The crafting system was heavily chance based. You'd get say 7 attempts to augment a piece of gear, using 'scrolls' that had a certain percentage chance of succeeding. The lower the chance, the bigger the improvement to your gear. So a pair of gloves that had 7 successfully applied +attack 10% scrolls would be incredibly valuable. The superstitious method to crafting (which, anecdotally, worked incredibly well) was to get a ton of gloves and a ton of scrolls, and apply one scroll to one pair of gloves and throw them away if it failed. Once you had a single success, you would apply the scrolls as quickly as possible to try and ride the RNG wave. In my experience, this would very frequently result in getting 3+ successes in a row.
I'd love to see the code!
So the Chinese happily obliged. The first 5% of the run was nothing but ultra rare miniatures and none of the remaining 95% printed had any ultra rates. The first people to buy boxes were very happy!
EDIT: probably not after reading the comments. I thought I was smart ;)
https://forums.achaea.com/discussion/comment/249213/#Comment...
(and the associated quest to discover the easter egg of a coin landing on its edge with 1 in a million odds that was added when the bug was fixed)
I ran into the same thing when I made a custom dice roller for Settlers of Catan. Rand(1, 6) never produced a 6, which you could tell if you inspected the comments closely, but still feels counter-intuitive to me.
(or this could just be Catan Crankiness (TM), but we've all noticed it quite a bit...)
The "friendly robber" rule states that you are not allowed to place the robber on any tile that has a village of a player that does not have any points yet.