Dice Contract
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Get out of your comfort zone into the uncertain — this might get awkward.

Preparation

For this scheme you need dice, possibly ones that can be directly interpreted musically or provide significant inspiration. The dice values should be listed (for example written down) and some piece as 'progression marker' will be needed. The order of values is not exactly the order of how the piece will be played, only that the last point on the list will be the last part played in the piece.

Set up

Agree on starting player and the order of rolling the dice. This game introduces the conventional 'risk' of being extremely long.
It's best to reassure now, that the attempt will be finalised no matter what (pinki swear maybe?)

Put the progression marker on the first point of the list.

Gameplay instructions

On one's turn player stops playing then rolls the dice. The ensemble changes the improvised music and rolling player joins back to playing. If you rolled the value that is marked by the progression marker, move the marker to the next point. Then the next player will roll dice and that's basically it.

Every time the interpreted dice result repeats itself try to include some differentiation in what you play.

Game end

The game ends when progression marker is moved from the last point off the list.

This End condition is the main mechanic to introduce the tension and maybe effort on the part of players as the duration of the game is highly uncertain and some parts might happen to be repeated quite a lot.

Variants

If you have only a regular, numbered dice, get inspired by Diced Events and list the music directions.

For a lighter version, you might not require the ordered progression. The game ends when all values appeared in play (so the ending part is not determined, but you also might happen to wait for it in length).

On the other hand, notice that there are different types of dice, and some not uncommon go up even to 20 sides…

Trivia

Such probabilities were more generally considered in Coupon collector's problem (from as far back as at least 1708). For a lighter, non-ordered version, expected value for number of throws is 14.7, the most probable value is 11 (although 10 and 12 are not far behind) and 13 is the first value where probability of the game being ended until then is higher than 50%.

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