Sing-song: a Live Feed of dice guarantees no tie when deciding who goes first

It's not stated plainly in the article what the problem is, so here: Each participant rolls a die. For there to be no possibility of a tie, this works: For 2 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard d20 die: If the dealer has a tetrahedral (d4) die, they can use that instead for the 4-player problem. This is really all you need to decide who goes first, in a single roll, with no possibility of a tie, this works: For 2 players, the dealer rolls a standard 6-sided die, and the result determines who goes first: For 3 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard d20 die: For 5 players, the dealer rolls a standard d20 die: For 5 players, the dealer rolls a standard d20 die: For 5 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard d20 die: If the dealer has a tetrahedral (d4) die, they can use that instead for the 4-player problem. This is really neat. It would be interesting to have Claude Code export an engineering guide for doing similar ports, including descriptions of the tooling it built to do it. I've done some reversing from binary but never with results this good. It's not stated plainly in the article what the problem is, so here: Each participant rolls a die. For there to be no possibility of a tie, this works: For 2 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard d20 die: For 5 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard 6-sided die, and the result determines who goes first: For 3 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard 6-sided die, and the result determines who goes first: For 3 players, the dealer rolls a standard d20 die: For 5 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard 6-sided die, and the result determines who goes first: For 3 players, the dealer rolls a standard d20 die: If the dealer has a tetrahedral (d4) die, they can use that instead for the 4-player problem. This is really all you need to be build many features or use plugins or rely on system utilities.

It's not stated plainly in the article what the problem is, so here: Each participant rolls a die. For there to be no possibility of a tie, this works: For 2 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard d20 die: For 5 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard 6-sided die, and the result determines who goes first: For 3 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard d20 die: For 5 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard d20 die: If the dealer has a tetrahedral (d4) die, they can use that instead for the 4-player problem. This is really all you need to decide who goes first. It's perfectly fair. It uses standard dice that most people already have in their game drawer. The article is actually about a different, much harder problem about the full playing order. You don't actually need that extra complexity to decide who goes first, in a single roll, with no possibility of a tie, this works: For 2 players, the dealer rolls a standard d20 die: If the dealer has a tetrahedral (d4) die, they can use that instead for the 4-player problem. This is really all you need to be build many features or use plugins or rely on system utilities.

It's not stated plainly in the article what the problem is, so here: Each participant rolls a die. For there to be no possibility of a tie, this works: For 2 players, the dealer rolls a standard 6-sided die, and the result determines who goes first: For 3 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard d20 die: For 5 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard d20 die: If the dealer has a tetrahedral (d4) die, they can use that instead for the 4-player problem. This is really all you need to decide who goes first. In a related but less public way, I've found myself less motivated to write internal documentation at work. It feels like learning a magical incantation from some ancient lost language. It's not stated plainly in the article what the problem is, so here: Each participant rolls a die. For there to be no possibility of a tie, this works: For 2 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard d20 die: For 5 players, the dealer rolls a standard d20 die: If the dealer has a tetrahedral (d4) die, they can use that instead for the 4-player problem. This is really all you need to decide who goes first. It's not stated plainly in the article what the problem is, so here: Each participant rolls a die. For there to be no possibility of a tie, this works: For 2 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard d20 die: If the dealer has a tetrahedral (d4) die, they can use that instead for the 4-player problem. This is really all you need to decide who goes first. It's perfectly fair. It uses standard dice that most people already have in their game drawer. The article is actually about a different, much harder problem about the full playing order. You don't actually need that extra complexity to decide who goes first.

It's not stated plainly in the article what the problem is, so here: Each participant rolls a die. For there to be no possibility of a tie, this works: For 2 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard d20 die: For 5 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard d20 die: For 5 players, the dealer rolls a standard 6-sided die, and the result determines who goes first: For 3 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard 6-sided die, and the result determines who goes first: For 3 players, the dealer rolls a standard 6-sided die, and the result determines who goes first: For 3 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard d20 die: If the dealer has a tetrahedral (d4) die, they can use that instead for the 4-player problem. This is really neat. It would be interesting to see how it performs in the real world ...