I’ve been making trick dice in my workshop in the Scottish Highlands since 1991, and selling them online since 1997. In 2002, I began developing a better quality loaded die. The work was expected to take 6 months, but it actually took 17 years. I made hundreds of moulds and thousands of test dice, searching for the best combination of innocent appearance, internal deviousness, effectiveness, repeatability, and quality of manufacturing. Finally I was happy, and 2019 sees the launch of a huge range of trick dice based on the new technique. For a full description of the 116 varieties held in stock, and a further 110 varieties made to order, keep reading down this page, or if you know what you are looking for you can jump straight to the SHOP.
Hidden Insert Range
Externally, all the dice in this range are identical – 18mm (3/4inch) with rounded corners, supplied in white with black spots or red with white spots. They are made from polyester resin cast using my unique moulding system. The outer shell is continuous, no seam or join marks to arouse suspicion. The dice are solid but the illustrations show a hollow view to make clear how the inserts are positioned.
CATEGORY : WEIGHTED
Description : A precisely shaped lead weight is hidden 1mm below the surface of these dice. They are likely to stop rolling with the weight lowermost, and thus your chosen number(s) uppermost.
Face Loaded : A square flat lead insert is positioned just below the surface of one face – the number on the opposite face is favoured.
Edge Loaded : A wedge-shaped lead insert is positioned just below the surface of one edge – the two numbers adjacent to the diagonally opposite edge are favoured.
Corner Loaded : A pyramid-shaped lead insert is positioned just below the surface of one corner :- the three numbers adjacent to the diagonally opposite corner are favoured.
CATEGORY : MAGNETIC
Description : A powerful neodymium magnet is hidden 1mm below the surface of these dice. The roll of the dice can be affected by a second magnet, either to attract or repel. They can be controlled through a thickness of at least 20mm (4/5 inches) of wood. Commonly used in conjunction with a magnetic finger ring, a magnet strapped to the operator’s knee pressed against the underside of a table, or an electromagnet built into the rolling surface.
Single Magnet in Face : a magnet is inserted in the centre of one face of a die. It can be attracted or repelled by a second magnet. Therefore the operator can guarantee to roll a certain number, or guarantee not to, depending on the orientation of the second magnet.
Single Magnet in Corner : a magnet is inserted in one corner of a die. It can be attracted or repelled by a second magnet. Therefore the operator can guarantee to roll one of the three numbers adjacent to the magnet, or guarantee not to, depending on the orientation of the second magnet. For example if the magnet is placed in the 1-3-5 corner, it can force either an odd or even number, at the operator’s bidding.
Two Magnets in two Faces : magnets are inserted in the centres of two faces of a die – one has north pole outwards, the other has south pole outwards. The magnets can be placed in opposite sides or adjacent sides. The operator can choose which of two numbers to force by adjusting the orientation of the second magnet.
Custom : You choose how many magnets, which faces, which orientations. Contact me to arrange.
CATEGORY : DOUBLE TROUBLE
Description : A precision-made iron weight is hidden 1mm below the surface. It is likely to stop rolling with the weight lowermost, and thus one of your favoured numbers uppermost. These dice are both loaded AND affected by a magnet! Iron isn’t as heavy as lead so they’re not as biassed as lead-weighted loaded dice. The attraction between iron and a magnet isn’t as strong as the attraction between two magnets, so they can’t be controlled as powerfully as can the dice which contain a hidden magnet. In both cases, the advantage is more subtle and they thus roll more naturally. However the two effects taken together make them very versatile in game play. The iron weights increase the probability of rolling the desired number(s), and the operator has the option of occasionally applying a secret magnet under the table when required! An additional benefit is that the dice themselves are non-magnetic, therefore more than one can be used in the same situation without risk of them being attracted to each other.
Face Loaded : Same as corresponding lead-weighted dice and can also be controlled with a magnet.
Edge Loaded : Same as corresponding lead-weighted dice and can also be controlled with a magnet.
Corner Loaded : Same as corresponding lead-weighted dice and can also be controlled with a magnet
CATEGORY : MATCHING REGULAR
Matching Regular (18mm) : Perfectly ordinary – no weights, magnets or gimmicks. Don’t overlook the power of these ordinary dice which look identical to all the other dice in the 18mm hidden insert range. These ones can be handled and examined without arousing suspicion, then substituted for the trick dice. Lull your victim into a false sense of security.
Mis-spotted Dice Range
My standard dice in this range are 16mm (5/8inch), white with black spots, rounded corners. The blank dice are made in England from injection-moulded plastic. I use a precision jig system to machine the pip indents into exact position then colour them with a mica infused acrylic paint which is extremely hard-wearing. These dice are kept in stock for immediate shipping. The entire range is also available made-to-order in 36mm (1 and 1/2inch), red with white spots, rounded corners, shipping time 1 – 2 weeks. Some other sizes and colour combinations are possible. Please contact me for availability and prices.
CATEGORY : MIS-SPOTTED
Twice Dice : One number has been replaced by another. For example the Double Four has an extra 4 instead of a 3, and the Double Five has an extra 5 instead of a 2. The extra number is on the opposite face to its double, so they are never visible at the same time. Only a close examination will give the game away. Magicians can use these dice to force an outcome. They are also of interest to teachers and students of statistics.
High and Low Thrower : The High Thrower always rolls a high number because it only has 4s, 5s and 6s on it, and the Low Thrower always rolls a low number because it only has 1s, 2s, and 3s on it.. The duplicated numbers are on opposite sides to each other, and so the die will appear normal whichever angle it is viewed from. The High Thrower always beats the Low Thrower.
Odds and Evens Thrower : The Odd Thrower always throws an odd number because it only has 1s, 3s and 5s on it. The Even Thrower always throws an even number because it only has 2s, 4s and 6s on it. The duplicated numbers are on opposite sides to each other so the dice will appear normal. Great for forcing an outcome.
Forcing Dice : Instead of having a different number on each face, these dice have one number repeated six times. Easily detected but can be effective when switched in and out of a routine briefly. When used as part of a humorous routine, they can remain undetected for a surprisingly long time, thus increasing the eventual comedic value.
Craps Cheaters, Pair of Point Makers : One of these dice has two each of the numbers 1, 5, and 6 on it, and the other has two each of the numbers 3, 4, and 5. The duplicated numbers are on opposite sides, so you can’t see them both at the same time. When you throw the pair together, they can never produce a total of 2, 3, 7 or 12. After the come out throw, these are the only combinations that can lose in a game of Craps.
Craps Cheaters, Pair of Door Pops : One of these dice only has the number 5 on it, and the other has only 2s and 6s. This means that when you throw the pair together, the total can only be 7 or 11. If you roll one of these numbers on your first throw in a game of craps, you immediately win. This is known as “rolling a natural.”
Opposites not Seven : The opposites sides on a regular die add up to seven but this one has opposite sides: 1/5; 2/4; 3/6. It looks normal when viewed from the 1, 2, 3 corner or the 4, 5, 6 corner. A simple routine : The audience member is handed a regular die and the magician asks him to verify that the opposite sides total 7. The magician uses a rolling sleight on his trick die to appear to demonstrate the same thing. After some appropriate patter, the magician offers his die for examination to show that some of the spots have changed sides.
Mixed Set of Mis-spots : Five trick dice and a matching regular. Set comprises – high thrower, low thrower, double 6 twice dice, double 1 twice dice, opposite sides not seven, matching regular.
Matching Regular (16mm) : Perfectly ordinary – all six numbers in the correct places. Don’t underestimate the power of these ordinary dice which look identical to the 16mm mis-spotted ones. They can be handled and examined without arousing suspicion, then substituted for the trick dice. Lull your victim into a false sense of security.
CATEGORY : MATHEMATICALLY INTERESTING
Description : The numbers on these dice have been re-arranged for purposes other than deception! They appeal to mathematicians, gamers, and collectors. See product description for more details.
Sicherman : This pair of dice have the same probability of rolling a given sum as a pair of standard six-sided dice, but they are numbered differently: one has sides 1,3,4,5,6,8; the other has sides 1,2,2,3,3,4. Sicherman Dice are the only other pair of dice which can do this.
Averaging : Averaging Dice have faces marked 2, 3, 3, 4, 4, 5. The numbers are arranged so that opposite sides add up to seven. These dice are often used in role playing games to eliminate the extreme values.
Non-transitive (set of 3) : These dice illustrate a probability paradox. No matter which of the three is chosen, one of the remaining two has a statistical advantage over it. In this set, each die has a total of 21 spots, yet the green die beats the blue, which beats the black, which beats the green!
Non-transitive (set of 4) : In this set of four nontransitive dice, the black beats the blue beats beats the green beats beats the yellow, each with a probability of 66.6%.
Non-transitive (Double Whammy) : This set of 6 utilises a lesser known property of nontransitive dice – when two sets of three are combined, the effect reverses!
Chiral Variations : There are 16 distinct ways of arranging the pips on a Western-style 6-sided die. This set contains one of each. For the collector who has everything.
CATEGORY : MISCELLANEOUS
Floats : These dice have been constructed with a hollow space inside, thus moving the centre of gravity to one side and making it slightly biassed. Supposedly a gambler could throw a float on the fire if he was under suspicion of cheating and there would be no tell-tale metal remains. They are called floats because the air-filled void causes them to float in water with the favoured number uppermost. They are probably of more interest to collectors than gamblers.