We make dicey-card games so you don't have to.
1 minute to learn. 10 minutes to play.
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
Three ways to roll with us.
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.
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.
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.
Try before you buy. Free rules, playable demos. That's the whole point.
Rolling Not Scrolling
Simple dice-and-card games designed for humans who want to put down their phones.
↑ Select a game above 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.
The Riot Cube™
🎲 Custom Riot Cube die
🎲 d6 for tiebreakers
🪙 Tokens (10 per player)
Coming soon
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!
🎲 d100 (or 2d10)
📝 Score sheets with 20 slots
Coming soon
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
🃏 RSVP™ custom deck (52 cards)
🎲 d4 for war resolution
Coming soon
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.
Tosser: Disc Golf Dice
🎲 RPG dice set (d4, d6, d8, d10, d12)
🌬️ Wind die (custom d6)
🗺️ Course cards (9 holes)
📋 Score card
Coming soon
SELECT YOUR DISC:
SCORECARD:
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!
Nine Lives
🎲 d10 + d6
🃏 40-card deck (1-10 in 4 suits)
🐱 9 life tokens
Coming soon
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!
Hodgepodge
🃏 52-card deck (standard or custom)
🪙 Tokens or coins for betting
📜 Phase reference card
Coming soon
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!
B.U.M.P.
🎲 2 sets of RPG polyhedral dice (d20, d12, d10, d8, d6)
🛡️ Dice screens for hidden rolls
📜 Score pad
Coming soon
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!
Shootout!
🎲 RPG dice set (d6, d8, d10, d12, d20)
⚫⚪ 2 two-sided tokens
📋 Score sheet
Coming soon
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!
Chucker: Cricket Dice
🎯 3 custom dart dice (●/✕)
🎲 1 targeting die (d6)
📋 Score sheet
Coming soon
Custom d6: two of each number (1, 2, 3)
🎲 2 custom d6 (1,1,2,2,3,3)
🔵 10 tokens per player
📋 Hex board
Coming soon
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!
🎲 12 dice per player
📝 Score pad
Coming soon
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!
O.U.T. (Over Under Tie)
🎲 Custom d6 (1-5, wild)
🟢🔴 Player dice in 2 colors
⬜ 9 gray placeholder dice
Coming soon
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!
🃏 Cards 1-10
🎲 15 d6 dice pool
🧗 Climber tokens
Coming soon
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.
Out = drink, rejoin
Out = done
2-second limit
📦 SPIKED: The Box
An empty box with one rules card. Because you already have everything you need.
📦 SPIKED: The Box
🃏 One rules card
🎁 Literally nothing else (that's the joke)
Coming soon
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
"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🃏 Action deck (26 cards)
💥 Impact deck (26 cards)
🎲 4d6
Coming soon
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!
🎲 5d6 per player (or RPG dice set)
🃏 Condition cards deck
📝 Score pad
Coming soon
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."
🎲 d4, d6, d8, d10, d12, d20
💣 Bomb token
❤️ Life tokens
Coming soon
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.
🎲 1×d4, 2×d6, 3×d8, 4×d10, 5×d12, 6×d20
📝 Score pad
Coming soon
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."
🎲 2 custom dice (4× +, 2× −)
🃏 48 card deck
🦀 Score track
Coming soon
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+!
🎲 6d6
📋 Event cards with point tables
📝 Score pad
Coming soon
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.
🎲 d6 (1-5, 6=wild)
📋 9 mini OUT boards
⭕ X and O tokens
Coming soon
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.
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!
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!
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!
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!
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.
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!
📋 3×3 board
⭕ 9 tokens (3 each: ✕, ○, △)
Coming soon
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!
🎲 7 d6 per player
💀 The Culler die (special d6)
📝 Score pad
Coming soon
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!
Whittle Down
🎲 RPG dice set per player (d4, d6, d8, d10, d12, d20)
🪙 Scoring tokens
📋 Score track
Coming soon
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!
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
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!
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
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!
Less doomscroll. More dice roll.™
5 die-cut vinyl stickers. "Rolling Not Scrolling", dice icons, and more.
$8 Add to Cart"Rolling Not Scrolling" on front. Soft cotton. Unisex fit. Black or kraft.
$28 Add to CartEmbroidered logo on chest. Kangaroo pocket fits dice. Heavyweight fleece.
$55 Add to CartTiny ceramic chair. For the die that keeps rolling 1s. Sit there and think about what you did.
$15 Add to CartA real coin. No blockchain. Worth $15 because that's what you paid. The ultimate odds game: heads or tails.
$15 Add to CartThe whole is greater than the sum of its parts
30 fragments. Price doubles after each sale.
Two dudes from Genesee County, Michigan making games for people they love.
"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.
"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.