All tools
Everything here is free, works without an account, and produces a receipt you can check.
Main tools
- Spin the WheelAdd any options and let the wheel decide. The classic.
- Random Name PickerPaste a list, draw one winner or many. Built for giveaways.
- Coin FlipHeads or tails, settled in one tap.
- Dice RollerAny dice, any number of sides, rolled instantly.
- Yes or NoA straight yes or no when you just need one.
- Random Number GeneratorAny range, one number or a set, repeats optional.
- Team GeneratorSplit a list into fair, even teams or groups.
- Tournament BracketRandomly seeded knockout brackets, byes handled.
Ready-made wheels
Dice
- d4The four-sided die. Smallest of the standard polyhedral set.
- d6The ordinary cube. Every board game in the cupboard uses one.
- d8Eight faces, 12.5% each. Common for medium weapon damage.
- d10Ten faces. Used alone, or in pairs to make percentages.
- d12Twelve faces. The most under-used die in the set.
- d20The one that decides whether you hit. 5% per face.
- d100Percentile. One number in a hundred, flat odds throughout.
- 2d6Two ordinary dice, totalled. The shape of most board games.
- 3d6Three dice, totalled. The classic ability-score roll.
- 2d10Two ten-sided dice, totalled. Range of 2 to 20 on a curve.
Number ranges
- 1–2A coin flip in number form. Useful when you want the result recorded as a value rather than a face.
- 1–3The smallest range where the odds stop feeling intuitive. Each number lands about 33.3% of the time.
- 1–4Four-way choice: quarters of a group, the four suits, or a d4 without the dice.
- 1–5Five options, 20% each. The usual shape for a shortlist you have already narrowed down.
- 1–6A standard die, without the die. The most-searched small range there is.
- 1–7Seven days, seven options. Common for picking a day of the week at random.
- 1–8Eight-way splits: bracket seeds, octagon positions, or a group of eight.
- 1–9Single digits excluding zero. Handy for grids, puzzles and Sudoku-style setups.
- 1–10The default mental range. Ten options, 10% each, easy to sanity-check.
- 1–12Twelve months, twelve hours, a dozen of anything.
- 1–15Fifteen options. Common for class sizes and small squad selection.
- 1–20A d20 without the dice. Also the standard range for a twenty-person list.
- 1–25Quarter-of-a-hundred. Useful for seat numbers and small raffles.
- 1–30Thirty days, thirty pupils. The standard class-register range.
- 1–50Fifty options, 2% each. Common for raffle books and US state indexes.
- 1–52One card from a standard deck, by position.
- 1–100The most-searched range of all. One number in a hundred, 1% each.
- 1–365A day of the year. Used for birthday problems and date lotteries.
- 1–500Five hundred entries. The point where manual picking stops being practical.
- 1–1000A thousand entries, 0.1% each. Standard for larger giveaways and ticket draws.
- 0–1A binary bit. Zero or one, evenly split.
- 0–9A single digit including zero. Building block for PINs and codes.
- 0–100Percentages including both ends. 101 possible values, not 100.
- 1–49The classic lottery range. Six draws from 49 with no repeats.