"Bad Guys Always Die Bad Guys Always Die () is a 2015 suspense crime action comedy film directed by Sun Hao. A China-South Korea-Hong Kong co-production, the film was released in China on November 27, 2015 and in South Korea on January 7, 2016. Qingzi, a Chinese language teacher at an elementary school in Busan, and his younger brother and two friends, while on a tour of Jeju island, came across what looks like a car accident with an injured Korean woman, Ji-yeon, at the driver's seat. When they try to bring her to the hospital, they end up caught"
"of a die may be placed clockwise or counterclockwise about this vertex. If the 1, 2 and 3 faces run counterclockwise, the die is called ""right-handed"", and if those faces run clockwise, the die is called ""left-handed"". Western dice are normally right-handed, and Chinese dice are normally left-handed. The pips on dice are arranged in specific patterns as shown. Asian style dice bear similar patterns to Western ones, but the pips are closer to the center of the face; in addition, the pips are differently sized on Asian style dice, and the pips are colored red on the 1 and"
"dice: However, when the game is played with two such sets, then the first chain remains the same but the second chain is reversed (i.e. A beats D beats B beats E beats C beats A). Consequently, whatever dice the two opponents choose, the third player can always find one of the remaining dice that beats them both (as long as the player is then allowed to choose between the one-die option and the two-die option): There are two major issues with this set, however. The first one is that in the two-die option of the game, the first chain"
"occurs when an obverse and reverse die strike each other while misaligned in relation to each other. Additional misalignment errors are discussed below. Historically, some design elements near the outer perimeter of a die were added by punching because technology made it difficult to press both the central and perimeter design elements at the same time. Also, some dies were made without mintmarks or dates to permit their use at different mints and in later years. A die technician added missing elements by positioning a punch, a small steel rod with the mirror image of a letter or number on"
"different kinds of vertices. Such sets frequently include a second 10-sided die either of contrasting color or numbered by tens, allowing for a pair of 10-sided dice to generate numbers between 1 and 100. Using these dice in various ways, games can closely approximate the real probability distributions of the events they simulate. For instance, 10-sided dice can be rolled in pairs to produce a uniform distribution of random percentages, and summing the values of multiple dice will produce approximations to normal distributions. Unlike other common dice, a four-sided die does not have a side that faces upward when it"
"ends, preventing the die from standing on end. They may be about 2 by 2 cm in cross section, and 4 cm long. The four sides are marked A (with the value 1, called ""dallen"", i.e. ""the dal""), II (2, probably called ""døs""), III (3) and IIII (4). According to some sources, the dal is opposite to III. Starting the game Both players throw the dice; the highest throw (adding the dice, the dal counting as 1) begins the game. Dalling Pieces cannot move until they have been dalled. A die showing the dal allows the player to dal one"
"each die can be identified. This is usually only for Early U.S. coins, as modern coin dies are made using computers, so unless there is an error coin die, all of the dies are identical. In addition, the relative positioning between the back and the front can also be used to determine which dies were used for the run that produced a particular coin. In the United States, coins are typically minted head to tail; that means the ""top"" of one side of the coin is on the exact opposite side of the coin as the ""bottom"" of the other,"
"may be interpreted as 10 in this situation. A fairly consistent arrangement of the faces on ten-digit dice has been observed. If one holds such a die between one's fingers at two of the vertices such that the even numbers are on top, and reads the numbers from left to right in a zigzag pattern, the sequence obtained is 0, 7, 4, 1, 6, 9, 2, 5, 8, 3, and back to 0. The even and odd digits are divided among the two opposing ""caps"" of the die, and each pair of opposite faces adds to nine. When casting a"
"facing upwards after a roll of the dice indicates how many spaces a player may move during that turn. A single game can last up to half an hour and can be very intense. The object of the game is for a player to move all seven of his or her pieces along the course (""two proposed versions of which are shown at right"") and off the board before his or her opponent. On all surviving gameboards, the two sides of the board are always identical with each other, indicating that the two sides of the board belong to each"
"is at rest on a surface, so it has to be read in a different way. Many such dice have the numbers printed around the points, so that when it settles, the numbers at the vertex pointing up are the same and are read. Alternatively, the numbers on a tetrahedral die can be placed at the middles of the edges, in which case the numbers around the base are read. Normally, the faces on a die will be placed so opposite faces will add up to one more than the number of faces (this is not possible with 4-sided dice"
"formed by half as many triangular facets as there are numbered faces, arranged as a pyramid so that it is impossible for the die to stop on one of its ends. Long dice Long dice (sometimes ""oblong"" or ""stick"" dice) are dice, often roughly right prisms, designed to land on any of several marked lateral faces, but not either end. Landing on end may be rendered very rare simply by their small size relative to the faces, by the instability implicit in the height of the dice, and by rolling the long dice along their axes rather than tossing. Many"
"and dice with an odd-number of faces). Some dice, such as those with 10 sides, are usually numbered sequentially beginning with 0, in which case the opposite faces will add to one less than the number of faces. ""Uniform fair dice"" are dice where all faces have equal probability of outcome due to the symmetry of the die as it is face-transitive. Theoretically, this includes: Long dice can in principle be made with any number of faces, including odd numbers. They are based on the infinite set of prisms. All the rectangular faces are mutually face-transitive, so they are equally"
"in favor of the second player, because the second player can always find a die that will beat the first player's die with probability . The following tables show all possible outcomes for all 3 pairs of dice. Though the three nontransitive dice A, B, C (first set of dice) P(A > B) = P(B > C) = P(C > A) = and the three nontransitive dice A′, B′, C′ (second set of dice) P(A′ > B′) = P(B′ > C′) = P(C′ > A′) = win against each other with equal probability they are not equivalent. While the first"
"""dice"", but also often use the English ""d""). If the final number is omitted, it is typically assumed to be a six, but in some contexts, other defaults are used. For example, if a game would call for a roll of codice_2 or codice_3 this would mean, ""roll one 4-sided die."" codice_4 would mean, ""roll three six-sided dice."" Commonly, these dice are added together, but some systems could direct the player use them in some other way, such as choosing the best die rolled. To this basic notation, an additive modifier can be appended, yielding expressions of the form, A""d""X""+""B."
"a player uses the white die when they are Blessed and the black die when they are Cursed. The Blessed die has the same sides as a green die and its result can be used to help complete adventure card tasks. The Cursed die also has the same sides as a green die but instead of using its result to aid you, if it matches the result of another die that was rolled, both dice are removed for the remainder of the adventure, making it harder to complete it. The expansion also added many new cards to the game, including"
"American"". The numbers can be arranged so that all pairs of numbers on opposing sides sum to equal numbers, 5 for the first and 9 for the second. Later, in a letter to Sicherman, Gardner mentioned that a magician he knew had anticipated Sicherman's discovery. For generalizations of the Sicherman dice to more than two dice and noncubical dice, see Broline (1979), Gallian and Rusin (1979), Brunson and Swift (1997/1998), and Fowler and Swift (1999). Let a ""canonical"" ""n""-sided die be an ""n""-hedron whose faces are marked with the integers [1,n] such that the probability of throwing each number is"
"The numerals 6 and 9, which are reciprocally symmetric through rotation, are distinguished with a dot or underline. Dice are often sold in sets, matching in color, of six different shapes. Five of the dice are shaped like the Platonic solids, whose faces are regular polygons. Aside from the cube, the other four Platonic solids have 4, 8, 12, and 20 faces, allowing for those number ranges to be generated. The only other common non-cubical die is the 10-sided die, a pentagonal trapezohedron die, whose faces are ten kites, each with two different edge lengths, three different angles, and two"
"a result of 7 on the former and 0 on the latter would be combined to produce 70. A result of double-zero is commonly interpreted as 100. Some ten-sided dice (often called 'Percentile Dice') are sold in sets of two where one is numbered from 0 to 9 and the other from 00 to 90 in increments of 10, thus making it impossible to misinterpret which one is the tens and which the units die. Ten-sided dice may also be numbered 1 to 10 for use in games where a random number in this range is desirable, or the zero"
"a die (or dice) is the winner. The loser of the last round starts the bidding on the next round. If the loser of the last round was eliminated, the next player starts the new round. As with any game of chance, probability is highly important. The key element is the ""expected quantity"": the quantity of any face value that has the highest probability of being present. For six-sided dice, the expected quantity is one-sixth the number of dice in play, rounded down. When wilds are used, the expected quantity is doubled as players can expect as many aces, on"
"Four-sided die Four-sided dice, abbreviated d4, are often used in tabletop role-playing games to obtain random integers in the range 1–4. Two forms exist of this die: a tetrahedron (pyramid shape) with four equilateral triangle-shaped faces, and an elongated long die with four faces. The former type does not roll well and is thus usually thrown into the air or shaken in a box. Four-sided dice were among the gambling and divination tools used by early man who carved them from nuts, wood, stone, ivory and bone. Six-sided dice were invented later but four-sided dice continued to be popular in"
"the results. Modifiers to a die roll can also be indicated as desired. For example, codice_6 instructs the player to roll three six-sided dice, calculate the total, and add four to it. Dice Dice (singular die or dice; from Old French ""déh""; from Latin ""datum"" ""something which is given or played"") are small throwable objects that can rest in multiple positions, used for generating random numbers. Dice are suitable as gambling devices for games like craps and are also used in non-gambling tabletop games. A traditional die is a cube, with each of its six faces showing a different number"
"is another character, often in a different color (commonly red instead of black) and are usually cursive; this reverse side is turned up to indicate that the piece has been promoted during play. (The quail are different: on one side is the character for ""quail"", while on the other is the character for left or right; some people will play with the ""left""/""right"" side up instead of the ""quail"" side up.) The pieces of the two sides do not differ in color, but instead each piece is shaped like a wedge, and faces forward, toward the opposing side. This shows"
"stronger property that, for each die in the set, there is another die that rolls a higher number than it more than half the time. Now, consider the following game, which is played with a set of dice. If this game is played with a transitive set of dice, it is either fair or biased in favor of the first player, because the first player can always find a die that will not be beaten by any other dice more than half the time. If it is played with the set of dice described above, however, the game is biased"
"must be uniform (that is, you only play with ten-sided dice, or six-sided dice, etc., but never mix them.) During conflict, each opposing force rolls their dice pool. The single highest die result wins, where ties are removed from the pool before looking at the next highest result. After a winner is established, the other dice are compared to determine the degree of success: the winner receives one 'Victory' for each die that shows a higher value than the highest of the loser's dice. The number of victories determine how close the contest was: a single victory means a close"
"the accompanying figure: The hypotenuse is the side opposite to the 90 degree angle in a right triangle; it is the longest side of the triangle and one of the two sides adjacent to angle ""A"". The adjacent leg is the other side that is adjacent to angle ""A"". The opposite side is the side that is opposite to angle ""A"". The terms perpendicular and base are sometimes used for the opposite and adjacent sides respectively.(see below under Mnemonics). The reciprocals of these functions are named the cosecant (csc), secant (sec), and cotangent (cot), respectively: The inverse functions are called"
"a reverse die (caused by the dies making contact with each other), accidentally removed or greatly weakened one of the animal's legs. By the time Mint inspectors discovered and condemned the die, thousands of pieces had been struck and mixed with other coins. Another variety is the 1938-D/S, caused by dies bearing an ""S"" mintmark being repunched with a ""D"" and used to strike coins at Denver. While the actual course of events is uncertain, Bowers is convinced that the variety was created because Buffalo nickel dies intended for the San Francisco mint were repunched with the ""D"" and sent"
"counter sunk in a log or other sturdy surface and was called a ""pile"". One of the minters held the die for the other side (called the ""trussel""), in his hand while it was struck either by himself or an assistant. Experimental archeology suggests that a lower die could be expected to last for up to 10,000 strikes depending on the level of wear deemed acceptable. Upper dies seem to have a far greater range of lives with usable lives ranging from just over 100 strikes to nearly 8000 being reported. Combining archaeological evidence with historic records suggests ancient coin"
"players can share in this struggle. Any six-sided die or ten-sided die (see Monsters, below) that belongs to a race is a ""unit"". The color(s) of the dice identify each race and represent the elements that comprise each. The dice come in four sizes, each corresponding to a particular amount of ""health"" from 1 to 4 points. One side on each unit die has an ID icon, which identifies the unit and generates results equal to the health of the die towards whatever action is being rolled for. The remaining sides have either normal action icons (representing magic, maneuvers, melee,"
"Dice Dice (singular die or dice; from Old French ""déh""; from Latin ""datum"" ""something which is given or played"") are small throwable objects that can rest in multiple positions, used for generating random numbers. Dice are suitable as gambling devices for games like craps and are also used in non-gambling tabletop games. A traditional die is a cube, with each of its six faces showing a different number of dots (pips) from one to six. When thrown or rolled, the die comes to rest showing on its upper surface a random integer from one to six, each value being equally"
"one ten-sided die of one color as the ""tens"" column and one ten-sided die as the ""ones"" column to generate percentages. A color-coded table divided by percents or ranges of numbers generated by the dice indicates the results (much like TSR's Marvel Super Heroes RPG). The results are divided into ""A"", ""B"", ""C"", ""D"" and ""Failure"", like a report card. ""A"" is a perfect or ""excellent"" result that is an automatic success. The others are spectrums of success with ""B"" being ""good"", ""C"" being ""average"" and ""D"" being ""borderline"". ""Failure"" is an automatic failure, but its degree is judged by"
"was on the hammer side, usually the reverse (back), tended to wear out first. The planchets were usually hot prior to striking. On some Roman provincial coins, some believe the tongs used to move the heated planchet left permanent center indentations on the finished coins. Others attribute these marks to surfacing tools used as a part of planchet preparation. Experimental archeology suggests that a lower die could be expected to last for up to 10,000 strikes depending on the level of wear deemed acceptable. Upper dies seem to have a far greater range of lives with usable lives ranging from"
"labeled with the numbers 0-9 twice to use for percentages instead. Subsequent patents on ten-sided dice have made minor refinements to the basic design by rounding or truncating the edges. This enables the die to tumble so that the outcome is less predictable. One such refinement became notorious at the 1980 Gen Con when the patent was incorrectly thought to cover ten-sided dice in general. Ten-sided dice are commonly numbered from 0 to 9, as this allows two to be rolled in order to easily obtain a percentile result. Where one die represents the 'tens', the other represents 'units' therefore"
"to U+2685 or using decimal codice_1 to codice_2. A loaded, weighted, or crooked die is one that has been tampered with so that it will land with a specific side facing upwards more or less often than a fair die would. There are several methods for creating loaded dice, including rounded faces, off-square faces and weights. Transparent cellulose acetate dice are used by casinos as tampering is more apparent than with opaque dice. Around the end of the 1960s, non-cubical dice became popular among players of wargames, and since have been employed extensively in role-playing games and trading card games."