# Glossary¶

## Turn¶

A Turn rolls a Cup containing a Collection of Dice

## Dice Notation¶

A dice notation is a string used to represent a Cup of dice.

## Cup¶

A Cup holds and allows iteration of one ore more Collection of dice.

## Collection¶

A Collection resides inside a Cup and contains one or more Dice with same amount of sides. A Collection also features a modifier and a multiplier for the roll outcome.

## Dice¶

A dice has two or more sides. A dice can be roll. A dice features a value after rolling.

## Luck¶

Luck simulates both the natual elusivity and ebb and flow of the concept of luck itself.

Luck is modified by and modifies the Dice’s value.

```
Roll Outcome (x) = Round ((Random (0 – MaxRoll) + 1) * (Random (0 – Luck) *.01 + 1))
```

It is more probable that dice roll outcomes will increase when luck increases.

```
Luck Increases when Roll Outcome Percentage >= (1 / φ);
```

It is more probable that dice roll outcomes will decrease when luck decreases.

```
Luck Decreases when Roll Outcome Percentage <= (1 - (1 / φ))
```

A Dice’s outcome may not exceed the sides of the dice no matter how lucky the player. A 6 sided dice will never yield 7. At most it may yield 6. At least it may yield 1.

## Bonus¶

If applicable luck is higher than dice can absorb that value is represented as a bonus. A bonus is just a number which displays how much of a luck modifier could not be absorbed into dice because they were already at max value. Bonuses can be used for game engine to categorize the roll as a “Critical Hit”, “Critical Hit x2”, etc. if desired.

## Algorithms¶

Algorithms are used to calculate luck.