These little plastic soldiers have a few lessons about life to share. Credit: Warhammer Community.

Presumably like me you spent the weekend glued to your screen, desperate for news of the game. Yes: at 6pm on Saturday night, the new edition of Warhammer 40: Kill Team was announced!
Warhammer is a game of dice. You make little armies of plastic figurines, paint them up, and then take it in turns to move and shoot, rolling the dice to see how well your little chaps do it. I used to play it as a child; then, 25 years later, blessed with more disposable income and burdened with less social shame, I took it up again.
Since then, to my slight surprise, a little group of my friends has taken it up as well, dads in their late thirties and early forties, some of whom played in their youth, some of whom did not but who have obviously been closet nerds for decades. We play Kill Team, a smaller, faster version of the game, with only a dozen or so models on each side; the real Warhammer 40K could have 50 or more and might take four hours for a game, and we have jobs and families.
The idea is simple enough – your Necron Warrior’s Gauss blaster might shoot 24” and hit on a three, so you measure the distance, crouch down to see if it can see its target, and then roll. Then, if you hit, you roll the other dice to see if it does any damage. Or for your fang-toothed, green-skinned, cleaver-wielding Ork Boyz, you might roll to see if they successfully charge into combat, and then roll again to see how many times they hit their opponents.
The game is all about dice-rolling. It is explicitly random – dice are the archetypal random-number generator. The game is about understanding and managing randomness, about surfing uncertainty; the skill is in navigating the luck. Your big, tough Terminator has good armour; you can probably expect him to shrug off most shots from normal guns. But if you get shot enough times, you’ll probably roll a few ones. Do you dare put him out in the open where everyone can see him, but where he can quickly close with the enemy and do the most damage? Or do you try to sneak him around behind cover, which takes more time but is safer?
We struggle, sometimes, with randomness and uncertainty. We struggle with it in the sense that we don’t enjoy it – we don’t like not knowing what’s going to happen. We struggle with it in the sense that we are bad judges of how likely or unlikely things are, of thinking in more complex shades than “will happen, won’t happen, might happen”.
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