Super Dicey Games

DICEYS. NOT DEVICEYS.

1 minute to learn. 10 minutes to play.

#staydiceyAF

Play Our Games

The Games

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 →

Riot Cube™
🎲

How to Play

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.

Play It For Real

🎲 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

Rank & File™
--
Score: 0 / 20

How to Play

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.

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🎲 d100 (or 2d10) · 📝 Score sheets with 20 slots

RSVP™
6 Players
Pot: 0
12 each
Press FLIP to reveal all cards
Players:

How to Play

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.

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card deck · d4

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

SELECT YOUR DISC:

SCORECARD:

TOTAL: 0

How to Play

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.

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🎲 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

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

YOU WIN!

All 40 cards placed!

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 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.

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🎲 d10 + d6 · 🃏 40-card deck · 🐱 9 life tokens

Hodgepodge™
Setup
Pot: 0
Round: 1
🂠
Set number of players to begin!

How to Play

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.

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🃏 52-card deck · 🪙 Tokens or coins · 📜 Phase reference card

B.U.M.P.™
Round 1/4
You: 0 Opp: 0
Roll your dice to begin!

How to Play

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.

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🎲 2 sets of RPG polyhedral dice · 🛡️ Dice screens · 📜 Score pad

Shootout™
Round 1/5 (d6)
You're shooting!
Pick your side: which way will you go?

How to Play

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.

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🎲 RPG dice set · ⚫⚪ 2 two-sided tokens · 📋 Score sheet

Chucker™
HOW MANY PLAYERS?

How to Play

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.

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🎯 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

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

No custom dice? Plain d6s read the same: 1–2 = 1 · 3–4 = 2 · 5–6 = 3

Busted™
HOW MANY PLAYERS?

How to Play

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.

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🎲 12 dice per player · 📝 Score pad

OUT™
YOUR TURN
Your turn! Select a square to challenge.

How to Play

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.

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🎲 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

Tethered™
🎲 Resources: 15 🧗 Climbers: 3/3 📍 Card: 1/10
Expedition ready. 3 climbers. 10 cards to summit.

How to Play

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.

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🃏 Cards 1-10 · 🎲 15 d6 dice pool · 🧗 Climber tokens

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)

Impact Zone™

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
— OR —
🎲 IRL MODE
Use your physical dice, phone draws cards
ACTION
?
Tap to draw
150 cards
IMPACT
?
Tap to draw
155 cards

How to Play

Setup: 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.

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🃏 Action deck (150) · 💥 Impact deck (155) · 🎲 4d6 + 2 nice cubes

Subject to Change™
Players:
Mode:
— OR —
🎲 IRL MODE
Use your physical dice, phone draws conditions
Conditions this flip:
34 conditions

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 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.

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🎲 5d6 per player (or RPG set) · 🃏 Condition deck · 📝 Score pad

Bomb Bomb™
TIMER
--
💣
Die: ?
?
Select number of players to begin

How to Play

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."

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🎲 d4–d20 · 💣 Bomb token · ❤️ Life tokens

One More Roll™
Round 1
1d4
AVOID THE ?
YOUR SCORE 0
AVG ROLL
Select number of players to begin

How to Play

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!)

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🎲 1×d4, 2×d6, 3×d8, 4×d10, 5×d12, 6×d20 · 📝 Score pad

Crab Bucket™
First to 5 escapes 🦀
Select number of players to begin
— OR —
🎲 IRL MODE
Use your physical dice, phone draws cards
🦀
48 cards

How to Play

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."

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🎲 2 custom dice (4× +, 2× −) · 🃏 48-card deck · 🦀 Score track

No custom dice? Plain d6s read the same: 1–4 = plus · 5–6 = minus

Tencathlon™
TENCATHLON
Select number of players to begin
— OR —
🎲 IRL MODE
Use your physical dice, phone shows event cards
1 / 10

How to Play

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.

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🎲 6d6 · 📋 Event cards with point tables · 📝 Score pad

Super OUT™
YOUR TURN Select a mega-square to battle for
Game started. Click a mega-square to battle!

How to Play

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.

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🎲 d6 (1-5, 6=wild) · 📋 9 mini OUT boards · ⭕ X and O tokens

7 Up 7 Down™
BANK: $1000
BET:
?
?
Place your bet!

How to Play

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.

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2d6

Tenny-Two™
DEALER
YOU
Place your bet to start!
Wins: 0 Losses: 0 Pushes: 0

How to Play

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!

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2d6

D20 Roulette™
100 chips
Tap numbers to bet. Spin when ready!
?

How to Play

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.

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d20 · chips

Dice Baccarat™
W: 0 L: 0 T: 0
PLAYER
VS
BANKER

How to Play

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!

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6d12

Dice Hold'em™
COMMUNITY
?
?
?
?
?
YOU
?
?
CPU
Deal to start!
Wins: 0 Losses: 0 Ties: 0

How to Play

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!

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7d12

Double Down™

How to Play

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!

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6d6 / player

Double Cross™

DOUBLE CROSS

2 players · 4 rounds · highest total wins

How to Play

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.

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6d6

Wind It Up™

WIND IT UP

Pick your players

How to Play

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.

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2d6 · card deck

R.A.M.™

R.A.M.

Mode

Players

How to Play

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.

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24 cards · d6

Echo™

ECHO

Pick your difficulty

Pick your players

How to Play

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.

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16 cards + deck

Binary™

BINARY

Players

How to Play

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.

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16 cards · coin

Three-Row™
YOU
CPU 1
CPU 2
Your turn
Click one of your pieces to swap!
HISTORY

How to Play

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.

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📋 3×3 board · ⭕ 9 tokens (3 each: ✕, ○, △)

The Cull™
GAME SETUP
Players:
P1
P2

How to Play

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.

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🎲 7 d6 per player · 💀 The Cull die · 🪦 Soul tokens

Whittle™
GAME SETUP
Players:
P1
P2

How to Play

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.

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🎲 RPG dice set per player · 📋 Score track

Broadswords & Beer™
Players:

How to Play

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.

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🎲 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

Dead Weight™
HOW MANY PLAYERS?

How to Play

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.

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🎲 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

Follow My Lead™
Players:

How to Play

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.

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4d6 / player

The Horde™
Players:

How to Play

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.

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13 d6

Close Enough™
"Where Almost Counts"

⚙ SETUP

Choose your dice and roll!
TARGET
?
TOLERANCE
???

🎲 HOW MANY DICE?

📊 RESULTS

— OR —
🎲 IRL MODE
Use your physical dice, phone draws cards
TARGET
?
TOLERANCE
?
12 targets20 tolerances

How to Play

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.

Play It For Real

🎲 6 d6 · 🃏 12 Target + 20 Tolerance + 10 After Hours cards

MOLT™

MOLT

Ranks are dead. Only suit matters.

How to Play

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.

Play It For Real

🎲 1 d6 · 🃏 one standard 52-card deck — ignore every number, read only the suit and the color

Red Flags™

RED FLAGS

Everything was going fine.

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.

How to Play

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.

Play It For Real

🎲 60 dice (ten per player) · 🃏 24 cards — Ace through 6 in all four suits, nothing else · 📝 Score pad

Safety in Numbers™

SAFETY IN NUMBERS

Nobody scores alone.

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.

How to Play

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.

The fine print, such as it is

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.

What's actually happening

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.

Variants

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.

Play It For Real

🎲 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.

Duck Duck Roll™

DUCK DUCK ROLL

Some fly off. Some move in.

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.

How to Play

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.

Count the ducks, not the pips

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.

Which way do they fly?

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.)

Duck Duck ROLL

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.

Play It For Real

🎲 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.

What We Do

Choose your character.

🎲

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 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

"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.

P.S.

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