A LITTLE MAGIC. EXACT ODDS.
Hex & Chance
The dice foundry
Six charms. One finite spark.
Forge the die that outwits the night.
EST. AT THE WITCHING HOURMake your own six-sided die. Each charm is an equally likely face. Use + and − to set its strength from 0 to 9. Spend exactly the available sparks.
You and a rival each roll once. A strictly higher number wins; ties do not count as wins. The workshop checks all 36 equally likely face pairs. Meet the requested win count against every rival with the same die, then seal it. No lucky roll required.
Tip: one point above a common rival face can be more useful than a very large number. Zero faces are allowed. Tab to any control and use Enter or Space; touch works too. Progress saves on this device.
Your six faces
Look inside the odds · all 36 outcomes
Rows are your six faces; columns are the first rival’s faces. Gold is a win, a dash is a tie, and a dot is a loss.