quantities on the two dice, but at the level of faces, there are issues. The first set has face quantities of {2, 3, 3, 4, 5, 5}, while the second has {2, 3, 4, 4, 4, 5}. Having the same face quantities between the two dice would be desirable, especially if it could be done while minimizing the number of faces with five numbers, since those faces look more cluttered.

You could also drill down to the numbers themselves. The sum of all of the numbers on the upper die above is 158, while the sum on the lower die is 148. Ideally, we’d make those sums equal, or at least closer.

Problem #50: Find a “nicer” numbering for a pair of monomatch 2d6 dice than the one I found. One potential flaw that I haven’t mentioned already is having a pair of faces on the same die with identical number sets. When I was manually looking for numberings, they seem to want to have pairs like this, so they are harder to avoid than you might think.