Lelifi·tools

2 Dice Roller

Two dice give 36 equally likely pairs, so sums run 2 to 12 and 7 is the most common at 16.7 percent. Doubles land 16.7 percent of the time and at least one six lands 30.6 percent. The roller logs every throw against those odds.

Both dice are fair six-sided dice, so each of the 36 pairs is equally likely. The log and the observed counts hold until you reset. Everything runs in your browser. Nothing is uploaded or stored.

Roll two fair six-sided dice, add a modifier or throw a batch at once. Every roll is logged and counted against the real 36 outcome odds that make 7 the most common sum.

By the Lelifi editors ·

Key takeaways

How often each sum appears in 36 rolls of two diceSeven has six ways, the outer 2 and 12 have one each, so the shape peaks in the middle122.8%235.6%348.3%4511.1%5613.9%6716.7%5813.9%4911.1%3108.3%2115.6%1122.8%Bars show the number of the 36 pairs, labels under each sum show its share
Six ways make a 7 and only one makes a 2 or a 12, so the middle of the range carries most of the 36 pairs.
One craps come-out roll, all 36 pairsPass line wins on 8 pairs, loses on 4, and sets a point on the other 2422.2%66.7%11.1%Win 22.2% (8 pairs) | Point 66.7% (24 pairs) | Lose 11.1% (4 pairs)
On a craps come-out roll, 8 of the 36 pairs win, 4 lose, and the other 24 set the point.
On this page
  1. What this two dice roller does
  2. The 36 outcomes behind the 2 to 12 spread
  3. Why 7 wins the race, and by how much
  4. Doubles, snake eyes and at least one six
  5. The craps come-out roll, counted
  6. 100 rolls: what to expect and what counts as noise
  7. Monopoly jails, classrooms and checking a loaded die

What this two dice roller does

This page rolls two six-sided dice, nothing else. Each click throws both dice and shows the two faces, the sum, and whether the pair is doubles. A modifier field adds a flat number to the total, which is useful for games that roll 2d6 plus a bonus, and the rolls per click field throws a whole batch so you can build a sample fast.

Under the dice there are two tables. The first repeats the theory: 36 pairs, 11 possible sums, 7 the most common. The second is your own session, with a count for every sum, the share you saw, and the share the math predicts. Nothing is rounded to make your rolls look tidy, so a short session will wander away from the expected column and that is the point.

The log keeps the last dozen throws in order, newest first, so you can replay a hand or check a disputed roll. Both dice are fair, each face has a 1 in 6 chance, and the two throws are independent. Everything runs in your browser, so nothing is uploaded or stored.

The 36 outcomes behind the 2 to 12 spread

Two dice do not produce 11 equally likely sums. They produce 36 equally likely pairs, and the sums pile up on top of each other in the middle. Die one shows 1 and die two shows 1 in exactly one way, so a sum of 2 has a single route. A sum of 7 has six: 1+6, 2+5, 3+4, 4+3, 5+2 and 6+1. Order matters here, which is why 3+4 and 4+3 count twice.

Read the table as a recipe. The ways column adds to 36, the probabilities add to 100 percent, and the cumulative column tells you how often a sum or lower comes up. A 7 or lower happens 21 times in 36, or 58.3 percent, which is a little better than a coin flip.

SumWays out of 36ProbabilityCumulativeOne pair that makes it
212.8%2.8%1+1
325.6%8.3%1+2
438.3%16.7%1+3
5411.1%27.8%1+4
6513.9%41.7%1+5
7616.7%58.3%1+6
8513.9%72.2%2+6
9411.1%83.3%3+6
1038.3%91.7%4+6
1125.6%97.2%5+6
1212.8%100.0%6+6

The symmetry is not a coincidence. Whatever die one shows, die two is just as likely to be low or high, so the shape mirrors around 7. Every sum below 7 has a twin above it with the same count: 6 and 8 both have five ways, 5 and 9 both have four.

Why 7 wins the race, and by how much

Seven is the most likely sum because it sits in the middle of the range, where the most pairs overlap. Six of the 36 pairs make it, so the probability is 6 divided by 36, which is 1 in 6, or 16.7 percent. The extremes lose badly: 2 and 12 have one pair each, 2.8 percent, so a 7 is six times as likely as snake eyes.

The average sum is 7. Each die averages 3.5, and adding two averages gives 7, which matches the peak. The spread is measured by a standard deviation of about 2.415 for the sum of two independent fair dice, so most rolls land within a couple of points of 7. Sums from 5 through 9 hold 24 of the 36 pairs, 66.7 percent, which is the band you should expect to see most often at a table.

None of this makes a 7 likely on the next roll. Each throw is independent, the dice have no memory, and the 16.7 percent applies to every throw separately. A table that has not seen a 7 in eight rolls is not due for one.

Doubles, snake eyes and at least one six

Doubles are the six pairs where both dice match: 1+1, 2+2, 3+3, 4+4, 5+5 and 6+6. That is 6 of 36, or 16.7 percent, the same share as a 7, and it is why game rules that punish doubles feel like they fire often. Snake eyes and boxcars are each one pair out of 36, 2.8 percent, and the pair of them together is 5.6 percent.

At least one six is a different question, and the easy way in is the opposite. The chance that a single die misses the six is 5 in 6, so both dice miss it with probability 25 in 36. Subtract from 1 and 11 of the 36 pairs contain a six, which is 30.6 percent. That covers 6+1 through 6+6 and 1+6 through 5+6, with 6+6 counted once.

Two related numbers worth keeping: exactly one six is 10 of 36, 27.8 percent, and the chance of no doubles at all is 30 of 36, 83.3 percent. Games that reroll on doubles, or that treat doubles as a bonus, are working with a one in six event, not a rare one.

The craps come-out roll, counted

Craps is the game most people meet two dice through, and the first throw of a round, the come-out roll, has three possible outcomes. A 7 or 11 wins the pass line bet outright, a 2, 3 or 12 loses it, and any other total becomes the point that must be repeated before a 7 shows up. The Nevada Gaming Control Board publishes rules of play for approved games, and its Crapless Craps rules of play describe the standard game by listing what that variant changes: there, 7 is the only come-out winner and 2, 3, 11 and 12 all become points.

The counts fall straight out of the 36 pairs. Winning totals 7 and 11 have 6 and 2 pairs, so 8 of 36, 22.2 percent. Losing totals 2, 3 and 12 have 1, 2 and 1, so 4 of 36, 11.1 percent. The remaining 24 pairs, 66.7 percent, set a point and send the round into a second phase.

Come-out resultSumsPairsProbability
Pass line wins7 or 11822.2%
Pass line loses2, 3, or 12411.1%
Point is set, roll again4, 5, 6, 8, 9, or 102466.7%
Point 4 or 10 made before a 74 or 103 of 933.3%
Point 5 or 9 made before a 75 or 94 of 1040.0%
Point 6 or 8 made before a 76 or 85 of 1145.5%

Those last three rows are conditional. Once a 6 is the point, only a 6 or a 7 matters, so the chance of making it is 5 out of 11.

100 rolls: what to expect and what counts as noise

Run 100 throws and the expected count for each sum is 100 times its probability: about 17 sevens, 14 sixes, 14 eights, and 3 twos. Few sessions land on those numbers exactly. The count of sevens in 100 rolls behaves like a binomial with 100 trials at 1 in 6, which gives a standard deviation near 3.7, so anything from roughly 9 to 24 sevens sits inside two standard deviations and needs no explanation.

SumExpected in 100 rollsOne session of 100Difference
22.83+0.2
35.66+0.4
48.38-0.3
511.111-0.1
613.914+0.1
716.717+0.3
813.914+0.1
911.111-0.1
108.39+0.7
115.65-0.6
122.82-0.8

That example session has 17 sevens and 14 sixes, close to plan, while 5 elevens and 9 tens drift a little. Sum the difference column and it lands near zero, which is what a fair pair of dice does over time. A table of 20 rolls is too small to read: the same dice can show three 12s in 20 throws and still be fair.

The widget uses the browser's built-in random function, which is fine for games and demonstrations but is not a cryptographic generator. Software that needs unpredictable numbers for security uses a different class of tool, described in NIST SP 800-90A Rev. 1.

Monopoly jails, classrooms and checking a loaded die

The best known doubles rule in board games is Monopoly. Hasbro's official Monopoly rules state that a player who throws doubles three times in succession moves straight to Jail, and the roll also decides how far you move, which is why doubles feel like a gift until the third one. Three doubles in a row is 1 in 6 cubed, 1 in 216, or 0.46 percent of turns.

In a classroom, two dice are the cheapest way to show a distribution that is not flat. Hand out the 36 pair table, have students tally 60 rolls, then compare the tally to the theory column. The middle sums win almost every time, and the rare 2 and 12 make the lesson stick better than a lecture.

Loaded dice are harder to catch than people think. Compare a few hundred rolls against the expected counts before calling a die crooked, and remember that MathWorld's dice entry derives the count of ways for any number of dice, so the target numbers are easy to check.

Frequently asked questions

What is the most common sum when you roll two dice?

Seven, at 6 of 36 pairs, or 16.7 percent. The pairs are 1+6, 2+5, 3+4, 4+3, 5+2 and 6+1. The least common sums are 2 and 12, each with one pair out of 36, or 2.8 percent.

How many outcomes does rolling two dice have?

36. Each die has 6 faces, and 6 times 6 is 36 equally likely pairs. Those 36 pairs produce 11 possible sums, from 2 through 12, and the sums are not equally likely.

What are the odds of rolling doubles?

6 in 36, which is 16.7 percent, or 1 in 6. The doubles are 1+1, 2+2, 3+3, 4+4, 5+5 and 6+6. The chance of rolling no doubles at all is 30 in 36, or 83.3 percent.

What is the chance of rolling at least one six with two dice?

11 in 36, or 30.6 percent. Both dice miss the six with probability 25 in 36, and 36 minus 25 leaves 11 pairs that include a six. Exactly one six is 10 of 36, 27.8 percent.

What is the average roll of two dice?

7. Each die averages 3.5, so the pair averages 7. The standard deviation of the sum is about 2.415, and sums from 5 through 9 cover 24 of the 36 pairs, 66.7 percent.

What happens on a craps come-out roll?

A 7 or 11 wins the pass line, which is 8 of 36 pairs, 22.2 percent. A 2, 3 or 12 loses, 4 of 36, 11.1 percent. Any other total, 24 of 36, 66.7 percent, becomes the point.

What are the odds of making a point in craps?

It depends on the point. A 6 or 8 is made 5 times out of 11, 45.5 percent, because only 6 and 7 matter once the point is set. A 5 or 9 is 4 of 10, 40 percent. A 4 or 10 is 3 of 9, 33.3 percent.

How often should a 7 come up in 100 rolls?

About 17 times, since 100 times 1 in 6 is 16.7. The count has a standard deviation near 3.7, so 9 to 24 sevens is normal noise. A run far outside that range is worth a closer look.

What are the odds of rolling three doubles in a row in Monopoly?

1 in 216, about 0.46 percent. Each double is 1 in 6, and 6 times 6 times 6 is 216. Hasbro's official rules send a player to Jail on the third double in succession.

Does the roller add the modifier to each die or to the total?

To the total. With a modifier of +3, a roll of 2 and 3 shows a sum of 5 and a total of 8. The doubles check still uses the raw dice, so 4 and 4 stays doubles whatever the modifier.

Can I roll many rounds at once?

Yes. Set rolls per click to anything from 1 to 60, then press Roll two dice. The session table counts every roll, so 60 rolls per click fills the sample quickly while the log keeps the last 12 throws.

Do the session counts reset on their own?

No. Counts and the log hold until you press Reset session or reload the page, which makes it easy to compare two batches of rolls side by side.

Are the dice in this roller fair?

Yes. Each die takes a value from 1 to 6 with equal probability and the two throws are independent, so all 36 pairs are equally likely. The generator is the browser's standard random function, which suits games but not security.

Is anything sent to a server when I roll?

No. Every roll and every count is computed in your browser with local JavaScript. Nothing is uploaded, stored, or shared, and the session table disappears when you reload the page.

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