Abbreviations, Common DI: The Dice Influencer's lexicon is sprinkled with several abbreviations and acronyms. Here are some of the more common.
Terms and Abbreviations
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P.Shooter = Precision Shooter (see DI)
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Randy = Random Roller (see CF)
Acronyms
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BDOA = Both Dice On Axis (highly desirable)
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CF = Chicken Feeder: Throws dice like feeding chickens, or throws dice randomly
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CO = Come Out roll
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DC = Don't Come
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DI = Dice Influencer
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DS = Dice Setter (See DI)
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DP = Don't Pass Line – Also sometimes used to mean Double-Pitch
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FF = Foundation Frequencies: Dice result tracking metrics
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ISR = Initial Steep Regression.
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MM = Money Management
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MM&D = Money Management and Discipline
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OA = On Axis toss
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PL = Pass Line
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PSO = Set a Point, then immediately Seven Out (Also, P7O)
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RR = Rhythm Roller; consistent shooting style, but not as DI
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SL = Stick-Left: A shooting position to left of the Stickman.
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SN = Signature Number(s)
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SO = Straight-Out: A shooting position at the end of the table.
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SR = Stick-Right: A shooting position to the right of the Stickman.
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SRR = Sevens to Rolls Ratio
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TUMA = Thumb Up My A**, meaning to do nothing or indecision.
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WOTCO = (Bets) Working on the Come-Out roll.
AhShit: A popular expletive uttered by practitioners of the DI craft at the precise moment of releasing the dice. The exclamation is usually preceded by either a dice slipping in the fingers or some other inappropriate force/delivery applied to the toss. It is interesting to note that frequently (though perhaps coincidently), the expression is followed by the stickman uttering the rejoinder”Seven-out”
Axis: Term used to indicate the left and right side dice faces (see Axial Die Face). Often used interchangeably with axial and axle. The notion of axle comes from the imagery of a steel rod driven through the side faces of two dice like an automobile axle, with the dice tumbling or rolling forward similar to square “wheels” on an imaginary axle.
Axial Control: The ability to significantly maintain an on-axis toss result. See also Pitch Control.
Axial Die Face: The two die faces that lie on a plane perpendicular to the craps table “back-wall/throwing wall”. Also knows as the “side-faces”, “axis” and sometimes referred to as the “axle” faces. This stems from the image of a steel rod driven through the die. The
rod punctures the Axial Faces of the die and creates an “axle” (much like a car axle) which the DI would like the dice to rotate around on their flight to the “back-wall”. Often the six base dice sets are described by their axial formation, as in “Left Die: left side-right side / Right Die: left side-right side”. For example: “1-6 / 1-6” for the All-Sevens (or “Hardways”) set.
Axial Set Notation: A written notation for describing a dice set configuration based on the dice Axial faces. The notation is in the form of “Left Die: left side-right side / Right Die: left side-right side”. For example: “1-6 / 1-6” for the All-Sevens (or “Hardways”) set. Sometimes
an abbreviated notion is used, for example, “16-16” for the All-Sevens (or “Hardways”) set. This notation is useful for quickly denoting the six base dice sets. The notation does not support proper identification of a specific permutation of any of the six base dice sets.
Base Dice Sets: The six base dice sets used in Dice Influencing. Three of the six base sets reduce the number of on-axis dice face combinations that result in a total of seven and are termed Seven Avoidance sets. The remaining three of the six base sets provide an increase in the number of on-axis dice face
combinations that result in a seven and are termed Seven Strong sets.
Betting: Across: When someone says they are betting “Across”, they are indicating Place Bets on all the box numbers, 4, 5, 6, 8, 9 and 10. See Betting: Inside and Betting: Outside.
Betting: Inside: When someone says they are betting “inside”, they are indicating Place Bets on the inside box numbers, 5, 6, 8, and 9. At the craps table, you will hear someone instruct the dealer, “I’d like X inside, please”. If the shooters point is an inside number, it is usually not included in the place bets, because your Pass Line bet already accounts for the point. For example, if the shooters point is 8, the player will instruct the dealer “I’d like $16 inside (or $16 in). That would be $6 on the place six and $5 each on the place 5 and 9. These bets are also done in multiple-unit bets, as in $44 inside, which is $12 each on the place six and eight and $10 each on the place five and nine. The player can go on up; $66, $88, $110 … In addition, the inside bets do not need to be evenly proportioned. $18 on the six and eight, and $5 each on the five and nine are perfectly acceptable and still considered an inside bet. See also Betting: Outside.
Betting: Outside: When someone says they are betting “outside”, they are indicating Place Bets on the outside box numbers, 4, 5, 9 and 10. At the craps table, you will hear someone instruct the dealer, “I’d like X outside, please”. If the shooters point is an outside number, it is usually not included in the place bets, because the player typically has a Pass Line bet that already accounts for the point. For example, if the shooters point is 9, the player will instruct the dealer “I’d like $15 outside (or $15 out). That would $5 each on the place 4, 5 and 10. These bets are also done in multiple-unit bets, as in $40 outside, which is $10 each on the place four, five, nine and ten. The player can go on up; $66, $88, $110, … In addition, the outside bets do not need to be evenly proportioned. $25 buy on the four and ten, and $5 each on the five and nine are perfectly acceptable and still considered an outside bet. See also Betting: Inside.
Betting: Working on the come-out (WOTCO): In a standard game of craps, Place Bets and the Odds on Come-Bets are considered OFF on a shooters Come-Out roll. A Come-Out seven (also known as a come-out natural) has no effect on Place bets. The Come-Out seven causes all come-bets to lose, but the Odds portion of the come-bet, which is generally not working on the come-out, is returned to the player. To “Work on the come-out” is to have your place bet/come-bet-odds working on the come-out roll. To do this, one simply instructs the dealer, “My action is working”. The dealer will usually repeat your instruction and place a plastic lamer with the word “On” on top of the players bet which is nearest the boxman. If the players bets are “working” (or On) then a come-out seven has the same impact as a point-cycle seven, and all the working bets lose. If the shooter instead tosses a point number, and you have a bet (Place or Come) on that box number, it is a winner and the player is paid. For come-bets, it is mathematically superior to work your come-bets on the come-out. For the DI, it can sometimes be advantageous to work your place bets if you intended to shoot with a set that avoids the seven through the come-out.
Critical Die: The die which must be maintained on-axis to gain the most benefit of a given dice set. Critical Die is the primary component to PASS Theory. The die that is declared as the critical die is dependent on the starting base set. For both the 3V and the 2V sets, the critical die is the 1-6 axial die. For the X6 set the critical die is the 3-4 axial die. It should be noted that Critical die only applies to the three seven avoidance sets. This is because the seven dominate sets share a common axial set for each die (i.e. 1-6/1-6 for the A7) so the results of either die going off-axis is equivalent.
Die Face: One of the six faces of a standard casino die.
Dice Influencing: An attempt to toss dice in such a way that physical control of the toss alters the dice face combinations probability distribution, while maintaining all the requirements of a legal casino craps dice throw. Trying to toss more of some numbers and less of other numbers then would be predicted by random probability. Dice Influencing is also described as Precision Shooting, Controlled
Throw, Percentage Shoot, etc. and various combinations of the above.
Double Pitch: When a toss results in one die being two Radial Face rotations from the second die based on the starting dice set, or in other words, where the result is the Primary Face set having one die 180 degrees rotation beyond the other die. For example when tossing the 3V set, in standard permutation, and the result is 3-4. In this case the right die rotated two radial face rotations from its starting position of 3 to show the bottom side number of 4. A double pitch is usually observed as resulting in a seven out, but it is also possible to double pitch the dice such that a seven is not the result. For example, imagine the same 3V set with the end result being the 6-5. In this example the left die has pitched forward one radial face rotation and is showing starting position “front” face of 6. The right die has pitched forward three radial face rotations to show the starting position “back” face of 5. The result is double-pitched from its starting position.
Expected Value (EV): the average amount one "expects" to win per bet if bets with identical odds are repeated many, many times.
Face Control: See Pitch Control.
Game Within A Game (GWAG): A craps strategy that separates and isolates the betting strategies and objectives for the Come-Out roll(s). Typically employed by DI shooters who will intentionally use dice sets that increase the probability of a seven (come-out natural winner) for the Come-out roll. A popular DI variation is to use a dice set that increases the probabilities of Craps/Horn/World results and make those bets accordingly. For example the DI shooter may choose the Straight-Sixes (3-4/3-4 axial) set which has the most on-axis craps results (four total) and the most on-axis natural results (six total), and make bets on the Horn or World/Whirl while attempting to toss those numbers.
Grips: 2-Finger-Front; (a.k.a. “O-Ring”, “2-Finger-Top”); The index finger is placed across the far upper edge of the dice as they sit side by side on the table. Placement of the index finger should be approximately 50/50 on the between the two die, directly on the seam between the two die. All other fingers are lifted up and out of the way. The thumb is situated about half way down on the two near faces, pressing about 50/50 on each side and directly opposed to the middle finger. Pressure on the dice should be light, but not loose.
Grips: 3/4/5-Finger-Front Grips (a.k.a. 3/4/5-Finger-Top Grips ); Similar to the O-Ring grip with additional fingers involved to add additional stability to the grip. The 3-Finger-Front grip is generally considered one of the most effective grips. Note that the stability derived from additional fingers comes at the price of additional “skin” on the dice and additional sources of pressure variance (across the individual fingers). Careful attention should be paid to ensuring that finger positioning and pressure is perfectly equalized.
Grips: Pincer: (a.k.a. Ice Tong); Name derived from the image of the claw or “pincer” on a crab or lobster. Imagine a crab gripping the dice with its pincers. Dice are gripped on the sides (axial faces) and “pinched” between the thumb and pointer (or index) finger, no other fingers are used. The thumb and finger should be positioned such that the inward pressure on the sides of the dice is even and centered to prevent dice splay during the delivery process.
Grips: Diagonal Grips: A modified grip where the dice are gripped on the edge instead of the face surface. This grip gives you an amazing amount of control over arc and dice rotation and is best suited for straight away shooting from the ends of the table (where high rotation is more often required). The pick-up of this grip usually involves placing the finger or thumb on the extreme top edge of the dice and then gently rolling the dice forward (or back when using the thumb) just enough to position the dice on edge
Grips: Stacked Grip: One die is stacked on top of the second die. There are two common style grips for the stacked grip. With the first style the dice are gripped much the same way one would pick up a glass of water, with the stacked dice between the thumb and the fingers. Perhaps it could be described as a four-finger front grip turned on it’s side. With the second style the pointer finger is placed on the top face of the top dice and the thumb and remaining fingers grip the dice on their sides.
Landing Zone: The specific spot on the craps table where the DI shooter attempts to target and land his dice. There are many variables at play that a DI shooter must calibrate and coordinate to select an optimal landing zone on a particular craps table. These include trajectory of toss, force of toss, amount of spin on the dice, relative hardness of the table, table surface material, etc. The general consensus is that the dice should hit the selected landing zone and then hop or roll with only enough residual energy to reach the base of the back wall with minimal rebound. The landing zone is typically an imaginary 4” by 4” square located in the range of 6 to 18 inches from the back wall, and laying in a straight line from the dice release position. The exact position of the Landing Zone is different from DI to DI and is determined by the many variables mentioned along with specific characteristics of a given DI’s toss characteristics.
On-Axis (OA): A term to describe a dice roll outcome in which both die have stopped with each of their top faces showing a Radial Face result. To determine an On-Axis result you must know the starting set (formation) of the dice prior to the toss which provides the originating radial faces and allows the comparison to the end toss result faces. On-Axis is understood to mean that the dice remain in radial face pitch throughout the process of dice toss, landing, bounce, and stop. For recording purposes it is accepted that simply tracking the end result is sufficient, regardless if the dice actually rolled and yawed during the dice flight/landing/roll-out process.
On-Axis Percentage (OA%): The percentage, of total recorded outcomes, that the dice (both die) finish on their set Radial Face. Calculated as: (([On-Axis Rolls]/[Total Rolls)*100)
P.A.S.S. Theory: (PASS) Primary Axial Set Support. This Theory states that for each of the Seven Avoidance sets it is more important to keep one die on-axis then the other. The concept only applies when one die goes off-axis and one die remains on-axis. Clearly
it is best to maintain both dice on-axis, but if one die does go off-axis, PASS Theory indicates that you will get better results when one particular die is the one that remains on-axis. This is a function of decomposing the possible face outcomes of the given dice set and the pairing of Radial Faces with Axial Faces of the two die. The die which most supports the goal of the particular Avoidance set by staying on-axis is called the Critical
Die. The critical die is the die with axial face numbers that you most want to avoid. Those axial numbers, when they appear due to an off-axis toss, combine with the other die (which remains on-axis) to produce results less likely to match the desired results of the chosen set. For example consider the seven avoidance set 2V (mini-vee). For
this set the critical die is the die with the 1-6 axis. If we combine the 1 and 6 axial numbers with the four radial face numbers of the second die, we get the following combinations; 1-1, 1-2, 1-5, 1-6, 6-1, 6-2, 6-5, 6-6 for a total of four crap numbers, two sevens, and two inside box numbers. Now assume the non-critical die goes off-axis and we combine its 3 and 4 axial numbers with the four radial face numbers of the
critical die and we get: 3-2, 3-3, 3-5, 3-4, 4-2, 4-3, 4-5, 4-4 for a total of two sevens and six inside box numbers. Clearly if only one die is to go off axis, we do not want it to be the critical die that does so. To make your pass, be sure to PASS your dice.
Permutation: See Set Permutation
Pitch Control: The ability to toss the dice in such a manner that there is a significant increase in a certain dice face combination or group of dice face combinations. The common description of this type of dice toss is that each die of the dice pair rotate at the same speed and with the same forward energy. The
effect is such that the dice behave as “mirror-images” of each other. The result of this ability is to increase, and therefore make more predictable, certain dice face combinations (outcomes). It should be noted that “mirror-image” dice behavior is not a requirement of pitch control just so long as there is a consistency in the faces shown during repeated dice toss trials. For
example, should one consistently toss such that one die always turns 10 complete revolutions more then the other die, the result would still be a consistent Primary Face hit and would be an example of consistent Pitch Control. For example; when tossing the 3V there is shown a significant increase in the number of 6-3 combinations being tossed
(greater then
Primary Face Hit: The dice throw results in one of the four original radial dice face pair combinations. For example, if the dice are set in the classic 3V formation, the top face combination is 3 and 3, the front face combination is 2 and 6, the bottom face combination is 4 and 4, and the back face combination is 5 and 1. If any of these face combinations appear as the end result of the toss (3-3, 2-6, 4-4, or 5-1), then a Primary Face hit has occurred.
Point Shooting: The manipulation of the dice set, combined with an influenced toss, in a focused attempt to repeat the Point number. Compare with a strategy to always use the same specific dice set when shooting regardless of the current Point number.
Quick Setting: Setting the dice according to their axial faces without regard to the Radial Face orientation/permutation. Quick setting is done to speed up and/or disguise the dice setting process which occurs before the toss. For example; the 3V set has one die with a 1-6 axial and the other die as the 2-5 axial and traditionally the three’s in a V formation on the dice top faces. To quick-set the 3V dice set, one would ensure that one die had the 1-6 and the other die had the 2-5 axial without regard to where the threes are positioned on the radial faces. Quick setting can be extended to only quickly setting to a seven avoidance set by ensuring the dice are on different axial formation (1-6/2-5, 1-6/3-4, 3-4/2-5), or quickly setting a seven dominant set by ensuring the dice share a common axial formation ( 1-6/1-6, 2-5/2-5, 3-4/3-4).
Radial Die Face: One of the four die faces that lie on a plane parallel with the craps table “back-wall/throwing wall” or the parallel with the table surface. The die faces that are not the axial faces.
Radial Faces: The four Radial Die Faces that make up the starting dice set. Radial Faces are also described as the “non-axial faces” and “set faces”. Typically these four die faces are described as “top”, “front”, “back”, and “bottom”. Dice set permutations are often denoted by the Radial Set Notation form of “Left Top/Front – Right Top/Front” (e.g. 3/2-3/6 for the 3V formation). This form is used because it clearly denotes the one and only way the dice can be set to make the described permutation, whereas the Axial Set Notation leaves the 16 possible axial set permutations open to interpretation. A Radial Face is NOT equivalent to a Primary Face. A Radial Face applies to a single die whereas a Primary Face always describes the pair face combinations of two die in a given dice set.
Radial Set Notation: A written notation for describing a dice set configuration based on the dice Radial faces. The notation is in the form of “Left Die: Top/Front – Right Die: Right Top/Front” (e.g. 3/2-3/6 for the 3V formation). This notation is used to clearly
denote the one and only way the dice can be set to make the described permutation. Compare to the Axial Set Notation which leaves the 16 possible axial set permutations open to interpretation.
Random on-axis %: 44% is commonly understood to represent the on-axis results of a random dice toss. This number is based on the 16 radial faces of the original dice set divided by the 36 possible dice combinations resulting in 16/36=.4444~. Although this number is an accepted benchmark it is somewhat misleading. Random dice do not have a starting dice set and therefore no starting 16 radial faces. The results are indeterminate as far as on-axis is concerned. Even so, the 44% is an accepted random on-axis benchmark.
Rotational Control: The ability to maintain an even amount of rotation on each die of the dice pair. Each die is expected to rotate the same amount and at the same rate as the other (as much as possible). Sometimes called “Mirror-Dice”. Also, rotational control can be extended to include the ability to maintain the appropriate amount of back-spin (or forward-spin) on the dice for the particular craps table surface.
Secondary Face Hit: The dice throw results in any of the possible on-axis face combinations excluding the primary face combinations. There are 16 possible non-axial face combinations for any dice set. Four of these combinations make up the originating dice set (Primary Faces), the remaining 12 possible face combination results are considered to be Secondary Face hits. Note that both die must be on-axis to result in a secondary face hit.
Set Permutation: A specific organization of the dice faces around one of the Base Set axial formations. Each of the six Base Sets has 16 possible dice face combinations. Each of these combinations is a permutation of the base set. Permutation
is a description of the starting dice set and not a term used in to describe ending dice toss results. Dice Influencers who show a degree of Pitch Control take advantage of dice set permutations to optimize the results of their toss characteristics.
Set Probability Distribution: The expected distribution of dice face combination results based on the long term probability expectations of an influenced dice toss, where the dice are maintained on-axis 100% and a specific dice set is used. There are 16 possible dice face combinations per dice set, for a pair of standard six-sided casino dice when the dice are maintained on-axis. The probability distribution is expressed in terms of the 16 possible outcomes for the specific starting dice set. For example; for the 3V dice set, there are 2 ways for the various dice face combinations to make the number seven, so there are 2 in 16 ways to toss a seven on a random dice toss, or 1 in 8, or 1:8. Likewise, for the same 3V set there are 3 ways to make the eight, so there are 3 in 16 ways to toss an eight, or the eight should appear in 3/16 = 18.75% of (on-axis) tosses.
Set Transposition: The substitution of an alternate dice set permutation over the results of another dice set toss results. The substitution provides a “What-If” type analysis for optimizing dice set permutations. Transpositions are accomplished by ignoring the actual pips on the dice faces and instead focus on dice face positions. If the starting dice face positions are known and the ending dice face positions are known, then any dice set combination (as long as it is a valid combination) can be mapped over the positions to determine results.
Seven Avoidance sets: Three of the six base sets that reduce the number of on-axis dice face combinations that result in a total of seven. These sets (using axial set notation) are: Crossed Sixes or X6 (3-4/5-2); Mini Vee or V2 (3-4/6-1) and the Flying Vee or V3 (1-6/2-5). For each of these sets, there are two on-axis dice face combinations that result in a seven. This is 2 in 16 or 1:8 (12.5%). These sets are generally used for the “Point-Cycle” of a hand when shooting “right-side”, and used for the “Come-out” when shooting from the don’ts.
Seven Strong sets: Three of the six base sets that increase the number of on-axis dice face combinations that result in a total of seven. These sets (using axial set notation) are: Straight Sixes or S6 (3-4/3-4); Parallel Sixes or P6 (5-2/5-2) and the All-Sevens or A7 (1-6/1-6). For each of these sets, there are four on-axis dice face combinations that result in a seven. This is 4 in 16 or 1:4 (25%). These sets are generally used for the “Come-out” of a hand when shooting “right-side”, and used for the “Point-Cycle” of the hand when shooting from the don’ts.
Sevens to Rolls Ratio (SRR): The ratio of the number of sevens tossed to the number of non-sevens tossed in a given population of tosses. The standard probability curve for dice distribution is 6 sevens in every 36 tosses for a ratio of 1:6. This 1:6 ratio for fair random dice is a benchmark number for dice influencing. A dice influencer who carefully tracks tosses compares the SRR for his toss population against the 1:6 ratio as an indication that the random probability is being effected in his particular population of dice tosses. Calculated as: (([Count of Sevens in population of tosses]/[Total population of tosses)*100)
Shooter Effectiveness (SE): How effective the shooter can be at producing a throw that maintains the same axis of rotation from the time they leave his/her hand until they strike the pyramids, rebound, and come to a final rest. Similar to On-Axis percentage, but generally used as a predictive variable in the equation (1-SE)/6 for axial face avoidance probability and (1+(SE/2))/6 for non-axial face hits probability. An SE % of 0 is equivalent to Random, (1-0)/6 = 1/6, the axial die face has a 1 in 6 chance of appearing. An SE % of 100 is perfect effectiveness as in (1-1)/6 or 0% chance of the axial die face appearing, so perfectly on-axis.
Signature Faces: Dice face combinations that occur with significantly greater frequency then random expectation, for a specific shooter. Each shooter has characteristic mechanical dice-throwing movements that are replicated throw to throw. Often these replicated movements result in certain dice combinations appearing more frequently then expected. Signature
Faces relate the position of the dice faces and not the specific numbers associated with those faces (see Signature Numbers). Shooters who know their Signature Faces probabilities can you Transposition techniques to map dice set Permutations to optimize toss-bet pairings.
Signature Numbers: Dice face combinations that occur with significantly greater frequency then random expectation, for a specific shooter using a specific dice set. Each shooter has characteristic mechanical dice-throwing movements that are replicated throw to throw. Often these replicated movements result
in certain dice combinations appearing more frequently then expected. Signature Numbers are tied to specific dice sets for the given shooter because certain starting sets, when combined with the shooters specific toss characteristics, result in an increase in certain resultant face combinations and their associated tossed number result. See Signature Faces for a more generic definition.
Standard Probability Distribution: The expected distribution of dice face combination results based on the long term probability expectations of random dice toss. There are 36 possible dice face combinations for a pair of standard six-sided casino dice. The probability distribution is expressed in terms of the 36 possible outcomes. There are 6 ways for these combinations to make the number seven, so there are 6 in 36 ways to toss a seven on a random dice toss, or 1 in 6, or 1:6.
Starting Faces: See Radial Faces.
Transposition: See Set Transposition.
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