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wicked wrote:No, they're random. Random dice are like life, not always fair.
sharrakor wrote:One could argue that you have a 50% chance of getting a good roll (4s and above), and a 50% chance of getting a bad roll (3s and below).
Sounds fair to me.
bob72 wrote:yeah but a draw means win for defender what are the odds in a 3-2 match?
Some people think that 3v2 means automatic win but even if you roll 2*6 you could lose 2 where as if defender rolls 2*6 he's won.
The odds are not really in favour of the attacker even with the extra dice are they?
Tashunca-uitco wrote:I think that the dice are equally fair or unfair to all.
However, I recently threw three ones in a row - and then 'threw' the same again the next roll - the chances of this are 46,656 to 1.
In a recent game, the defender, with one army, threw six 'sixes' in a row - a similar chance against this happening.
Perhaps we should ask how the dice rolls are calculated - please shoot me down in flames if I am talking b******s - but the last time I wrote programs for computers (many years ago when they were made of stone and powered by blood sacrifices) the one thing you can't ask a machine to do is to provide you with 'any number between 1 and 6' - or to 'take a card, any card'. You may as well ask it 'What is your favourite colour?'
The 'Basic' command RND(x) involved a complex method of producing what was to all intents and purposes a random number - but was in fact a the product of a long winded series of calculations.
There is no advantage for the site to operate a 'fixed' roll and, if the rolls work for and against all players equally, then there is no point in crying 'not fair' but, when players are assessing the odds accurately in order to decide tactics, then the dice rolls should be representative of the laws of probability.
Hey what do I know? I am 47 and cannot program my video and insist on 'tonight' in SMS texts instead of 'tonite'.
I should probably just shut up and take up bingo (lotto US), drafts (checkers US) or compile a dictionary of words different on either side of the Atlantic. (Do you know what 'Fanny' means in England? LOL)
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lt_oddball wrote:quotes:
I put all the combinations of the attacker's 3 dices (56) against the defenders 2 dices (21).
and not to my surprise I find that of the 1176 (56x21) possibilities
420 give the attacker 2 wins,
378 give the attacker 1 win and
378 give the attacker 0 win.
So at any lenghty attack series the attacker SHOULD kill more than he 'd loose !!!
another one:
Example of 100 numbers between 1 and 6 from "random.org":
(read from left to right).
It just shows there are way too many freak series :
True Random Number ServiceRandom Integer Generator
Here are your random numbers:
3 1 4 3 2 4 3 2 5 6
6 5 6 2 5 6 3 3 2 6
2 1 6 2 6 1 1 1 2 1
2 4 1 2 4 5 4 5 4 3
4 1 3 6 1 4 4 3 3 4
5 5 2 6 1 2 1 2 4 4
1 3 6 6 4 1 3 2 5 6
1 6 3 1 4 3 1 4 6 2
5 4 1 1 1 5 3 2 6 4
4 5 2 3 1 4 2 2 1 3
56656256 ???
and 111212412 ???
and 4124545434 ???
Go try explain that with realistic dices.
lt_oddball wrote:One might argue that at least the freak dice is/should be equally for all players and thus it is still "fair".
But actually it isn't;
The players that chose a attacking/agressive strategy -in the belief that their 3-2 attack dices SHOULD give them the edge- loose more than those that stay in a corner and build up.
Which means that overall, "attacking" is not rewarded as it should be (as in the REAL boardgame with REAL dices), and thus the "defensive" player has the advantage here.
And I always thought that the concept of Risk is to favour the attacker (as otherwise NO FUN happens in the boardgame).
So conquerclub (and more particularly Random.org) must invest some time /effort to get these dice results MUCH more in line with common statistics.
Homepage wrote:Copyright © 2006 by Salamander Software.
RISK is a registered trademark of Hasbro Inc. Conquer Club is not associated with RISK or Hasbro in any way.
Bean_ wrote:lt_oddball wrote:quotes:
I put all the combinations of the attacker's 3 dices (56) against the defenders 2 dices (21).
and not to my surprise I find that of the 1176 (56x21) possibilities
420 give the attacker 2 wins,
378 give the attacker 1 win and
378 give the attacker 0 win.
So at any lenghty attack series the attacker SHOULD kill more than he 'd loose !!!
another one:
Example of 100 numbers between 1 and 6 from "random.org":
(read from left to right).
It just shows there are way too many freak series :
True Random Number ServiceRandom Integer Generator
Here are your random numbers:
3 1 4 3 2 4 3 2 5 6
6 5 6 2 5 6 3 3 2 6
2 1 6 2 6 1 1 1 2 1
2 4 1 2 4 5 4 5 4 3
4 1 3 6 1 4 4 3 3 4
5 5 2 6 1 2 1 2 4 4
1 3 6 6 4 1 3 2 5 6
1 6 3 1 4 3 1 4 6 2
5 4 1 1 1 5 3 2 6 4
4 5 2 3 1 4 2 2 1 3
56656256 ???
and 111212412 ???
and 4124545434 ???
Go try explain that with realistic dices.
This is very interesting. The experiment should be set up in advance with exactly what you are looking for, rather than searching for patterns after generating the rolls. The chance for 5 1s in 10 rolls is 1.3%. But we should look line by line (to prevent overlap problems that make the math very hard).
There is a group of 5 1s in the third line, but there is a 12.3% chance of this occurring (i.e., 1 or more groups of exactly 5 1s) in a simple of 10 lines of 10 rolls. Maybe I will run the experiment on more numbers from random.org and see how it turns up.
gpellamjr wrote:The attacker does have the advantage in a 3-2 roll
Greg
I put all the combinations of the attacker's 3 dices (56) against the defenders 2 dices (21)
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