
Two Slit Territory is a one-person indie game company built from scratch, on a fixed income, with a lot of dice and a stubborn refusal to quit.
The double-slit experiment is one of the most unsettling things ever proven in science. Fire particles at a barrier with two slits, and they behave like waves — passing through both slits simultaneously, interfering with themselves, creating a pattern that has no business existing.
But observe which slit a particle goes through, and the wave pattern collapses. It picks a lane. The act of watching changes what happens.
Observation lends itself toward the truth. It's not necessarily a direct correlation — but it could be, and couldn't be. It's quite ethereal. Honestly quite creepy when you spend some time thinking about it.
That's the territory we operate in. The space where things are uncertain until they're not. Where watching changes the outcome. Where nothing is quite what it seems until someone decides to look.
Years ago, a bag of dice showed up from Amazon. Not for any particular game — just dice. The kind of purchase that makes complete sense at the time and requires no further justification. What followed was an attempt to build games around them. Most of those attempts went nowhere. TOO MANY DICE! was the one that stuck — the one that turned out to be both producible and genuinely fun to play.
Two Slit Territory is a one-person operation. There are no investors, no loans, no outside financing of any kind. The LLC registration took months to save for. The trademark on the game name took more months after that. Every card graphic was designed by hand. A weekend was spent photographing dice. Months went into playtesting, rule refinement, and getting the game to a place where it was both interesting and genuinely unique. This is what bootstrapping actually looks like — not a garage startup with angel funding, but a person on full disability deciding that finding their place in the world was worth the slow, deliberate work of building something real.
TOO MANY DICE! is designed to get people together in the same room. No screens required. No fantasy lore to learn. No barrier to entry beyond a decent grasp of English and a willingness to have your best-laid plans completely dismantled by a stranger on their first turn. The flavor text on the cards pulls from everywhere — pop culture, obscure references, personal experience. Some of it will land. Some of it won't. Some of it might hit a little close to home. If a card bothers you, throw it out. The most important thing about humor is learning to take the bad things that happen in life and finding some way to make them funny. There's still a line. But everything else is fair game.
The game is designed so that strategy isn't required to play or win — it just gives the satisfying illusion that it helps. Unlike games where you spend your turn deciding what to do, in TOO MANY DICE! you draw and discard at the end of your turn. That means you spend everyone else's turn thinking about what you hope to do next. Hope being the operative word. No plan survives contact with the enemy. That's not a design flaw. That's the whole point.
No timeline. No investors. Just milestones, in order, funded by the previous one.
Hand-assembled. Blank cards with printed stickers, individually sleeved and bagged. Each deck numbered "Founders Edition #XX of 50" on the card backs. Sold direct. Every Founders Edition purchase includes the first expansion — Nothing is Sacred — at no additional cost when it ships, with matching numbered card backs printed directly on the cards.
Funded by Founders Edition sales. Professionally printed decks sold direct through this site. These do not include a free expansion.
Funded by the retail run. Acquiring the equipment to print cards in-house, reducing cost per deck to a sustainable margin and enabling direct retail sales alongside wholesale to card and game shops.
Selling cases to card shops and game stores. At this point the company can support itself, and TOO MANY DICE! — and whatever comes next.
"Do we really need more ways to isolate ourselves from others?"
TOO MANY DICE! is designed to get people into the same room. Not a server. Not a lobby. A room, with people, and dice, and cards, and the kind of chaos that only happens when everyone is physically present to witness it.
There's a lot of trends out there — matching sodas, solo cups, bottles with paint inside. Things that look great on camera and require one person to do all the work while everyone else watches. TOO MANY DICE! involves everyone, requires nothing but the game, and doesn't need a camera to be worth doing.
The genuine hope behind this game is that it brings people together, gives them something to laugh about, and builds the kind of friendships that hold up over time and distance. That's it. That's the whole mission.
It's me vs the world. It's not exactly a battle — it's finding a place, and thriving.
50 Founders Edition games. Hand-assembled. Numbered. Includes the first expansion when it ships.