Nah, it's pretty clearly random, and your unfortunate luck with dice rolls isn't reflective of everyone (certainly not reflective of my experience) and/or it'll balance out for you, on average, if you play enough games.
I have a video game I developed a long time ago where you draw numbered hex tiles and place them on the board, capturing neigboring tiles of a lower number.
The way I handled drawing for that game, is I determined how many hexes were on that map, divided it by 2, drew a random set of numbered tiles, copied it, and then gave one set to each player as their own personal deck, which they would draw from randomly over the course of the game. So each player would draw the exact same numbers over the course of the game, just at different times.
Now could one theoretically draw them in a more opportunistic random order than the other player? Sure. But what was the most common complaint I got about the game? "This game isn't random! It's impossible to win! The computer player always draws more higher tiles than me!" Even though the way I designed it, it was impossible, and I tested it enough to verify it was impossible.
Also the A.I. at the default level was pretty much a cake walk, it just made a random choice of any potential move where it could score more than like, 3 points, I think it was, and I beat it almost every time. The hard A.I. would actually try to score the most points, and the medium A.I. would always try to score the second most points. But I could see a new player losing to it a couple times, just announcing "this game is impossible!" and never playing it again.
Humans are just bad at understanding randomness. Even my Dad, who played online poker obsessively for years and saw millions of hands, can calculate the percentages for just about any hand/community card combination out there, would periodically complain about randomness when he would get beat by something that had astronomically low odds ("That only has a 1% chance of happening and he got it! it's happening way too often! should only happen 1% of the time, has to be happening like 10% of the time!").
There are ways to rig randomness, or different ways to approach randomness. I've certainly attempted a bunch of ways of drawing those tiles while trying to "fix" that perception I kept getting, including adding rubberbanding to artificially add numbers to your tile draw if you were enough behind on your score to help players catch up, or drawing on a bell curve, so middle numbers were statistically more likely to be drawn. But just generating random numbers and using those is by far the easiest to code, and there's no benefit I can see in Memoir '44 to try to rig that at all.