We show you the dice before we roll them.
A dice game is only worth playing if the dice are honest. You should not have to take our word for that, so we do not ask you to.
Here is the awkward bit about any dice game on a phone: the dice are not in your hand. They are rolled on our machines, out of sight. Nothing on the screen can tell you whether the number you got was the real one, or one we picked because it made a better story.
So we tie our own hands, in public, before the day starts — and then we show our working afterwards.
We post a fingerprint
Every roll of the day comes from one long secret number. Before anyone plays, we run that secret through a machine that turns it into a short fingerprint, and we post the fingerprint here for everyone to see.
Everyone rolls off that secret
Every game played that day takes its numbers from the same secret. We cannot swap it for a friendlier one halfway through, because the fingerprint we already posted would stop matching.
We publish the secret
Once the day is over the secret itself goes up on this page. Put it through the same machine and you get the fingerprint we posted the night before. If we had touched a single roll, you would not.
Why a fingerprint is enough
A fingerprint here works the way a fingerprint does on a person. It is a short jumble of letters and numbers made from something much bigger, and two things are true of it: the same secret always makes the same fingerprint, and you cannot work backwards from the fingerprint to the secret.
That second part is what makes posting it early safe. If the fingerprint gave the numbers away, everyone would know their rolls in advance and the game would be pointless. It does not, so we can commit to the numbers in public without spoiling them.
And the first part is what makes it a promise. Change one digit of the secret and the fingerprint comes out completely different — not slightly different, completely. There is no way to cook up a different set of numbers that happens to leave the same mark.
The friendly games help whoever is behind. The rated ones never do.
This is the part most games would not tell you, so we are telling you first, in the same place we make the promise above.
Tactical Race and Team Relay are rated, and their dice are plain. Every face is equally likely, every roll, for every player, whoever is winning. Nothing on this page has an asterisk when it comes to those two. A rating you climb is only worth having if the dice that decided it were not helping anybody, so they do not.
Classic Race, Blitz, Shifting Board and Knockout Party are for fun, and they lean toward whoever is behind. The further back your token is, the more often you will roll a six. At the very worst — a quarter of the board behind the leader — a six comes up about one time in four instead of one in six, and every other number comes up a little less often to pay for it. Halfway to that, you get half the help. Level with the leader, or in front, you get none at all: the player in first place always rolls a plain die.
Nothing is ever taken away from anyone. There is no die that makes you roll badly, no hidden hand on the player who is winning. The only thing that moves is how often a six turns up for somebody who is losing, and it moves for whoever that is — you, the person you are playing, or both of you in turn as the lead changes.
The way it is done matters too, and it is the reason this can be said plainly. We do not change the numbers. The day's secret, the fingerprint, the whole promise above — all of that is untouched, and a friendly game is still recomputable roll by roll from it, exactly like a rated one. What changes is only which face a given number is read as. Each roll is filed with the amount of help it was given, so it can be checked afterwards rather than taken on trust.
Nothing has been posted for today yet.
Today's fingerprint goes up before the first game of the day starts. If you are reading this early, check back in a little while — and the days below are all still here to look at.
Everything above is how we prove it. This is the result. These are the real rolls this game has handed out, counted from its own record, and they are published whatever they say.
1063 rolls counted. A fair six-sided die should give each number about 16.67% of the time.
A further 567 rolls are not in this count. They are the friendly-game rolls that were helping somebody who had fallen behind, as described above, so they are not a sample of an even die and counting them would make an honest die look bent. Every rated roll is in here, and so is every friendly roll taken by whoever was in front.
Are the six numbers evenly spread?
3.18 EvenThis is the standard test for whether a difference this size is worth noticing. Anything under 20.5 is ordinary luck.
Can one roll be guessed from the last one?
-0.0418 No patternZero means knowing the last roll tells you nothing about the next one. This is as close to zero as real numbers get.
Counted 4 Nov 2026 07:27. These numbers are worked out fresh through the day.
Every day gets the same treatment. Nothing is taken down.
What this does and does not cover
Being straight about the edges of a promise is part of keeping it.
- It covers the dice. Every roll in every game on a given day comes out of that day's secret, and the fingerprint pins the secret down before play starts.
- Even dice in the rated games; a hand up in the friendly ones. Tactical Race and Team Relay are never weighted. The four friendly game types roll a six more often for whoever is behind, up to about one in four at the very worst, and never for the player in the lead. It is a rule of those games, written down here, not something we do quietly.
- You can only check a day once it is over. That is the trade: we cannot publish the numbers while people are still rolling them without handing everyone their own future.
- Nothing here is ever quietly edited. A day that has been published stays published, fingerprint and secret both, so you can come back and look again later.