Retranslated and slightly rehashed Dice Challenge
I am very fond of the Dice Challenge, as originally posted by Nors, but the poor translation (darn google) I imagine can be hard to interprate for some. I've had a go at translating the challenge myself. I have tried to stay as close as possible to the original thread, but have tweaked it slightly in places, so I hope no one minds!
For my version, I added letters to the naming alphabet, as I didn't like the idea of some being missing, and taken out the waiting to work rule. It can take a certain number of days to find the job you want anyway, unless you cheat, but by all means include it if you prefer. I will also be including more careers to choose from based on expansion packs that were obviously released later than when the challenge was first created. Anything else that's different has been changed by accident, so let me know if I messed up
I claim no credit whatsoever for the original challenge idea, that obviously goes to the original creators. I do claim credit for the expansion pack careers addition though! Also, a big thank you to Nors for bothering to google translate in the first place! Judging by the original thread, you made a lot of peeps, myself included, very happy
IN CAS:
Create a single adult sim in CAS.
From here you will need a die. Keept it to hand throughout the challenge as you will need it for most aspects of gameplay. For now, you will use it to create the start sim.
Roll the die to determine the sex of your start sim.
Odd = Female
Even = Male
Roll the die to determine their skin colour.
1 = Light
2 = Normal
3 = Tan
4 = Dark
5 = Custom or roll again
6 = Roll again
Roll the die to determine their shape.
Odd = Unfit
Even = Normal
Roll the die to determine their hair colour.
1 = Blond
2 = Red
3 = Brown
4 = Black
5 = Custom or roll again
6 = Roll again
Roll the die to determine if your sim must have a hat or not.
Odd = Hat
Even = No hat
(Decide yourself the hair type)
Roll the die to determine their eye colour.
1 = Light Blue
2 = Dark Blue
3 = Gray
4 = Green
5 = Brown
6 = Custom or roll again
Roll the die to determine if your sim is to have glasses or not.
Odd = Yes
Even = No
(Decide yourself the glasses)
For a man:
Turn the die to determine if your sim must have facial hair or not.
Odd = Yes
Even = No
(Decide yourself what type of facial hair)
For a woman:
Turn the die to determine if your sim must have makeup or not.
Odd = No
Even = Yes
(Decide yourself which make-up)
Turn the die to determine the aspiration your sim will get.
1 = Fortune
2 = Knowledge
3 = Romance
4 = Family
5 = Popularity
6 = Pleasure or roll again
When you roll the die for which the starsign your sim will get, the rules are slightly different to most challenges.
Instead of rolling for a starsign, you will need to roll for how many points to add to each trait.
Roll the die for the bar you will add the trait to. Obviously, if you roll on the same trait twice then you will need to roll again.
1 = Neat / Sloppy
2 = Shy / Outgoing
3 = Lazy / Active
4 = Serious / Playful
5 = Grouchy/ Nice
6 = Roll again
Now you should roll for how many points to put in each bar.
So for example, your first roll is a 5. This means that you should start in the bar representing how grouchy or nice a Sim is. Next you roll a 2, meaning that you would add 2 points to the grouchy/nice bar.
It is possible that there will be no points left by the time you have finished. If this isn't the case, then you can use up the remaining points by adding more balance to the bars (so if you rolled 1 for shy/outgoing and 6 for serious/playful, then you can add more points to the shy/outgoing bar. Also, if you run out of points before you have finished then the remaining traits need to be left blank.
Now roll the die to determine which letter of the alphabet your sims name starts with. Each group of letters corresponds to one number on the die. For example, if you roll 4 then your sims name must start with either M,N,O or P.
1 = ABCD
2 = EFGH
3 = IJKL
4 = MNOP
5 = QRSTU
6 = VWXYZ
Do the same with the last name.
THE LOT
Now that you have created your start sim, it is time to move them onto a lot. Even now you will need to roll the die to determine the size of the lot that your sim will be allowed to move in to.
1 = (3x1) - (2x2) - (2x3)
2 = (3x2) - (2x4) - (3x3)
3 = (5x2) - (4x3) - (3x4)
4 = (5x3) - (3x5) - (4x4)
5 = (5x4) - (4x5) - (5x5)
6 = Roll again
After this, roll the dice again to determine which of the three options in the group to choose.
1 or 2 = Alt 1
3 or 4 = Alt 2
5 or 6 = Alt 3
For example, if you roll 4 then you will be able to move into either 5x3, 3x5 or 4x4 lots. After rolling again you end up with a 1 then this counts as alt 1, which in the case would be 5x3.
NOTE! No sim may under any circumstances may move out from the original site during the course of the challenge. The only exeptions to this rule are ex-spouses and sims moving to college. The latter must return to the original lot upon graduating or dropping out. Once moved onto the lot, you can build and furnish as you please.
STARTING THE CHALLENGE
It's time to roll that die again, this time to to see if your start sim can work or not.
Odd = No
Even = Yes
Roll the die for the type of job your sim will get.
1 = Criminal or Slacker.
2 = Business or Politics.
3 = Medicine or Science
4 = Military or Law Enforcement
5 = Culinary or Athletic
6 = Roll again
These are obviously only the base game careers. Variations for Seasons and Freetime expansions are below. Note that I haven't included the University careers, as these are only available to adults who have graduated from uni on certain majors. To choose your career, just use the lists and instructions below depending on which expansion/expansions you have. Please let me know if I missed any careers out!
Seasons
Roll the die. Odd numbers for list one and evens for list two.
Odd number - List 1
Use base game list above.
Even number - List 2
1-2 Journalism - Adventurer
3-4 Education - Law
5 -6 Music - Gamer
Freetime
Roll the die. Odd numbers for list one and evens for list two.
Odd number - List 1
Use base game list above.
Even number - List 2
1-2 Entertainment - Dance
3-4 Architecture - Oceanography
5-6 Intelligence or custom (or just intelligence if you have no custom careers)
Both Seasons and Freetime
Roll the die. Odd numbers for list one and evens for list two.
Odd number - List 1
Use base game list above.
Even number - List 2
1 Law - Intelligence
2 Music - Dance
3 Oceanography - Adventurer
4 Journalism - Education
5 Gamer and Entertainment
6 Architecture or custom (or just architecture if you have no custom careers)
Now roll the die to determine your sims civil status.
1 or 2 = Living alone
3 or 4 = Marry
5 or 6 = Become cohabitee
If you roll 3-6 then you will need to roll again to determine the gender of your sims partner. Being a cohabitee doesn't necessarily mean having a romantic relationship, but it will help later on.
Odd = Marriage or cohabitation becomes with any of the opposite sex
Even = Marriage or cohabitation is with one of the same sex
If you had such bad luck as to roll for not working and living alone then there is a chance that you will become bankcrupt because you will not receive any money.
If this happens then you can quickly find a best friend to move in. This must be the natural way, ie. you get to know a sim, become friends and then best friends. You can then ask them to move in.
This best friend is allowed to get a job so that the family may earn income. Roll the die for this sims career. Only the start sim has this option and only the start sim can continue the family line.
NOTE! Only townies / NPC 's are allowed to move in / get married in.
THE NEXT GENERATION
How many children will your sim have?
Roll the die again to see how many children your start sim can have/adopt (best to write down so you do not forget, because it is something you can not get at once.) You may only adopt if you sim is living alone, in a homosexual relationship or is to old to have more children naturally. You may NOT adopt under any other circumstances other than those listed. Alien babies count toward this total only if they are born to the heir/founder.
If you are going to adopt a child, you should roll the die to see what age you can choose.
1 or 2 = Babies
3 or 4 = Toddlers
5 or 6 = Children
Babies should be named using the same procedure as the start sim and using the same list.
When your child/children start school, you should look for if he or she should enter the private school or not.
Odd = Children should enter the private school
Even = Children should go in the public school
You can also decide at this point if they will wear glasses or not. This will be done by using the die of course!
When the next generation become teenagers, you will need to use the same procedure as the start sim to determine their aspiration and working status. You will also need to use the die to decide if they will wear make-up (girls) or have facial hair (boys).
Only biological children of your start sim can become heirs. Which of your children it will be will again be determined by the die. If you only have one child, then you won't need to roll, otherwise:
If you have 2 children:
Odd = The youngest child continues
Even = The oldest child continues
If you have 3 children:
1 or 2 = The youngest child continues
3 or 4 = The middle child continues
5 or 6 = The oldest child continues
If you have 4 children:
1 = The youngest child continues
2 = The second youngest child continues
3 = The second oldest child continues
4 = The oldest child continues
5 or 6 = Roll again
If you have 5 children:
1 = The youngest child continues
2 = The second youngest child continues
3 = The middle child continues
4 = The second oldest child continues
5 = The oldest child continues
6 = Roll again
6 children:
Goes without saying ...
Regardless of who it will be, none of the other kids can move out or have partners/children. They may still work, if you already rolled for them to do so.
Since it is not permitted to move out sims from the original lot, the you may find that the place gets pretty crowded after a while.
If your lot becomes full then you will have to start killing off the oldest sims on the lot to make room. This will usually mean your elders, but it you have no elders then you will need to start killing the oldest adults or teens. This of course doesn't include your heir but may include your start sim, seeing as they should no longer needed by this point anyway.
It is possible that you may end up having a child to many. For example, you rolled for three children and then have twins in the third pregnancy then you will have one child too many. like if you give birth to many children than the die told you. If this happens, then the oldest child no longer counts in the total and must be killed off as soon as they become a teen. It's cruel but this is a tough challenge!
SPECIAL CONSIDERATION
There is a special rule if your start sim/heir is a romance sim!
If you rolled to be married then once your sim has gained all their children with their partner, then you get roll the die for whether the couple stay married or not.
Odd = Stay married
Even = Break up
If your sims break up, then you can reroll for their civil status.
NOTE! A divorce of a romance sims can only be done once!
ELDERHOOD
When a sim becomes and elder, you should roll the die to if your sim retires or not.
Odd = Retire
Even = Keep working until death
REACHING TOP OF CAREER
When a sim reaches the top of their career, you should turn the dice for your sim will get a new job or whether to continue working with the same career.
Odd = Replace career
Even = Continue in the same (until death do you part, or until retirement does)
CHANCE CARDS
When a chance card comes up, you should (wait for it) roll the die to see which option to take.
1 or 2 = The right option
3 or 4 = The middle option
5 or 6 = The left option (Ignore)