Dice Contract

»

flickr:42712069085
free-form.png
props.png dice

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

Preparation

For this scheme you need a dice that can be directly interpreted musically. Here, it will be assumed that in use is the 6-sided dice with images.

List 6 dice values in a freely chosen order. The list sets the order of game stages. The last value on the list will be the last interpretation in the piece, but the order of 5 first values is not influential musically.

Set up

Agree on starting player and the order of players to roll the dice (go clockwise if you are in the circle). This game intends to introduce a 'risk' of taking a very long time. For this effect to work well, it's best to reassure during the setup, that the attempt will be finalised no matter what (pinky swear maybe?)

Put the progression marker on the first stage.

Gameplay instructions

On one's turn the player stops playing music then rolls the dice. The ensemble changes the improvised music and if the rolled value equals one that is currently marked by the token, move the token to the next stage. Then (if it was not the last stage) this turn ends and the next player stops playing music and rolls, etc.

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

Game end

The game ends when progression token is moved from the last stage off the list.

The above End condition is the main mechanic to introduce the in-game tension as the duration of playing is highly uncertain.

Variants

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).

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

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 variant, expected 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 already ended is higher than 50%.


Mark for clarification

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License