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Too Many Dice!

The card-and-dice game where your resources don't cooperate, your opponents won't let you breathe, and every hand is a completely different game.

Players

2–4 (up to 6)

Play Time

30 min – ∞

Unique Cards

54 base

Dice

90 (9 colors)

Ages

14+

What is it?

Cards meet dice.
Plans meet reality.

Think of your favorite TCG — the resource system, the card interactions, the combinations. Now imagine your resources are dice you have to roll to use. You can see exactly what you want to do. Whether the dice cooperate is another matter entirely.

There's no strategic depth here — there's the illusion of it. What you want to do and what you can actually pull off are frequently not the same thing. Sure, that combination would be devastating. Can you get lucky enough with your rolls to make it happen? And if you do, will your opponent have a card for it anyway?

The discard piles aren't just a graveyard — they're a live market. The top card in each color's discard sets that color's die value for everyone. Cards can be triggered in response to other cards, resolved in LIFO order. The Reserve area lets you hold cards ready to fire at any moment, on any player's turn. Every turn is a negotiation between what you planned and what the dice allow.

Cards spread on a table
Placeholder Image
The Rules

How to Play

Easy to learn. Hard to predict. Guaranteed to keep everyone guessing… including you.

Setup

Shuffle the deck. Deal 5 cards to each player. Each player receives 1 die matching a color in their hand. Remaining dice form the shared pool. Discard piles are sorted by color.

Roll Phase

Roll all your dice. Check for Priority Match cards first — those trigger before anything else. Then match dice against cards in your hand. No hand matches? Check the discard piles.

Action Phase

On a match, choose one: draw 1 random die from the pool (ends your turn), OR activate matched cards, move cards to/from your Reserve area. You cannot do both.

The Reserve

Hold up to 5 cards face-down with their matched die on top. Reserve cards can be triggered any time — even on other players' turns. At end-game scoring, the face value shown on each Reserved card adds on top of the shared discard pile total for that color.

Dice Values

During play, the top card of each color's discard pile sets that color's die value: 1–2 = Low, 3–4 = Mid, 5–6 = High. No discards of that color? Value is 0. Cards that target 'Low/Mid/High' use these fixed thresholds. Cards that target 'lowest' or 'highest' are relative to each player — if all your dice are valued at 6, your lowest and highest are both 6. If a color has no discards at all, that die's value is 0 for lowest/highest purposes too.

End of Game & Scoring

The game ends when the dice pool is empty, the deck runs out, or only one player still has dice — that player wins. In specific circumstances, no player may have any dice when the game ends — in that case, nobody wins. Yes, everyone can lose. For each color, add up the face values on every card in that color's discard pile — that's the base value per die of that color you hold. Add the face value of any Reserved cards of that color to your personal total. Multiply by your dice count in that color. Highest total wins.

The Arsenal

9 Colors. 10 Dice Each.

Each color is themed chaos. Embrace the chaos.

Cyan

Chain cards — linger after play, passing boons or banes around the table

Green

Draw Dice — accelerate your resources, sometimes everyone benefits

Blue

Fair Wagers — balanced deals for activator and target alike

Black

Discard — strip dice from anyone, from one to all

Orange

Unfair Wagers — high risk, medium reward. You asked for this.

Pink

Swaps — you trade dice with a target. They're not getting the better end.

Purple

Chaos — the in-game equivalent of flipping the table

Red

Robbery — steal dice directly from players or the pool

Yellow

Unfair Swaps — sometimes it's not even a swap. It's a brief surrender.

The Bag Has Room for More

The base game bag holds 90 dice — but it's designed with extra room. Each expansion adds 30 more dice in new colors. The bag fills up. The chaos scales up. Will you collect them all?

How Long Will It Take?

Setup takes minutes. Games run at least 30 minutes — and the upper limit is genuinely open-ended. A sub-30-minute game requires a precise sequence of cards so unlikely it makes winning the lottery look like a reasonable plan. You won't know how long you're in for until you're already committed.

30 min

Realistic minimum

∞

Longest possible

Who Can Play?

Designed for young adults and adults with a solid grasp of English. The rules click quickly once you're in the rhythm. Minimum 2 players, sweet spot at 2–4, technically possible at 6 with the base game if you enjoy maximum chaos.

2–4

Ideal

6

Possible

10+

With expansions

Complete Rules

Full Rulebook

Everything you need to play. Click any section to expand.

Download Rule Sheet (PDF)

© 2026 Two Slit Territory. All artwork, card designs, and rules are protected by copyright. All Rights Reserved.

The Roadmap

3 Expansions Planned

Each expansion adds 30 dice, 18 cards, three new new color themes, and support for 2 more comfortable players — plus 2 more if you're willing to embrace the chaos.

Expansion 1

Nothing is Sacred

Coming Soon

Max Players

+2 players (up to 6, maybe 8)

New Dice

+30

New Cards

+18

Expansion 2

TBA

Planned

Max Players

+2 more (up to 8, maybe 10)

New Dice

+30

New Cards

+18

Expansion 3

TBA

Planned

Max Players

+2 more (up to 10, maybe 12)

New Dice

+30

New Cards

+18

Expansion names, themes, and release dates to be announced. The bag has room. Start collecting.

Each expansion adds +2 to the supported player count. Player counts stack — owning any combination of expansions increases the max by +2 per expansion owned, regardless of which ones. The "maybe" counts are technically possible but may result in shorter games.

Expansion 1 — Coming Soon

Nothing is Sacred

New Colors

3

New Dice

+30

New Cards

+18

Max Players

+2

Chartreuse

Resurrection

"Nothing stays buried."

Chartreuse targets the discard piles themselves. Resurrect a card that should be gone, rearrange a discard pile to manipulate everyone's die values, or pull something back from the void at exactly the wrong moment for your opponents.

Rose

Reserve Disruption

"Not everything is rosy in your reserve."

Rose forces Reserve cards into play — yours or anyone else's. That countdown you were carefully managing? Triggered. That card you were saving for the perfect moment? Gone. Rose cannot target Transparent cards. Small mercy.

Transparent

Delayed Chaos

"You are not nearly as transparent as your motives."

Transparent cards cannot be played directly from hand — they must enter Reserve face-up with a countdown timer. When the timer hits zero, they fire automatically. Other players can see them coming and may attempt to disable or discard them. May attempt.

Sales Policy

TOO MANY DICE! is sold as-is. All sales made directly through Two Slit Territory LLC are final — no refunds or exchanges. Cards are sleeved to protect against normal wear. No express or implied warranty is provided. If purchased through a third-party retailer, contact that retailer regarding their return policy.

Founders Edition notice: The Founders Edition (copies 1–50) is the first bootstrap production run and contains cosmetic imperfections — slight print variation, hand-applied stickers, minor inconsistencies between copies. None of this affects gameplay. These are not defects; they are the nature of a hand-assembled first run. Individual component replacement is not currently available. Founders Edition components are unlikely to be eligible for exact-match replacement due to the nature of their production.

By purchasing directly from Two Slit Territory LLC, you acknowledge the product has been available for review prior to purchase, that all sales are final, and that the product is sold without warranty. Two Slit Territory LLC shall not be liable for any incidental, consequential, or indirect damages arising from use or inability to use this product.

Too Many Dice!

The base game is coming. Stay in the loop for launch announcements, expansion reveals, and the occasional reminder that you probably don't have enough dice yet.

Two Slit Territory

We make games that bring people together — one chaotic roll at a time.

The Science

The double-slit experiment proves that observation changes outcomes. We figured that was a pretty good metaphor for game design.

© 2026 Two Slit Territory LLC. All rights reserved.

Inspired by quantum weirdness. Dedicated to real-world connection.