Wide and Narrow
How it works
One question only
Three dice are thrown. The wide half is a total of eleven to seventeen; the narrow half is four to ten. Both pay one to one.
The triple
If all three dice show the same face, both halves lose. That single exception is the entire reason the game is not a coin flip.
Nothing else on the table
There are no exotic covers here at all. This is the plainest game on the site, and its margin is the second narrowest.
Rewards
| Outcome | Reward | Chance |
|---|---|---|
| Narrow, total 4–10 | 1 : 1 | 105/216 |
| Wide, total 11–17 | 1 : 1 | 105/216 |
| Any triple — both halves lose | — | 6/216 |
The odds
Symmetry and one exception
Of 216 outcomes, 105 land wide and 105 land narrow — perfectly symmetrical. The remaining six are the triples, and they take both halves at once.
Six out of 216
That is 2.78 percent of throws, and because the triple loses rather than pushes, the margin is half of it: 1.39 percent. One rule, one number, and the whole edge.
Guide
Everything is countable
Two dice have thirty-six outcomes and three have two hundred and sixteen. You can write them all down on one page, which is why dice are the best place to learn where odds come from.
The shape of a total
Seven appears six times out of thirty-six and twelve appears once. Nothing is weighted; the shape comes purely from how many ways a total can be built. Most confusion about dice starts with forgetting that.
Wide margins hide in exotic covers
The simple covers on a dice table are among the fairest anywhere. The exotic ones — an exact triple, a rare total — carry the widest margins on this whole site, and they are the ones printed largest.
Rituals and results
Blowing on the dice, throwing harder, choosing a moment. None of it moves a single outcome. The rituals are old and human and completely without effect, and that is worth knowing before you start attributing results to them.
Credits are virtual. They cannot be bought, transferred or cashed out.