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)

What is it?

Cards meet dice.
Chaos meets strategy.

Think of your favorite TCG — the resource system, the card interactions, the strategic depth. Now imagine your resources are dice you have to roll to use. Want to play a card? You need the right dice. Got the dice? You still need the rolls. Got the rolls? Hope your opponents don't have a card for that.

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. Play the right card at the right moment and you can crash a color your opponent is hoarding, or spike the value of your own stockpile. Every discard is a move.

Cards can be triggered in response to other cards, resolved in LIFO order — last in, first out. The Reserve area lets you hold cards ready to fire at any moment, on any player's turn. With 54 uniquely interacting cards in a shared deck, the combinations you'll encounter across your lifetime of play are effectively infinite.

Cards spread on a table
The Rules

How to Play

Easy to learn. Hard to predict. Impossible to fully master.

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.

Scoring & End

Game ends when the dice pool runs dry or someone can't draw to 5 cards. For each color, add up the face values shown on every card in that color's discard pile — that's the base value of each die of that color you hold. Add the face value of any Reserved cards of that color to your personal total. Highest total wins.

The Arsenal

9 Colors. 10 Dice Each.

Each color has its own personality — its own way of causing havoc. Master one. Fear the others.

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.

© 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, a new color theme, 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

Players

2–8 (maybe 10)

New Dice

+30

New Cards

+18

Expansion 2

TBA

Planned

Players

2–10 (maybe 12)

New Dice

+30

New Cards

+18

Expansion 3

TBA

Planned

Players

2–12 (maybe 14)

New Dice

+30

New Cards

+18

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

Expansion 1 — Coming Soon

Nothing is Sacred

New Colors

3

New Dice

+30

New Cards

+18

Players

2–8 (+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.

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 mess with your head.
(In the best possible way.)

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.

Schrödinger's dice: simultaneously too many and not enough.