Dice is spatial logic: standard dice sum to 7 on opposites; ordinary dice you
deduce from views. Learn the three closed-die rules and the two open-net rules — then
cutting/painting is just (n−2) counting.
| Type | Rule | Opposites |
|---|---|---|
| Standard / Unbiased die | Sum of opposite faces = 7 | 1↔6, 2↔5, 3↔4 |
| Ordinary (non-standard) die | Random placement — no 7 assumption | Must deduce from views |
If question says "standard" or "unbiased" — use 7 immediately. If not, use visual rules below.
If you see two faces at the same time as a third face in a single view, those two faces are adjacent to the third — not opposite. By collecting neighbors from 2–3 views, you eliminate four neighbors for a given number, leaving only one possible opposite.
If two views share two identical faces, the remaining third faces are opposite each other.
When two views share one face, use rotation:
In any straight line of four boxes in a net, alternate faces (skipping one) are opposite.
Example: vertical strip 1-2-3-4 → 1 ↔ 3 and 2 ↔ 4.
For non-linear shapes, follow a Z-shaped path: start at a face, move two steps in one direction and one step at a right angle — the faces at the ends of the Z are opposite.
Cube has 8 vertices — 3 faces meet at each corner.
4+5+6=15, min = 1+2+3=6.
Three axes: vertical, horizontal, lateral. E.g., rotate 90° clockwise about vertical → Front→Left, Right→Front. Keep one face fixed to track.
Paint a cube, cut into n³ small cubes where n = divisions per edge
(e.g., 3×3×3=27):
12×(n−2)
6×(n−2)²
(n−2)³
Same as Module 06 Cubes — now in dice context.
| Symbol | Meaning |
|---|---|
S |
Sum of opposite faces (7 for standard) |
n |
Divisions per edge (painted cubes) |
V / E / F |
Vertices 8 / Edges 12 / Faces 6 |
Standard die opposite sum?
Two views share 2 faces (2,3) and third faces 5 vs 6 → opposite?
One face common → method?
Straight line of 4 in net: 1-2-3-4 → opposite pairs?
Z-logic is for?
Max corner sum on standard die?
3×3×3 painted cube → 1 face painted?
Standard ⇒ opposite sum 7 (1↔6,2↔5,3↔4) ; Ordinary ⇒ deduce from views
a) Adjacency ⇒ seen together ≠ opposite
b) Two-face common ⇒ remaining are opposite (2,3 common→5↔6)
c) One-face common ⇒ clockwise from common → same steps are opposite
Straight 4 ⇒ alternate (1↔3,2↔4) ; Z ⇒ non-linear, ends of Z are opposite
Vertex: 3 faces meet, max 4+5+6=15, min 1+2+3=6 ; Painting: n³ cubes: 3F→8, 2F→12(n−2), 1F→6(n−2)², 0F→(n−2)³
Primary source: none pinned yet — drop your preferred video/book resource into RESOURCES.md and it will be linked here. Ask me anything that's unclear.
Questions? Ask your agent — you can follow up on any concept, quiz answer, or get extra practice problems tuned to this module.