
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)
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.
Easy to learn. Hard to predict. Impossible to fully master.
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 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.
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.
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.
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.
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.
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?
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
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
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.
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
Players
2–8 (maybe 10)
New Dice
+30
New Cards
+18
Expansion 2
Players
2–10 (maybe 12)
New Dice
+30
New Cards
+18
Expansion 3
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
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.

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.