Super Dicey Games

#staydiceyAF

We make dicey-card games so you don't have to.

1 minute to learn. 10 minutes to play.

Play Our Games

Rolling Not Scrolling

It's become normalized to stare at a screen in between moments of our lives. Maybe these games can occupy the same fragments of time that our phone games do. Maybe these dicey-card games can help to combat the "digital rot" we're all suffering from.

Instead of scrolling social media while you wait for dinner to cook, play a game of B.U.M.P. with the kids. Normally you turn on YouTube or a podcast while you do a chore, but that could be a good time to roll a Riot Cube and see who has to fold that pair of pants, or wash the next dish.

When we were young, we roamed the world, untethered, unchaperoned, and unsupervised. It's different for kids today. Modern times require modern solutions, and our modern solution is simply to put down our devices and play Super Dicey Games™ with people we love.

It's not what you play, it's who you play it with.™
— Dicey James & Ødd Sean


What We Do

Three ways to roll with us.

🎲

For Families

Games for Everyone

Free rules you can play with stuff you already have. Premium kits with custom dice and cards when you want the full experience. Games designed so EVERYONE stays engaged, not just the winner.

📚

For Schools

Rolling Not Scrolling™ Program

Combat screen addiction with analog fun. We partner with schools, libraries, and after-school programs to get kids interacting face-to-face. Curriculum-ready, grant-friendly.

🏢

For Teams

Corporate Training & Team Building

Ditch the trust falls. Our games build real collaboration because they're designed around the experience, not just winning. Custom workshops, D&D campaigns for teams, professional development that doesn't suck.


The Games

Try before you buy. Free rules, playable demos. That's the whole point.

SUPER DICEY GAMES

Rolling Not Scrolling

Simple dice-and-card games designed for humans who want to put down their phones.

↑ Select a game above to play ↑

OBJECTIVE: Be first to give away (or collect) all your tokens.
COMPONENTS: Riot Cube™ (custom d6), tokens, d6 for tiebreakers
How to Play

Setup: 2-8 players, each starts with tokens (10 in "Give" mode, 0 in "Take" mode).

The Riot Cube™: A custom d6 with faces: ME, YOU, Y'ALL, EVERYONE, HIGHEST, LOWEST.

Each turn: Roll the cube and follow the result:

ME: You give/take a token

YOU: Pick someone else to give/take

Y'ALL: Everyone except you gives/takes

EVERYONE: All players give/take

HIGHEST/LOWEST: All players roll a d6, highest/lowest gives/takes

Winning: First to give away all 10 tokens (Give mode) or collect 10 tokens (Take mode) wins!

DIY: Write ME, YOU, Y'ALL, EVERYONE, HIGH, LOW on a blank d6 or use stickers.

Get the Physical Game

The Riot Cube™

🎲 Custom Riot Cube die

🎲 d6 for tiebreakers

🪙 Tokens (10 per player)

Coming soon

🎲
OBJECTIVE: Place all 20 numbers in ascending order without getting busted.
COMPONENTS: d100 (or 2d10), paper with 20 boxes
How to Play

Each turn: Roll the d100 (00-99), then click a slot to place your number.

The rule: Numbers must go left-to-right, lowest to highest. Duplicates are allowed next to each other.

Strategy: Leave gaps! If you roll a number that can't fit anywhere, you're BUSTED.

Winning: Fill all 20 slots = PERFECT GAME!

Multiplayer variant: Take turns rolling. First player to bust is out. Last one standing wins!

Get the Physical Game

🎲 d100 (or 2d10)

📝 Score sheets with 20 slots

Coming soon

--
Score: 0 / 20
OBJECTIVE: Be the last player standing with cards.
COMPONENTS: RSVP™ deck (52 cards), d4
How to Play

Setup: 6 players, 12 cards each from a double RSVP™ deck (or 2 standard decks).

Suits: ⬡ Rock → ✕ Scissors → ▢ Paper → ⬡ Rock. ◎ Void beats everything.

Each round: Everyone flips their top card. Winning suit takes the trick.

Ties: If multiple players have the winning suit, they WAR - bet 1 card face down, roll the d4, repeat until one winner.

Void ties: If multiple Voids flip, ALL players bet but only Void players roll.

Circular ties: If Rock, Scissors, AND Paper all show, everyone goes to war.

Elimination: Can't bet? You're out. Cards reshuffle with fewer cards (5p=10, 4p=8, 3p=6).

Finale: Last 2 players play real Rock-Paper-Scissors, best 2 of 3!

Standard deck: ♣️=Rock, ♠️=Scissors, ♥️=Void, ♦️=Paper

Get the Physical Game

🃏 RSVP™ custom deck (52 cards)

🎲 d4 for war resolution

Coming soon

Players:
6 Players
Pot: 0 cards
12 Cards Each
⬡ Rock ✕ Scissors ◎ Void ▢ Paper
Press FLIP to reveal all cards
OBJECTIVE: Complete 9 holes of disc golf in as few throws as possible.
COMPONENTS: d4, d6, d8, d10, d12, course cards
How to Play

Discs (dice): Each die = a disc type. Bigger dice go farther but are less accurate.

• d4 Putter (1-4) • d6 Mid (1-6) • d8 Fairway (1-8) • d10 Control (1-10) • d12 Distance (1-12)

Each throw: Pick a disc, roll it. Wind may add or subtract from your roll.

Course: TEE → FAIRWAY → GREEN → BASKET. Some holes have ROUGH or HAZARDS.

Landing: Your roll determines how far you go. Overshoot the basket and you'll have to throw back!

Scoring: Count your strokes per hole. Under par = good. Over par = rough day.

Get the Physical Game

Tosser: Disc Golf Dice

🎲 RPG dice set (d4, d6, d8, d10, d12)

🌬️ Wind die (custom d6)

🗺️ Course cards (9 holes)

📋 Score card

Coming soon

HOLE 1 PAR 3
STROKES: 0
WIND: --
POSITION: TEE

SELECT YOUR DISC:

SCORECARD:

TOTAL: 0
OBJECTIVE: Place all 40 cards across 9 piles before they all die.
COMPONENTS: 40-card deck (1-10 in 4 suits), d10, d6 • 1-4 players • 10 min
How to Play

Roll both dice: d10 = which pile. d6 = how many cards you can place.

Empty pile: First card is FREE, then call over/under for remaining cards.

Living pile: Call over/under. Right = place card. Wrong = pile DIES.

Tie: Card placed but turn ends. Roll again.

Dead pile roll: Pick any living pile OR start a new empty one.

Wild (10): Pick any LIVING pile only.


Co-op (2-4 players): Deal cards evenly into hands. Take turns rolling and playing from your hand. Work together to place all 40 cards before 9 piles die. You win or lose as a team!

Get the Physical Game

Nine Lives

🎲 d10 + d6

🃏 40-card deck (1-10 in 4 suits)

🐱 9 life tokens

Coming soon

DECK: 43
LIVES: 9/9
PLACED: 9
--
--
Roll both dice to start!
1

YOU WIN!

All 40 cards placed!

OBJECTIVE: There are no winners or losers. Just play, laugh, and be together.
COMPONENTS: RSVP™ deck (or standard deck), tokens (pennies, chips, etc.) • 3-6 players • 30 min
How to Play

Setup: Everyone gets tokens. Everyone antes 1 to the center pot. One player is Dealer.

Pick 2 Suits (2x around): Guess 2 of 4 suits (⬡✕▢◎). Correct = dealer pays 1. Wrong = pay dealer 1. Dealer guessing: correct = ALL pay dealer / wrong = dealer pays ALL.

Odd or Even (2x around): Same rules. Everyone now has 4 cards.

Poker: Deal everyone a 5th card. Best poker hand wins the center pot.

Bingo: Dealer flips cards. If you have that rank, put a token on it. First to cover all 5 cards wins everyone's tokens off their cards.

Count Up: Dealer counts 1-13, flipping cards. Match (say "7", flip a 7) = everyone pays dealer that card's value. Could be nothing, could be brutal!

Next Round: Shuffle, next player deals. Keep going until you're done hanging out!

Get the Physical Game

Hodgepodge

🃏 52-card deck (standard or custom)

🪙 Tokens or coins for betting

📜 Phase reference card

Coming soon

Setup
Pot: 0
Round: 1
🂠
Set number of players to begin!
OBJECTIVE: Outsmart your opponent by choosing which dice to score and which to block with.
COMPONENTS: RPG dice set (d20, d12, d10, d8, d6) per player • 2-4 players • 15 min
How to Play

Setup: Each player has d20, d12, d10, d8, d6. Play 4 rounds.

Roll: Both players roll all 5 dice in secret.

Choose: Pick 2 dice as SCORERS (Jammer + Pivot). The other 3 are BLOCKERS.

Reveal: Show blockers simultaneously!

Clash: Matching blocker types cancel — higher value drops to the difference (10 vs 6 → 4). Ties = both zero.

Score: Your scorers minus their surviving blockers. Minimum 0.

3-4 Players: Same setup, but you score against EACH opponent separately. Your blockers defend against everyone!

Win: Highest total score after 4 rounds!

Get the Physical Game

B.U.M.P.

🎲 2 sets of RPG polyhedral dice (d20, d12, d10, d8, d6)

🛡️ Dice screens for hidden rolls

📜 Score pad

Coming soon

Round 1/4
You: 0 Opp: 0
Roll your dice to begin!
OBJECTIVE: Score more goals than your opponent in a penalty shootout.
COMPONENTS: RPG dice (d6, d8, d10, d12, d20), 2 two-sided tokens • 2 players • 10 min
How to Play

Setup: Each player has a two-sided token (black/white).

Alternating: Players take turns shooting. You shoot, they shoot, repeat.

The Call: Shooter and Keeper both secretly pick a side, reveal together.

Wrong guess: If Keeper picks wrong direction → AUTO GOAL!

Right guess: If they match, both roll the current die. Keeper ties or beats → SAVE! Shooter wins → GOAL!

5 Rounds: d6 → d8 → d10 → d12 → d20. Each player shoots once per round.

Tiebreaker: Sudden death on d20 until someone wins!

Get the Physical Game

Shootout!

🎲 RPG dice set (d6, d8, d10, d12, d20)

⚫⚪ 2 two-sided tokens

📋 Score sheet

Coming soon

Round 1/5 (d6)
You're shooting!
Pick your side: which way will you go?
OBJECTIVE: Close out all targets (5-4-3-2-1) and have the highest score, just like cricket darts.
COMPONENTS: 3 Dart dice (●/✕), 1 Targeting die (d6) • 2+ players • 15 min
How to Play

Setup: Each player needs to close out targets 5, 4, 3, 2, 1 with 3 hits each.

Your Turn: Roll the targeting die (1-5, or 6 = wild). Then throw 3 dart dice.

Dart Dice: Each die has 3 ● (hit) and 3 ✕ (miss). Count your hits!

Marks: Hits mark your target. 3 marks = closed. / = 1, X = 2, ⦻ = closed

Scoring: If you're closed on a target and opponent isn't, your hits score points (hits × target number).

Overflow: Extra hits after closing count for points if opponent hasn't closed.

Re-roll Target: Already closed? Re-roll costs 1 dart. Just closed? Re-roll is free.

Win: Close all 5 targets AND have highest score!

Get the Physical Game

Chucker: Cricket Dice

🎯 3 custom dart dice (●/✕)

🎲 1 targeting die (d6)

📋 Score sheet

Coming soon

HOW MANY PLAYERS?
OBJECTIVE: Move all your pieces from your home triangle to the opposite triangle.
COMPONENTS: 2 custom d6 (1,1,2,2,3,3), 10 tokens per player • 2-6 players • 20 min
🎯⬡🎲

How to Play

Setup: Each player places 10 pieces in their home triangle. For 2 players, use opposite triangles.
Roll: Roll both dice. Each die is a separate move (1, 2, or 3 spaces).
Move: Move along the lines. You can split dice between pieces or use both on one piece.
Blocking: Can't land on or jump over occupied spaces. Plan your route!
Doubles: Roll doubles? Move 4× that number AND roll again!
Win: First player to get all 10 pieces to the opposite triangle wins!
1 1 2 2 3 3

Custom d6: two of each number (1, 2, 3)

Get the Physical Game

🎲 2 custom d6 (1,1,2,2,3,3)

🔵 10 tokens per player

📋 Hex board

Coming soon

OBJECTIVE: Be the first to get rid of all your dice. Don't go over 50 points!
COMPONENTS: 12 dice per player • 2-4 players • 15 min
How to Play

Setup: Each player rolls 12 dice and groups them by value.

Start: Player with most points starts. Must play a single die.

Beat it: Play MORE dice of SAME number, OR equal-or-more dice of HIGHER number.

Pass: Can't or won't beat it? Pass. When all pass back to last player, sweep and start fresh.

Going out: First to empty hand wins round. Others get one more turn to dump dice.

Scoring: Dice left in hand = sum of face values added to your score.

Busted: First to 50+ points LOSES. Everyone else wins!

Get the Physical Game

🎲 12 dice per player

📝 Score pad

Coming soon

HOW MANY PLAYERS?
OBJECTIVE: Get three in a row. Steal squares by calling Over, Under, or risk a Tie!
COMPONENTS: d6 (1-5, 6=wild flip) • 1 player vs CPU • 5 min
How to Play

Setup: Board starts with 9 placeholder dice, all showing 3 (gray).

Challenge: Select any square that isn't yours, then call OVER or UNDER.

O - Over: Roll HIGHER than the target to claim the square.

U - Under: Roll LOWER than the target to claim the square.

T - Tie vs Placeholder: You lose your turn.

T - Tie vs Opponent: Square resets to a 2 placeholder!

Win: First to get three in a row wins!

Dice: d6 with 1-5 as values. Roll a 6? WILD - flip your call and roll again!

Get the Physical Game

O.U.T. (Over Under Tie)

🎲 Custom d6 (1-5, wild)

🟢🔴 Player dice in 2 colors

⬜ 9 gray placeholder dice

Coming soon

GREEN's TURN
Roll to place your die!
OBJECTIVE: Summit the mountain together. Make the target number with shared dice. Resources deplete as you climb.
COMPONENTS: Cards 1-10, d6 dice pool • 2-6 players • Co-op
How to Play

Setup: Build a pyramid of face-down cards. Each climber needs to make the target number.

Each Card: Flip card → Roll dice pool → Each climber makes the target using +, -, ×, ÷

Depletion: Dice pool shrinks by 1 after each card. The mountain takes its toll.

Failure: If a climber can't make the number, they're cut from the rope or carried (costs 4 dice from NEXT card's pool).

Win: Get as many climbers to the summit as possible!

Get the Physical Game

🃏 Cards 1-10

🎲 15 d6 dice pool

🧗 Climber tokens

Coming soon

🎲 Resources: 15 🧗 Climbers: 3/3 📍 Card: 1/10
Expedition ready. 3 climbers. 10 cards to summit.
SPIKED™: Verbal Volleyball
COMPONENTS: Nothing. Just people in a circle.
How to Play

Setup: Players sit or stand in a circle.

Start: First player says "PASS" with a throwing motion to their right.

Actions:

PASS — Throw motion in direction → Next player

SET — Hands up (setter pose) → Skip one player

BLOCK — Opposite arm up* → Reverse direction

SPIKE — Point across circle → Target must PASS (their choice)

*If ball traveling left, block with LEFT arm

OUT if: Wrong word, wrong gesture, hesitation, wrong arm on block, don't pass after getting spiked.

The Revenge Rule: After getting spiked, you MUST pass. Whoever receives it can spike the person who spiked you.

🏐 You already have everything you need.
🎉 Party

Out = drink, rejoin

💀 Elimination

Out = done

⚡ Speed

2-second limit

📦 SPIKED: The Box

An empty box with one rules card. Because you already have everything you need.

Get the Physical Game

📦 SPIKED: The Box

🃏 One rules card

🎁 Literally nothing else (that's the joke)

Coming soon

OBJECTIVE: Complete action cards while other players mess with you using impact cards.
COMPONENTS: Action deck, Impact deck, 4d6 • 2-6 players • 15-30 min
How to Play

Setup: Shuffle both decks. Each player draws 3 impact cards.

Your Turn:

1. Draw an action card - this is your challenge

2. You have 4 rolls to complete it with your dice

3. Other players can play impact cards to help or hinder

4. Complete the action? Keep the card. Fail? Discard it.

Win: First to complete 3 actions (or pick your own win condition).

Click through to preview the cards

1 / 26
💼 Exploitation Mode™

"They did the work. You closed the deal. You get the credit."

How It Works:

1. The Founder draws action card, takes ONE roll

2. Save dice, pass card + saved dice to the left

3. The Worker gets ONE roll with remaining dice

4. Repeat until someone completes it

5. The Closer gets the point. Everyone else worked for free.

First to 5 wins. The Closers always win.

Print & Play free forever (Creative Commons)

Download PDF
Get the Physical Game

🃏 Action deck (26 cards)

💥 Impact deck (26 cards)

🎲 4d6

Coming soon

OBJECTIVE: Score the most points across 3 rounds as conditions warp reality!
COMPONENTS: 5d6 per player (or d4,d6,d8,d10,d12 for RPG mode) • 2-4 players • 10 min
How to Play

Setup: Choose dice mode (Standard 5d6 or Wild Type RPG dice). Each player gets identical dice.

Each Round: Everyone rolls once. Then CONDITIONS are flipped one at a time. Each condition changes reality - dice may be cut, modified, or rerolled.

The Stack: Round 1 = 1 condition. Round 2 = 2 conditions. Round 3 = 3 conditions.

Reroll Rule: If you reroll a die, it must survive ALL previous conditions again. Risky!

Elimination: If all your dice are discarded, you score 0 for that round.

Scoring: Highest total wins the round. 4 players: 1st=4pts, 2nd=3pts, 3rd=2pts, 4th=1pt. Ties get higher value.

Wild Type: RPG dice have special rules - dice can upgrade/downgrade tiers!

Get the Physical Game

🎲 5d6 per player (or RPG dice set)

🃏 Condition cards deck

📝 Score pad

Coming soon

Players:
Mode:
OBJECTIVE: Don't blow up! Land exactly on 0 to defuse. Go negative and you lose a life.
COMPONENTS: d4, d6, d8, d10, d12, d20 • 1-4 players • 10 min
How to Play

Setup: Everyone starts with 3 lives. Timer starts at 30.

Your Turn:

1. Roll d6 to determine which die you MUST use (1=d4, 2=d6, 3=d8, 4=d10, 5=d12, 6=d20)

2. Roll that die and subtract from the timer

Results:

• Timer hits exactly 0 = DEFUSE! Gain a life, start new round

• Timer goes negative = BOOM! Lose a life, start new round

• Timer still positive = Pass to next player

Win: Last player with lives remaining.

"Zero defuses, negative loses."

Get the Physical Game

🎲 d4, d6, d8, d10, d12, d20

💣 Bomb token

❤️ Life tokens

Coming soon

TIMER
--
💣
Die: ?
?
Select number of players to begin
OBJECTIVE: Score the most points across 6 rounds. Push your luck, but don't hit the target!
COMPONENTS: 1 x d4, 2 x d6, 3 x d8, 4 x d10, 5 x d12, 6 x d20 • 1-4 players • 15 min
How to Play

6 Rounds: 1 x d4 → 2 x d6 → 3 x d8 → 4 x d10 → 5 x d12 → 6 x d20

Target: Each round, roll that die type to set the target number everyone must avoid.

Your Turn: Roll your dice. Add non-target dice to your score.

BUST: If ANY die shows the target, you bust! Lose the sum of your surviving dice from your total.

Round 1: Only 1 die, so busting costs nothing. Build your bankroll!

Bank: Stop anytime to lock in your score and end your turn.

Win: Highest score after all 6 rounds.

All Bust: If EVERY die hits the target (Rounds 2-6), you win instantly. Good luck.

Get the Physical Game

🎲 1×d4, 2×d6, 3×d8, 4×d10, 5×d12, 6×d20

📝 Score pad

Coming soon

Round 1
1d4
AVOID THE ?
YOUR SCORE 0
AVG ROLL
Select number of players to begin
OBJECTIVE: First to 5 escapes. Can't go below 0 — if you would, drag someone else down instead. 🦀
COMPONENTS: 2 dice (4× +, 2× −) • 48 cards • 2-4 players • 5 min
How to Play

Setup: Everyone starts at 1. First to 5 escapes!

Your Turn:

1. DRAW a card — it changes the rules for your turn

2. ROLL 2 dice (+/−)

3. KEEP one die for yourself

4. GIVE the other to any opponent

Scoring: + moves up 1. − moves down 1.

The Floor: Can't go below 0. If you would, drag someone else down 1 instead. 🦀

"If I can't get out, neither can you."

Get the Physical Game

🎲 2 custom dice (4× +, 2× −)

🃏 48 card deck

🦀 Score track

Coming soon

First to 5 escapes 🦀
Select number of players to begin
OBJECTIVE: Compete in 10 dice events. Each result converts to points. Highest total wins!
COMPONENTS: 6d6 • 1-4 players • 15 min
How to Play

10 Events: Each with unique dice rules. Your result converts to points (0-1000+).

Day 1: 100m, Long Jump, Shot Put, High Jump, 400m

Day 2: 110m Hurdles, Discus, Pole Vault, Javelin, 1500m

Scoring: Fixed point tables — same roll = same points every time.

Win: Highest total after 10 events. World class = 7000+!

Get the Physical Game

🎲 6d6

📋 Event cards with point tables

📝 Score pad

Coming soon

CRASH OUT: DECATHLON
Select number of players to begin
OBJECTIVE: Win mini OUT games to claim mega-squares. Get 3 mega-squares in a row!
COMPONENTS: d6 (1-5, 6=wild flip) • 2 players • 20-40 min
How to Play

The Mega Board: A 3×3 grid where each cell contains a mini OUT game.

Claim a Square: Win the mini OUT game to place your X or O on the mega board.

Mini OUT Rules: Same as regular OUT - call OVER or UNDER, roll to beat the target.

Win: Get 3 mega-squares in a row (horizontal, vertical, or diagonal). Super OUT!

Super Rule (optional): Where you win in a mini game determines which mega-square your opponent must play in next.

Get the Physical Game

🎲 d6 (1-5, 6=wild)

📋 9 mini OUT boards

⭕ X and O tokens

Coming soon

YOUR TURN Select a mega-square to battle for
Game started. Click a mega-square to battle!
OBJECTIVE: Bet whether two dice will total under 7, over 7, or exactly 7!
COMPONENTS: 2d6 • Classic Indian casino game
How to Play

Place Your Bet: Choose one of three options:

7 DOWN (2-6): Pays 1:1

LUCKY 7: Pays 4:1

7 UP (8-12): Pays 1:1

Roll: Two dice are rolled. If your bet matches, you win!

The Catch: 7 is the most common roll (6 ways out of 36). When 7 hits, the 1:1 bets lose — that's the house edge.

BANK: $1000
BET:
?
?
Place your bet!
OBJECTIVE: Get closest to 12 without going over. Blackjack with dice!
COMPONENTS: 2d6 • Quick hands for TTRPG gambling halls
How to Play

Deal: Everyone rolls 2d6 - that's your starting hand.

Hit: Roll 1d6 and add it to your total.

Stand: Keep your current total.

Bust: Go over 12 and you're out!

Win: Closest to 12 without busting wins.

Push: Ties split the pot.

🎲 DM Tips: Fast rounds = more bets per scene. House can stand on 9+. Side bets on exact 12!

DEALER
YOU
Place your bet to start!
Wins: 0 Losses: 0 Pushes: 0
OBJECTIVE: Bet on where the d20 lands. 1 and 20 are green zeros!
COMPONENTS: d20, gold/chips • Perfect for TTRPG gambling halls
How to Play

Straight Up (any number): 17:1

Third (6 numbers): 2:1

Column (6 numbers): 2:1

Low (2-10) / High (11-19): 1:1

Odd / Even / Red / Black: 1:1

Green (1 or 20) loses all outside bets!

🎲 DM Tips: NPCs can use Sleight of Hand to swap dice. Players can Perception/Insight to catch cheaters!

100 chips
?
Tap numbers to bet. Spin when ready!
OBJECTIVE: Bet on Player or Banker - closest to 9 wins!
COMPONENTS: 6d12 • High roller table for TTRPG gambling halls
How to Play

Dice Values: Only ones digit counts (12→2, 10→0, 11→1)

Deal: Player and Banker each roll 2d12.

Third Die: If total is 0-5, roll a third die. Stand on 6-9.

Win: Closest to 9 wins. Ties push (unless you bet Tie).

Payouts: Player 1:1, Banker 1:1, Tie 8:1

🎲 DM Tips: The "house" (Banker) can be an NPC. High minimum bets = high stakes drama!

W: 0 L: 0 T: 0
PLAYER
VS
BANKER
OBJECTIVE: Make the best 5-dice hand from your 2 + 5 community dice!
COMPONENTS: 7d12 • Poker night for TTRPG gambling halls
How to Play

The Board: 5 community dice are rolled face-up.

First Hole: Each player rolls 1 die into their hand.

Bet or Fold: You know 6 of 7 dice - decide now!

Final Hole: Roll your last die. This is your moment.

Showdown: Best 5-dice hand wins!

Hands: Five of a Kind > Straight (5 in a row) > Four of a Kind > Full House > Three of a Kind > Two Pair > Pair > High Die

🎲 DM Tips: Insight checks after first hole die. Sleight of Hand on the final roll. Cup-hide your dice!

COMMUNITY
?
?
?
?
?
YOU
?
?
CPU
Deal to start!
Wins: 0 Losses: 0 Ties: 0
OBJECTIVE: Race to 0 by doubling down on lower rolls. Cash out or lose it all!
COMPONENTS: 6d6 • 2-4 players • 15 min
How to Play

Start: Each player begins at 288 points. First to 0 wins.

Roll: Roll 6d6 - that's your target to beat AND your potential payout at 1×.

Double Down: Roll 5d6. If ≤ your previous total, you're still in at 2×!

Keep Going: 4d6 (4×), 3d6 (8×), 2d6 (16×), 1d6 (32×) - each roll must be ≤ the last.

Cash Out: Your CURRENT roll × multiplier = points subtracted from your score.

The Catch: Low rolls are easier to beat... but worth less when you cash out!

Bust: Roll higher than your target? Lose EVERYTHING. No points this round.

OBJECTIVE: Score all 3 line types: horizontal, vertical, AND diagonal!
COMPONENTS: 9 tokens (3 each) • 3 players • 10 min
How to Play

Setup: Board starts full - 3 pieces each for ✕, ○, and △.

On your turn: Swap one of YOUR pieces with one of either opponent's pieces.

Scoring: When you make 3 in a row, you bank that LINE TYPE (horizontal, vertical, or diagonal).

Win: First to bank all 3 line types wins!

Get the Physical Game

📋 3×3 board

⭕ 9 tokens (3 each: ✕, ○, △)

Coming soon

YOU
CPU 1
CPU 2
Your turn
Click one of your pieces to swap!
HISTORY
THE CULL SLEEPS FOR NO ONE. 5 rounds. Dice count × round = score. Highest total wins!
COMPONENTS: Standard d6 dice • 2-4 players • 15 min
How to Play

Setup: Each player gets 7 dice. Roll your pool.

On your turn: Roll The Culler. ALL dice showing that number from ALL players go to the center.

The Cull: Reroll center dice. Any that match are REMOVED from the game. Keep the rest.

Final rotation: When someone hits 0 dice, everyone gets one more roll (they go last).

Scoring: Dice count × round number. Play 5 rounds, highest total wins!

Get the Physical Game

🎲 7 d6 per player

💀 The Culler die (special d6)

📝 Score pad

Coming soon

GAME SETUP
Players:
P1
P2
WHITTLE DOWN. Roll all 6 RPG dice, highest total wins tokens. Remove your lowest roll. Repeat until one die remains!
COMPONENTS: d4, d6, d8, d10, d12, d20 • 2-4 players • 10 min
How to Play

Setup: Each player gets d4, d6, d8, d10, d12, d20.

Each Round: Everyone rolls their remaining dice. If anyone has tied lowest dice, resolve tiebreakers first - those dice reroll and the new values count!

Scoring: After tiebreakers, rank by final totals. 1st/2nd/3rd/4th place get tokens based on position × round number.

Stakes: Round 1 = 4/3/2/1 tokens. Round 6 = 24/18/12/6 tokens!

Whittle: After scoring, everyone removes their lowest rolled die.

Ties: Tied for position? Both get that position's tokens. Tied lowest dice? Roll them off - if they match another die's value, it gets dragged in!

Win: Most tokens after 6 rounds!

Get the Physical Game

Whittle Down

🎲 RPG dice set per player (d4, d6, d8, d10, d12, d20)

🪙 Scoring tokens

📋 Score track

Coming soon

GAME SETUP
Players:
P1
P2
OBJECTIVE: Last one standing! Start at 50 HP. Their ⚔️ hit you, your 🛡️ block. 🍺 Beer helps now, hurts tomorrow.
PHYSICAL GAME: 10 custom dice + mini tankard cup per player • Beer Card deck • 2-4 players • 15 min
How to Play

Dice Faces: ⚔️ Sword (5-6) • 🛡️ Shield (3-4) • 🍺 Beer (1-2)

Each Round:

1. 🍺 Flip the Table: Reveal a Beer Card — this changes what beer does this round!

2. 🎲 Roll: Everyone slams their tankard and rolls (minus any hangovers)

3. ⚔️ Combat: Everyone fights everyone! Your Attack − Their Defense = Damage to them

DAMAGE: 6⚔️ vs 4🛡️ = 2 damage. If Defense ≥ Attack = blocked (0 damage).

HANGOVER: Each 🍺 = 1 fewer die NEXT round. Drink hard, pay later.

First to 0 HP is eliminated. Last one standing wins!

Get the Physical Game

Broadswords & Beer: Pub Brawl Edition

🎲 40 custom engraved dice (10 per player)

🍺 4 mini tankard dice cups

🃏 Beer Card deck (Flip the Table!)

📜 Quick-start rules on a coaster

LIMITED EDITION: Full-size stainless steel tankard upgrade!

Coming soon to Kickstarter

Players:
Learn Mode:
OBJECTIVE: Don't hit 23. Roll to dump dice — score what sticks. Shake it off or Hail Mary.
COMPONENTS: 10 custom d6 (1,1,2,2,3,3) per player • Hail Mary token • 2-4 players • 10 min
How to Play

Setup: Each player gets 10 dice and 1 Hail Mary token. Shuffle the Burden deck.

Your Turn:

1. Flip Burden Card: Reveals a rule twist for this turn

2. Roll the Call: Roll one die — that number is the KEEP number

3. Roll Your Pool: Roll all 10 dice

4. Keep & Dump: Matches stay. Others go to center (temporarily).

5. Shake It Off: Reroll kept dice. Matches = Dead Weight.

6. 💀 PILE IN: Each opponent rolls 1 die — THEIR matches add to YOUR Dead Weight!

7. Score: Add total matches to your score. Get all dice back.

🙏 HAIL MARY (once per game): Instead of Shake It Off, matches REDUCE your score — and opponents' pile-in HELPS you!

⚠️ LOSE: First to 23 Dead Weight is OUT. Last one standing wins!

Get the Physical Game

Dead Weight™

🎲 10 custom dice per player (faces: 1,1,2,2,3,3)

🪙 Hail Mary tokens

🃏 Burden Card deck (18 cards)

📝 Score pad

Coming soon

HOW MANY PLAYERS?

SIMON SAYS™

🎯 Set aside matching dice to score — but if nobody matches, Simon steals everything!
🎲 4d6 per player
How to Play

SETUP: Each player gets 4 dice. One player is Simon.

EACH ROLL:

1. Simon rolls the Call die (target number)

2. All OTHER players roll their remaining dice

3. Matches are SET ASIDE (potential points)

4. Non-matches stay in pool for next roll

ROUND ENDS WHEN:

• 4 rolls complete → Everyone who matched at least once KEEPS their set-aside dice (+1 each)

• A roll where NOBODY matches → Simon STEALS all set-aside dice from everyone!

WINNING: After everyone has been Simon once, highest score wins!

Players:

Merch

Less doomscroll. More dice roll.™

🎲

Sticker Pack

5 die-cut vinyl stickers. "Rolling Not Scrolling", dice icons, and more.

$8 Add to Cart
📍

Button Set

3-pack of 1.25" pin-back buttons. Riot Cube faces, SDG logo, dice.

$6 Add to Cart
👕

Classic Tee

"Rolling Not Scrolling" on front. Soft cotton. Unisex fit. Black or kraft.

$28 Add to Cart
🧥

Dice Bag Hoodie

Embroidered logo on chest. Kangaroo pocket fits dice. Heavyweight fleece.

$55 Add to Cart
🧢

Crit Beanie

Embroidered d20 showing 20. Cuffed knit. One size fits most heads.

$22 Add to Cart
🪑

The Timeout Corner

Tiny ceramic chair. For the die that keeps rolling 1s. Sit there and think about what you did.

$15 Add to Cart
🪙

PIPCOIN™

A real coin. No blockchain. Worth $15 because that's what you paid. The ultimate odds game: heads or tails.

$15 Add to Cart

GESTALT 30

The whole is greater than the sum of its parts

30 fragments. Price doubles after each sale.

Coming Soon

The Team

Two dudes from Genesee County, Michigan making games for people they love.

James Cech

James Cech

"Dicey James"

James brings his long history of creativity and love for play as a performer and gamer. He is an American Sign Language Interpreter by profession, so he understands the importance of clear communication. He loves creating games that are simple to explain, easy to learn, and fun to play—when he's not running his campaigns as an amateur Dungeon Master.

Sean MacIntyre

Sean MacIntyre

"Ødd Sean"

Sean is a multi-passionate creative who loves workshopping ideas and brainstorming solutions to any topics that interest him. He has been working on creating more and consuming less by using his little bit of knowledge about a lot of things. He loves TikTok, browned-butter chocolate chip cookies, and will tell you absolutely everything you could ever want to know about the band Twenty Øne Piløts.