dicer, n.
/duys/, n.pl., sing. die, v., diced, dicing.
1. small cubes of plastic, ivory, bone, or wood, marked on each side with one to six spots, usually used in pairs in games of chance or in gambling.
2. See poker dice.
3. any of various games, esp. gambling games, played by shaking and throwing from two to six dice or poker dice onto a flat surface. Cf. craps.
4. any small cubes.
5. Auto Racing. a jockeying for lead position between two or more drivers in which tactics are used to pass or keep from being passed.
6. no dice, Informal. of no use or help; ineffective.
7. to cut into small cubes.
8. to decorate with cubelike figures.
9. to lose by gambling with dice (often fol. by away).
10. to play at dice.
11. to cause or bring about by gambling with dice.
12. Auto Racing. to duel with another car or cars in a dice.
[1300-50; ME dees, dis, dyce (sing. and pl.), dyces (pl.) < OF de(i)z, dés (pl.); see DIE2]

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Set of small cubes (each called a die) marked on each face with from one to six spots and used in gambling and in various social games by being shaken and thrown down to come to rest at random on a flat surface.

The combined number of the spots on the topmost surface of the tossed dice decides, according to the rules of the game being played, whether the thrower (or "shooter") wins, loses, or continues to throw. In numerous board games the thrown dice determine the player's moves. Dice, which may be traced back to prehistory, were in many cultures magical devices used for the casting of lots to divine the future. In the modern era they became associated with the playing of games of chance, including craps.

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▪ game pieces

      small objects (polyhedrons) used as implements for gambling and the playing of social games. The most common form of die is the cube, with each side marked with from one to six small dots (spots). The spots are arranged in conventional patterns and placed so that spots on opposite sides always add up to seven: one and six, two and five, three and four. There are, however, many dice with differing arrangements of spots or other face designs, such as poker dice and crown and anchor dice, and many other shapes of dice with 4, 5, 7, 8, 10, 12, 16, and 20 or more sides. Dice are generally used to generate a random outcome (most often a number or a combination of numbers) in which the physical design and quantity of the dice thrown determine the mathematical probabilities.

      In most games played with dice, the dice are thrown (rolled, flipped, shot, tossed, or cast), from the hand or from a receptacle called a dice cup, in such a way that they will fall at random. The symbols that face up when the dice come to rest are the relevant ones, and their combination decides, according to the rules of the game being played, whether the thrower (often called the shooter) wins, loses, scores points, continues to throw, or loses possession of the dice to another shooter. Dice have also been used for at least 5,000 years in connection with board games, primarily for the movement of playing pieces.

      Dice and their forerunners are the oldest gaming implements known to man. Sophocles reported that dice were invented by the legendary Greek Palamedes during the siege of Troy, whereas Herodotus maintained that they were invented by the Lydians in the days of King Atys. Both “inventions” have been discredited by numerous archaeological finds demonstrating that dice were used in many earlier societies.

      The precursors of dice were magical devices that primitive people used for the casting of lots to divine the future. The probable immediate forerunners of dice were knucklebones (astragals: the anklebones of sheep, buffalo, or other animals), sometimes with markings on the four faces. Such objects are still used in some parts of the world.

      In later Greek and Roman times, most dice were made of bone and ivory; others were of bronze, agate, rock crystal, onyx, jet, alabaster, marble, amber, porcelain, and other materials. Cubical dice with markings practically equivalent to those of modern dice have been found in Chinese excavations from 600 BCE and in Egyptian tombs dating from 2000 BCE. The first written records of dice are found in the ancient Sanskrit epic the Mahabharata, composed in India more than 2,000 years ago. Pyramidal dice (with four sides) are as old as cubical ones; such dice were found with the so-called Royal Game of Ur, one of the oldest complete board games ever discovered, dating back to Sumeria in the 3rd millennium BCE. Another variation of dice is teetotums (teetotum) (a type of spinning top).

      It was not until the 16th century that dice games were subjected to mathematical analysis—by Italians Girolamo Cardano (Cardano, Girolamo) and Galileo, among others—and the concepts of randomness and probability were conceived (see probability and statistics). Until then the prevalent attitude had been that dice and similar objects fell the way they did because of the indirect action of gods or supernatural forces.

      Almost all modern dice are made of a cellulose or other plastic material. There are two kinds: perfect, or casino, dice with sharp edges and corners, commonly made by hand and true to a tolerance of 0.0001 inch (0.00026 cm) and used mostly in gambling casinos (casino) to play craps or other gambling games, and round-cornered, or imperfect, dice, which are machine-made and are generally used to play social and board games.

Cheating with dice
      Perfect dice are also known as fair dice, levels, or squares, whereas dice that have been tampered with, or expressly made for cheating, are known as crooked or gaffed dice. Such dice have been found in the tombs of ancient Egypt and the Orient, in prehistoric graves of North and South America, and in Viking graves. There are many forms of crooked dice. Any die that is not a perfect cube will not act according to correct mathematical odds and is called a shape, a brick, or a flat. For example, a cube that has been shaved down on one or more sides so that it is slightly brick-shaped will tend to settle down most often on its larger surfaces, whereas a cube with bevels, on which one or more sides have been trimmed so that they are slightly convex, will tend to roll off of its convex sides. Shapes are the most common of all crooked dice. Loaded dice (called tappers, missouts, passers, floppers, cappers, or spot loaders, depending on how and where extra weight has been applied) may prove to be perfect cubes when measured with calipers, but extra weight just below the surface on some sides will make the opposite sides come up more often than they should. The above forms of dice are classed as percentage dice: they will not always fall with the intended side up but will do so often enough in the long run for the cheaters to win the majority of their bets.

      A die with one or more faces each duplicated on its opposite side and certain numbers omitted will produce some numbers in disproportionate frequency and never produce certain others; for example, two dice marked respectively with duplicates of 3-4-5 and 1-5-6 can never produce combinations totaling 2, 3, 7, or 12, which are the only combinations with which one can lose in the game of craps. Such dice, called busters or tops and bottoms, are used as a rule only by accomplished dice cheats, who introduce them into the game by sleight of hand (“switching”). Since it is impossible to see more than three sides of a cube at any one time, tops and bottoms are unlikely to be detected by the inexperienced gambler.

      Yet another form of cheating with dice produces controlled shots, in which one or more fair dice are spun, rolled, or thrown so that a certain side or sides will come up, or not come up, depending on the desired effect. Known by such colourful names as the whip shot, the blanket roll, the slide shot, the twist shot, and the Greek shot, this form of cheating requires considerable manual dexterity and practice. Fear of such ability led casinos to install tables with slanted end walls and to insist that dice be thrown so as to rebound from them.

Dan Glimne

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Universalium. 2010.

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