1 minute to learn. 10 minutes to play.
#staydiceyAF™
Try before you buy. Free rules, playable demos. That's the whole point.
Showing — of — games Free print & play — every rule, plus make-your-own dice →
Setup: 2–8 players start with tokens (10 in Give mode, 0 in Take mode).
The Riot Cube™: a custom d6 — ME, YOU, Y'ALL, EVERYONE, HIGHEST, LOWEST.
ME: you give/take. YOU: pick someone. Y'ALL: everyone but you. EVERYONE: all. HIGH/LOW: all roll a d6, highest/lowest gives/takes.
Win: first to give away all 10 (Give) or collect 10 (Take).
DIY: write the six faces on a blank d6 or use stickers.
🎲 Custom Riot Cube die · 🎲 d6 for tiebreakers · 🪙 Tokens (10 per player)
No custom die? A plain d6 reads the same: 1 ME · 2 YOU · 3 Y’ALL · 4 EVERYONE · 5 HIGHEST · 6 LOWEST
Each turn: roll the d100 (00-99), then click a slot to place your number.
The rule: numbers go left-to-right, lowest to highest. Duplicates may sit next to each other.
Strategy: leave gaps! Roll a number that can't fit anywhere and you're BUSTED.
Win: fill all 20 slots = PERFECT GAME.
Multiplayer: take turns rolling; first to bust is out, last standing wins.
🎲 d100 (or 2d10) · 📝 Score sheets with 20 slots
Suits: ⬡ Rock → ✕ Scissors → ▢ Paper → ⬡ Rock. ◎ Void beats everything.
Each round: everyone flips their top card; the winning suit takes the trick.
Ties go to WAR: bet 1 card face down, roll the d4, repeat until one winner. Can't bet? You're out.
Finale: last 2 players play real Rock-Paper-Scissors, best 2 of 3.
Standard deck: ♣️=Rock, ♠️=Scissors, ♥️=Void, ♦️=Paper.
card deck · d4
SELECT YOUR DISC:
SCORECARD:
Discs = dice: bigger dice go farther but are less accurate. d4 Putter · d6 Mid · d8 Fairway · d10 Control · d12 Distance.
Each throw: pick a disc and roll it — wind may add or subtract.
Course: TEE → FAIRWAY → GREEN → BASKET (some holes have ROUGH or HAZARDS). Overshoot the basket and you throw back!
Scoring: count strokes per hole — under par is good, over par is a rough day.
🎲 RPG dice set · 🌬️ Wind die · 🗺️ 9 course cards · 📋 Score card
No wind die? A plain d6 reads the same: 1 = −3 · 2 = −2 · 3 = −1 · 4 = +1 · 5 = +2 · 6 = +3
Roll both dice: d10 = which pile, d6 = how many cards you can place.
Empty pile: first card is FREE, then call over/under for the rest.
Living pile: call over/under. Right = place; wrong = the pile DIES.
Tie: card placed but turn ends. Wild (10): pick any living pile.
Co-op (2-4): deal into hands, take turns, place all 40 before 9 piles die — win or lose as a team.
🎲 d10 + d6 · 🃏 40-card deck · 🐱 9 life tokens
No winners or losers — just play, laugh, and be together. Everyone gets tokens and antes 1 to the pot; one player is Dealer.
Pick 2 Suits (2× around): guess 2 of 4 suits — right, dealer pays 1; wrong, you pay dealer 1.
Odd or Even (2× around): same rules. Everyone now has 4 cards.
Poker: deal a 5th card, best hand wins the pot. Bingo: cover your cards as ranks flip. Count Up: dealer counts 1-13; a match means everyone pays that card's value.
Next round: shuffle, pass the deal, keep going until you're done hanging out.
🃏 52-card deck · 🪙 Tokens or coins · 📜 Phase reference card
Setup: each player has d20, d12, d10, d8, d6. Play 4 rounds.
Roll all 5 dice in secret, then choose 2 as SCORERS (Jammer + Pivot); the other 3 are BLOCKERS.
Reveal blockers simultaneously. Clash: matching blocker types cancel — the higher drops to the difference (10 vs 6 → 4); ties = both zero.
Score: your scorers minus their surviving blockers (min 0). With 3-4 players you score against each opponent separately.
Win: highest total after 4 rounds.
🎲 2 sets of RPG polyhedral dice · 🛡️ Dice screens · 📜 Score pad
Alternating: players take turns shooting; shooter and keeper each secretly pick a side, then reveal.
Keeper wrong: AUTO GOAL. Keeper right: both roll the current die — keeper ties/beats = SAVE, shooter wins = GOAL.
5 rounds: d6 → d8 → d10 → d12 → d20, each player shoots once per round.
Tiebreaker: sudden death on d20.
🎲 RPG dice set · ⚫⚪ 2 two-sided tokens · 📋 Score sheet
Cricket with dice. Close out targets 5-4-3-2-1 (3 hits each) and hold the highest score.
Your turn: roll the targeting die (1-5, or 6 = wild), then throw 3 dart dice — each has 3 ● (hit) and 3 ✕ (miss). Count your hits.
Marks: / = 1, X = 2, ⦻ = closed (3 marks).
Scoring: once you've closed a target the opponent hasn't, extra hits score 1 point each. Re-roll target: free if just closed, costs 1 dart if already closed.
Win: close all 5 targets AND hold the highest score.
🎯 3 custom dart dice (●/✕) · 🎲 1 targeting die · 📋 Score sheet
No custom dice? Plain d6s read the same — dart dice: 1–3 = ● hit, 4–6 = ✕ miss · targeting die: 1–5 as they are, 6 = wild
Custom d6: two of each number (1, 2, 3)
🎲 2 custom d6 (1,1,2,2,3,3)
🔵 10 tokens per player
📋 Hex board
No custom dice? Plain d6s read the same: 1–2 = 1 · 3–4 = 2 · 5–6 = 3
Beat it: play MORE dice of the SAME number, or equal-or-more dice of a HIGHER number.
Pass: can't or won't? Pass. When all pass back to the last player, sweep and start fresh.
Going out: first to empty hand wins the round; others get one more turn to dump dice.
Scoring: dice left in hand add to your score. First to 50+ LOSES — everyone else wins.
🎲 12 dice per player · 📝 Score pad
Objective: Claim three squares in a row by calling Over, Under, or risking a Tie.
Setup: The board starts with 9 gray placeholder dice, all showing 3.
Challenge: Tap any square that isn't yours, then call OVER or UNDER.
Over: roll HIGHER than the target to claim it. Under: roll LOWER.
Tie vs placeholder: you lose the turn. Tie vs opponent: the square resets to a gray placeholder.
Dice: d6 with 1–5 as values. Roll a 6? WILD — your call flips and you roll again.
Win: first to three in a row.
🎲 Custom d6 (1–5, wild) · 🟢🔴 Player dice in 2 colors · ⬜ 9 gray placeholders
No custom die? A plain d6 reads the same: 1–5 as they are · 6 = wild
Co-op summit. Build a pyramid of face-down cards; each climber must make the target number with shared dice.
Each card: flip it → roll the dice pool → each climber makes the target using +, −, ×, ÷.
Depletion: the pool shrinks by 1 after every card — the mountain takes its toll.
Failure: a climber who can't make the number is cut from the rope, or carried (costs 4 dice from the next card's pool).
Win: get as many climbers to the summit as possible.
🃏 Cards 1-10 · 🎲 15 d6 dice pool · 🧗 Climber tokens
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)
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 PDFSetup: shuffle both decks; each player draws 3 impact cards.
Your turn: draw an action card (your challenge) and take 4 rolls to complete it. Other players can play impact cards to help or hinder you. Complete it → keep the card; fail → discard.
Win: first to complete 3 actions (or pick your own win condition).
💼 Exploitation Mode: the Founder draws + takes one roll, saves dice, passes left; each Worker gets one roll; the Closer who finishes it gets the point. First to 5. (Full write-up in the browser below.)
Browse the Action & Impact decks below, or use IRL Mode to draw cards for a physical game.
🃏 Action deck (150) · 💥 Impact deck (155) · 🎲 4d6 + 2 nice cubes
Setup: choose dice mode (Standard 5d6 or Wild Type RPG dice) — each player gets identical dice.
Each round: everyone rolls once, then CONDITIONS flip one at a time, warping reality (dice get cut, modified, or rerolled). The stack grows: R1 = 1 condition, R2 = 2, R3 = 3.
Reroll rule: a rerolled die must survive ALL previous conditions again — risky!
Scoring: highest total wins the round (4P: 4/3/2/1 pts). Lose all your dice and you score 0 that round.
🎲 5d6 per player (or RPG set) · 🃏 Condition deck · 📝 Score pad
Your turn: roll a d6 to pick which die you must use (1=d4 … 6=d20), then roll that die and subtract from the timer.
Timer exactly 0 = DEFUSE (gain a life). Negative = BOOM (lose a life). Still positive = pass on.
Win: last player with lives. "Zero defuses, negative loses."
🎲 d4–d20 · 💣 Bomb token · ❤️ Life tokens
6 rounds: 1×d4 → 2×d6 → 3×d8 → 4×d10 → 5×d12 → 6×d20. Each round, roll that die type to set the target everyone must avoid.
Your turn: roll your dice and add non-target dice to your score.
BUST: if ANY die shows the target, you lose the sum of your surviving dice from your total. Bank anytime to lock in and end your turn.
Win: highest score after 6 rounds. (All dice hit the target in R2-6 = instant win!)
🎲 1×d4, 2×d6, 3×d8, 4×d10, 5×d12, 6×d20 · 📝 Score pad
Setup: Everyone starts at 1. First to 5 escapes!
Your turn: DRAW a card (changes your turn's rules) → ROLL 2 dice (+/−) → KEEP one die → 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
No custom dice? Plain d6s read the same: 1–4 = plus · 5–6 = minus
10 events, one at a time. Each has unique dice rules; your result converts to points on a fixed table (same roll = same points).
Day 1: 100m, Long Jump, Shot Put, High Jump, 400m. Day 2: 110m Hurdles, Discus, Pole Vault, Javelin, 1500m.
Every player takes the event, running totals tabulate on the scoreboard, then it advances to the next event.
Win: highest total after all 10 events. World class = 7000+!
The per-event scoring table is shown under the arena — scroll down to check it.
🎲 6d6 · 📋 Event cards with point tables · 📝 Score pad
Mega board: a 3×3 grid where each cell is a mini OUT game.
Claim a square: win the mini OUT game (call OVER or UNDER, roll to beat the target) to place your X or O.
Win: get 3 mega-squares in a row — horizontal, vertical, or diagonal. Super OUT!
Super rule (optional): where you win in a mini game sets which mega-square your opponent must play next.
🎲 d6 (1-5, 6=wild) · 📋 9 mini OUT boards · ⭕ X and O tokens
Place your bet on one of three: 7 DOWN (2-6, pays 1:1), LUCKY 7 (pays 4:1), or 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 in 36). When 7 hits, the 1:1 bets lose — that's the house edge.
2d6
Deal: Everyone rolls 2d6 — that's your starting hand.
Hit: roll 1d6 and add it. Stand: keep your total.
Bust: go over 12 and you're out.
Win: closest to 12 without busting. Ties (Push) split the pot.
🎲 DM tips: Fast rounds = more bets per scene. House can stand on 9+. Side bets on exact 12!
2d6
Straight Up (any number): 17:1 · Third / Column (6 numbers): 2:1
Low (2-10) / High (11-19), Odd / Even / Red / Black: 1:1
Green (1 or 20) loses all outside bets!
🎲 DM tip: NPCs can Sleight of Hand to swap dice; players Perception/Insight to catch cheaters.
d20 · chips
Dice values: only the ones digit counts (12→2, 10→0, 11→1).
Deal: Player and Banker each roll 2d12. If a total is 0-5, roll a third die; stand on 6-9.
Win: closest to 9. 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!
6d12
Board: 5 community dice roll face-up.
First hole: each player rolls 1 die into their hand. Now you know 6 of 7 — bet or fold.
Final hole: roll your last die. Showdown: best 5-dice hand wins.
Hands: Five of a Kind > Straight > Four of a Kind > Full House > Three of a Kind > Two Pair > Pair > High Die.
🎲 DM tips: Insight checks after the first hole die. Sleight of Hand on the final roll. Cup-hide your dice!
7d12
Roll: everyone rolls 6 dice — that's your base score. Lowest total is the target.
Double down: roll one fewer die. Beat the target? Add (total × multiplier) to your running score. New lowest becomes the new target.
The ladder: 5d (1×) → 4d (2×) → 3d (4×) → 2d (8×) → 1d (16×).
Bust: roll equal or higher than the target and you lose EVERYTHING from this round.
Stay: bank your running total anytime. Win: first to 360 points!
6d6 / player
2 players · 4 rounds · highest total wins
Setup: Roll 6d6. Matching pairs cancel. From the survivors you must pick one scoring die and set it aside.
The loop: Roll the remaining dice. Pairs among the rolled dice cancel each other. Any rolled die matching an existing scoring die's face crosses it out — both disappear. Pick another scoring die, roll the rest, repeat until no dice remain.
Score: Add the face values of every scoring die that survived. Highest total across 4 rounds wins.
Key: Scoring dice set aside are still vulnerable — every face you lock in is a face you don't want to roll again.
Rounds: R1 & R4 cross yourself · R2 cross left · R3 cross right (social mechanic kicks in with 3+ players).
Pairs: Symmetric cancel. 3-of-a-kind = 1 survives · 4 = 0 · 5 = 1 · 6 = 0.
6d6
Pick your players
Setup: shuffle a standard deck (no jokers), face-down in the center.
Bank & crank: roll 2d6. Assign one die to BANK (the score you keep) and one to CRANK (how many cards you flip). Flip one at a time.
Stop cranking when: 🂡 ACE — bank first, then SWAP totals with the lowest player (if that's you, swap with the highest). 2️⃣ TWO — bank doubles this turn. Any other card does nothing, keep cranking.
Game end: the 4th ace flips. Highest score wins.
Strategy: leading? Bank big, crank little. Trailing? Bank low, crank deep — every ace is a chance to inherit the lead.
2d6 · card deck
Mode
Players
R.A.M. = Roll. Assess. Match. Setup: 24 cards face-down in a 4×6 grid. The four aces are traps — always in play, never claimable.
ROLL the d6 → your target number (or wild face → pick any unclaimed 2-6).
ASSESS and flip: target number counts toward your set (keep flipping); an ace or any wrong number = BUST — collected cards flip back, turn ends.
MATCH: collect 4 of a kind to claim the set (+4 pts). Game ends when all 5 sets are claimed; most points wins.
D4 mode (toggle in setup): 16 cards, 4×4 grid, d4, 3 sets — a faster, lighter game.
24 cards · d6
Pick your difficulty
Pick your players
Setup: pick a difficulty (Pairs / Quads / Eighths / Sixteenths). 16 cards shuffle face-down in a 4×4 grid.
The loop: a new card is added to the sequence; the current player must replay the whole sequence so far by flipping matching values from the grid, in order. Succeed → next player, +1 card. Bust → eliminated.
Match by value: if the sequence shows a 5, flip any face-down 5. Matched cards stay face-up for the rest of playback.
Win: complete a 16-step sequence, or be the last player standing.
16 cards + deck
Players
Setup: shuffle 16 cards (8 red, 8 black) face-down in a 4×4 grid.
On your turn: flip a coin (or d2) for your target color, then flip cards one at a time. Match → keep going. Wrong color → BUST (all revealed cards flip back, turn ends).
Win: first to chain 8 of your rolled color in a row.
Sibling to R.A.M. — same SDG deck, different memory test: one perfect color streak across a smaller grid. Quicker, sharper.
16 cards · coin
Setup: the board starts full — 3 pieces each for ✕, ○, and △.
On your turn: swap one of YOUR pieces with one of either opponent's pieces.
Scoring: make 3 in a row to bank that LINE TYPE (horizontal, vertical, or diagonal).
Win: first to bank all 3 line types.
📋 3×3 board · ⭕ 9 tokens (3 each: ✕, ○, △)
The Cull demands souls. Everyone starts with 7 dice; the first player is The Harvester.
Harvest: roll The Cull. All dice matching that number — from every player — go into The Field.
The Cull: roll all Field dice. Cull was ODD → all ODD results are culled; EVEN → all EVEN. Each culled die = 1 Soul; non-matches go to the Harvester's hand.
Pass The Cull to the next player. Win: first to 7 Souls.
🎲 7 d6 per player · 💀 The Cull die · 🪦 Soul tokens
Setup: each player gets d4, d6, d8, d10, d12, d20. Six dice, six rounds.
Each round: everyone rolls their remaining dice and totals them. Lowest total is best.
Your own dice: find your highest-rolled die. If two or more tie for highest, reroll those until one is clearly highest. Rerolls are live — your total moves with them, and so can your place in the round.
Tied totals: everyone level rerolls their highest die, in place. That shifts their total too, so a roll-off can reorder the whole round. Keep rolling until every total is different.
Rank: 1 to n, no multipliers. Lowest total takes the 1, highest takes the n. Your rank is the points you score.
Whittle: everyone discards the die that rolled highest.
Win: fewest points after 6 rounds.
🎲 RPG dice set per player · 📋 Score track
Last one standing. Start at 50 HP. Dice faces: ⚔️ Sword (5-6) · 🛡️ Shield (3-4) · 🍺 Beer (1-2).
Each round: flip a Beer Card (changes what beer does), then everyone rolls (minus hangovers), then everyone fights everyone: your Attack − their Defense = damage.
Damage: 6⚔️ vs 4🛡️ = 2 damage; Defense ≥ Attack = blocked. Hangover: each 🍺 = 1 fewer die next round.
First to 0 HP is out; last standing wins.
🎲 40 custom dice · 🍺 4 tankard cups · 🃏 Beer Card deck
No custom dice? Plain d6s read the same: 5–6 = sword · 3–4 = shield · 1–2 = beer
Don't hit 23. Each player gets 10 dice + 1 Hail Mary token.
Your turn: flip a Burden Card (rule twist) → roll the Call die (the KEEP number) → roll all 10 dice → matches stay, others go to center → Shake It Off (reroll kept; matches = Dead Weight).
💀 Pile In: each opponent rolls 1 die — their matches add to YOUR Dead Weight.
🙏 Hail Mary (once/game): matches REDUCE your score and pile-in HELPS you.
Lose: first to 23 Dead Weight is out; last standing wins.
🎲 10 custom dice/player · 🪙 Hail Mary tokens · 🃏 18 Burden Cards
No custom dice? Plain d6s read the same: 1–2 = 1 · 3–4 = 2 · 5–6 = 3
Setup: one player is the Lead; everyone else gets 4 dice.
Each round (4 total): the Lead rolls one die — the number to follow. Everyone else rolls their dice and sets aside matches (those are points).
Miss? pay 1 die to the Lead. If ALL players miss, the Lead takes all their unmatched dice.
Scoring: everyone keeps matched dice (1 pt each); the Lead keeps penalty dice. Next player becomes Lead; most points after everyone leads wins.
4d6 / player
The Rising: Patient Zero rolls the Call die, then 12 Swarm dice. Dice matching the Call + the Call die = Horde pool; non-matches = Survivor pool.
Combat: Survivors roll 3 dice, Horde rolls 2 — compare highest vs highest, second vs second.
Survivor wins → Horde die removed. Horde wins → Survivor die removed. TIE → the Survivor die TURNS (joins the Horde).
Scoring: Patient Zero wins = 2 pts, Survivors win = 1 pt each. Everyone plays Patient Zero once; most points wins.
13 d6
Each round: a TARGET number and a TOLERANCE card are revealed.
Choose your risk: pick 1-4 dice (more dice = more flexibility but more variance), then everyone rolls simultaneously and sums.
Score: if your sum is within the tolerance, you score a point.
The twist: tolerance changes every round — sometimes ±1, sometimes ±5, sometimes only overshoots count. Win: first to the target score.
🎲 6 d6 · 🃏 12 Target + 20 Tolerance + 10 After Hours cards
Grow five feathers. Cards have no rank — a card is only its suit and its color. Everyone's five sit face up, so you can watch a rival's plumage come in. A bird commits to one bold suit, or spreads across all four. The drab in-between hands score nothing at all.
Your turn: roll first, then molt. The die decides how many feathers you must shed — you choose which, after you've seen the number.
1–4: tap exactly that many cards to molt, then confirm to redraw them. 5: stand — nothing changes. 6: SHOW — the round ends immediately and everyone reveals and scores, even on a round's very first roll. The player to the roller's left deals the next round. When the draw pile runs low, shuffle the discards back in.
Pace: tap ⚡ Quick / 🎓 Learn up top to switch between fast play and stepping through every roll with a recap. It sticks across all the games.
Score your single best tier. Tiers don't stack and don't add — you take the highest one your hand qualifies for, and a hand that qualifies for none scores zero:
one of each suit = 1 · four of a color = 2 · five of a color = 4 · four of a suit = 8 · five of a suit = 16
Game length: play six shows. Highest total after the final show wins — there's no target to race to, so a late all-one-suit can steal it.
🎲 1 d6 · 🃏 one standard 52-card deck — ignore every number, read only the suit and the color
Ten dice each. Twenty-four cards dealt into three piles of six — the other six go back in the box unseen. Nobody ever knows what's still coming.
Red is losses. Black is profit. That isn't a metaphor, it's just accounting.
Three zones each: your POOL (live dice), LOSS (dead for the round), PROFIT (locked and scored).
Every round: everybody rolls ten dice at once. Flip a card. A red N books every die showing N — in every pool at the table — to LOSS. A black N books every N to PROFIT for whoever rolled it. One card, whole table, no turns.
The first three cards book at DOUBLE. The big money is on the table before anybody has banked a thing.
After those three cards — THE REVIEW. Write down your profit (it's permanent, and it's the doubled figure), take those dice back into your pool, and everybody rerolls everything. Losses stay dead.
Cards four and five book at face value. The double is spent.
THE LAST CARD ignores its number. Red is THE CRASH — every pool at the table books to loss. Black is THE RALLY — every pool books to profit. Face value either way, so the crash can only ever take the cheap money off you.
Three rounds. Highest total wins. There is no tiebreaker. A tie is a tie — two people can win.
There are no decisions in this game. That is not an oversight. You are going to get tanked by a red 6 alongside three other people and it is going to be funny.
Roughly one game in eight, all three last cards crash and nobody scores much of anything. Don't fix this. It takes ten minutes. Play again.
🎲 60 dice (ten per player) · 🃏 24 cards — Ace through 6 in all four suits, nothing else · 📝 Score pad
Everyone brings a full RPG set — d4 through d20 — and throws all six at once. The table stacks by number, and every die pays its number × the height of its stack. A die standing alone pays nothing.
Bring a set. Everyone needs a d4, d6, d8, d10, d12 and d20 — each player in a different colour. Set one spare d6 aside as the Bonus die.
1. Roll. Everyone rolls all six of their dice at once.
2. Stack. Push every die on the table into stacks by number. All the 3s in one stack, all the 11s in another. Colours tell you whose is whose.
3. Bonus. Roll the Bonus die. 1=d4 · 2=d6 · 3=d8 · 4=d10 · 5=d12 · 6=d20. Look at your die of that shape and either DOUBLE it (it scores twice) or REROLL it (throw it again, let it fall where it falls). Everyone decides at once, then rerolls together and re-stacks.
4. Score. Every die in a stack of two or more pays its number × the stack's height. Five 6s in a stack? Thirty points to every die in it — and if two of them are yours, you take sixty. A die alone in its stack pays nothing.
Six rounds. Highest total wins. Ties share it.
Doubling doesn't join the stack. It pays your die twice and changes nothing else — not the height, not anybody else's rate, and it can't rescue a die that's standing alone. Twice nothing is nothing.
Score the table as it lies. Nothing counts until every reroll has landed. A reroll that leaves a pair kills the die left behind, exactly as surely as one that arrives brings a dead die back.
Your own dice count. Roll three 3s across your six and you've built your own stack — and been paid three times over for it. You are never entirely at the mercy of the table.
The lowlands are crowded. Every shape can roll a 3, so the low stacks get tall — and tall is where the multiplier lives. Your d4 will almost always find company.
The high country is empty. Only a d20 reaches 17, and it needs another d20 up there to score at all. Roughly six times out of seven, it's alone. Big dice can't get to the party.
And rerolls rescue other people. A die you throw can land on somebody's dead number and bring it back to life — for them, not you. You'll do it by accident. They'll thank you. You'll regret it.
Quick game: three rounds instead of six, when you've only got a few minutes (pick it on the setup screen). No bonus: drop the Bonus die entirely — roll, stack, score, done. Fastest possible version, and fine for kids. Big table: at five or six players the low stacks get enormous; if that feels lopsided, score stacks of five or more at flat value instead.
🎲 One RPG dice set per player, each a different colour · 🎲 1 spare d6 (the Bonus die) · 📋 Score sheet · Most players already own the dice. Bring your own set.
Six dice each — that's your POND. Every die is a duck. Everybody rolls at once: a duck that comes up FLYING takes off to your neighbour, a duck that comes up SWIMMING settles with you. Roll again with whatever is left plus whatever just flew in. You score how many ducks you end up with — then take them, or roll the lot once more for double. Biggest pond wins.
Everyone takes 6 dice. That's your POND. Dice that have stopped sit off to one side, but they're still yours. There are no turns — everybody rolls at the same time.
1. Roll every die in your pond that hasn't settled yet.
2. Swimmers settle. Any die showing a swimming duck is a SWIMMER. Set it aside — it's yours, and it's done for the round.
3. Fliers take off. Any die showing a flying duck is a FLIER and goes to your neighbour's pond. Everyone passes at once, and a die that lands on you waits for the next roll.
4. Roll again with whatever's left plus whatever just flew in, until every die at the table has settled — usually five or six rolls.
An empty pond is not safety. You sit out that roll, but the second a flier lands on you you're back in.
Your score is how many dice are in your pond, not what they show — a duck is a duck, whatever face it landed on. You never add anything up in this game, you count. Four rounds. Highest total wins. Ties stand — two people can win.
It flips every round: left, right, left, right. So at three or more players each neighbour feeds you exactly twice. (At two players the flip is just for show.)
Once every die has settled, everybody chooses at the same time. TAKE — count your ducks, write it down, done. ROLL — pick up your whole pond and roll it once: every swimmer stays, every flier is gone for good, and you double what's left. Six ducks keeping four is 8; keeping two is 4; keeping none is nothing at all.
It's a dead-even bet — each duck is a coin flip and survivors pay double, so on average you finish exactly where you started. The odds never tell you what to do. Roll because you're losing. Take because you're not.
Every die settles somewhere, so the table's total is fixed before anyone rolls — the only question is whose pond they land in, and you get no say in that. The gamble is the one decision in the game: the player in front protects a lead, the player behind rolls and prays.
🎲 6 dice per player · 📋 Score pad · The duck die has no numbers on it at all — three flying ducks, three swimming ducks. Any plain d6 plays it exactly the same: 1, 2, 3 swim · 4, 5, 6 fly.
Less doomscroll. More dice roll.™
All 43 games, the shopping list, and the make-your-own-dice sheets. It is finished, it is free, and you almost certainly own the parts already. Pay what you feel, including nothing.
One deck doing three jobs: a standard 52, a rock-paper-scissors-void deck, and the deck our own suit games were built for. Numbers 1–13, no face cards.
Being madeThere is no box. The bag is the packaging — nothing to shelve, no plastic tray to throw out, just the thing it all travels in.
Being madeDie-cut vinyl. "Rolling Not Scrolling", dice icons, and more. The make-your-own-dice sheets stay free either way.
Not made yet1.25" pin-backs. Riot Cube faces, SDG logo, dice.
Not made yetTiny ceramic chair. For the die that keeps rolling 1s. Sit there and think about what you did.
Not made yetA real coin. No blockchain. Worth exactly what you paid for it. The ultimate odds game: heads or tails.
Not made yetChoose your character.
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.
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.
"Bønus 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 browned-butter chocolate chip cookies, and will tell you absolutely everything you could ever want to know about the band Twenty Øne Piløts.
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 with Bønus Sean