Responsive image
Collaborate with Fate | Follow the Harmony Map


For this game you need a common set of multi-sided dice, with 6, 8, 12, and 20 sides.
You can use real dice, an online dice simulator such as dice-simulator.com, or the dice
provided within our Autohotkey Setup which is recommended for saving your songs.
You will use our Modal-Surf tool, which will give your Random Chords the best Modes.
With all Hotkeys enabled, press D to roll the Dice while composing Progressions.

While playing the game you may want to use the Multi-Dice Reference Chart.
Functionality of the various dice is explained here with a sample of game-play:

- First Roll -

           


The 12-Dice determines the first note; we rolled a 10. The 12-Dice always determines its note
according to this fixed relationship shown here starting with 1 aligned with C. We rolled bass-note A.

   


On the first roll, the 6-Dice determines the first mode. These numbers coincide with the 6 'melodic'
Main Spectrum Modes R.O.Y.G.B.I. So a 2 gives us the Main Orange Mode a.k.a. Ionian Mode.

       So our first Mode is A Main Orange.


On the first roll and on later Modulation Rolls, the 20-Dice is not needed. Though
it could be considered here as a Wildcard option to replace your next 20-Dice roll,
which gives you the next chord of your progression - as explained on the next roll.


The 8-Dice determines the Number of Rolls where Chords are Changing without Modulating.
We use this dice as a Countdown-Timer until it reaches 1 and then we'll Roll it Again.
We had rolled a 3 on the 8-Dice, so on the next roll we'll turn it to face 2, and so on.

    - Second Roll -


       


Except at the beginning or when Modulating, The 20-Dice determines the next Chord of the Progression
by providing a Scale-Degree reletive to the present Modal-Scale. We are presently on A Main Orange;
we rolled a 9, and according to the following chart, this puts our next Chord at the 2nd scale degree
relative to Main Orange. Note that rolling a 1 is treated as if a 21 and would indicate the 7th degree.
The reason for this anomaly regarding 1 is to minimize the chances of repeating the same chord.

   


On our instrument's chart, it is easy to see that the 2nd degree of A Main Orange is B Main Green.



The 6-Dice is a wildcard, here we could optionally add 4 more degrees,
which would put us at F# Main Blue for our second chord. The wildcard
is especially useful if we were to land on the 'non-melodic' Violet position.
It may be preferable to play the game using no wildcards until truly needed.

The 12-Dice is not needed until the next Modulation. Though, in Advanced Improvisational
Gameplay it can be used as a 'Melody Anchor' in tandem with any unused 20-Dice Rolls.


    - Third Roll -


       


This third roll follows the same logic as the second roll. We're presently on the B Green Mode.
Rolling 11 on the 20-Dice, as shown on the chart, means to go to the 4th scale-degree of B Green,
giving us E Yellow for our progression's next mode. The Wildcard of 5 on the 6-Dice allows us to
add 5 more scale-degrees allowing the option to choose C# Indigo instead. If your Gamplay is
allowing Wildcards, consider options as either may better lead to the next mode not yet rolled.

Since our 8-Dice has counted down to 1, it is time for a Modulation Roll.

- Modulation Roll -

           


The Modulation Roll is similar to the first roll of the game, except that here the 6-Dice
only gives us the Chord's Polarity Maj or Min +|- instead of giving us the specific Mode.
Rolling an 8 on the 12-Dice is Note G, and rolling a 3 on the 6-Dice gives a Major Chord.

       So our next Chord is G Major.


We will now have to use the Mode-Roll Map of Modulations to determine the best Modal-Scale
to accompany our G Major Chord. Once we have determined this Mode, the game repeats all of
the logic and steps explained above. The game ends when the last chord leads well to the first.

This is a placeholder for sample game-play videos.


 

Remember to subscribe to our YouTube Chanel @moderoll