Dice & Ink Volume I Games


By Sarah and Will Reed – 1 player – 20 minutes

Scrapyard Rollbot is a solitaire game based on searching the scrapyard for parts. There are only so many places to search, and your nemesis, Rick, is searching the same yard! Set collection meets area control in this gem!

On your turn:

  • Doll five six-sided dice and:
  • Use two dice to determine the coordinates of the scrapyard you will search,
  • Another two dice to determine which part you found,
  • And the last die to determine what Rick has found.
  • Don’t forget to check if you unlocked some sweet upgrades to make your scavenging easier!

That’s only the first phase! During the second phase you get to add awesome flourishes to make your robot stand out even more! Who can make the best robot with scrappy parts? Spoiler alert: Rick has his sights set on that blue ribbon! Good Luck!

Scrapyard Rollbots requires five standard six-sided dice. Components include one player sheet.




By Toni Catino – 2-4 players – 15-30 minutes

In Little Island Gift Shops, each player assumes the role of a shop owner which sells ocean treasures to the passer by, but is also part of the local community trying to thrive. In this cooperative game, players dive for goods and try to put the best possible combinations of goods in all shops, to get the best score possible for everyone. The lowest scoring shop determines the score for the group. Little Island Gift Shops is a set collection game at its core.

On your turn:

  • Decide how many hours you will dive,
  • Roll the corresponding dice: the longer you take, the more dice you roll;
  • Determine which goods you find,
  • Then either pay the goods as tribute to the ocean to gain powers, put them in your shop for sale, or gift them to your fellow shop owners.

To be successful in Little Island, you will have to both chase your own high score, but also care for the others at the table.

Little Island Gift Shops requires a four-sided die, a six-sided die, an eight-sided die, and a ten-sided die. Components include one player sheet per player, and one communal player aide.




By Jesse Catron – 1-4 players – 15-25 minutes

In Coral Relief, seed and grow coral, attract diverse species to your reef for bonuses, and control outbreaks of the destructive crown-of-thorns starfish! This is a pattern building game with the added bonus of being able to grow your pattern!

On your turn:

  • Roll the dice for everyone to use: and decide how the dice are used:
  • Two dice develop your reef; die results of 1-4 seed or grow coral to the next stage and results of 5-6 open up special powers.
  • The final die determines where the crown-of-thorns starfish strikes.

Seems pretty simple right? Not so fast! To attract different species with their own powers, you need to build patterns of coral. Will you be able to attract the right species for the powers you want, will you gain the rare diversity bonus, or will the crown-of-thorns starfish get the best of your reef?

Coral Relief requires three standard six-sided dice in three different colors. Components include one player sheet per player, and one shared diversity sheet per game.




By Ryan Hoye – 2 players – 20-30 minutes

Icy Dice is a semi-cooperative worker placement and route building game: build sleds, harvest food, and brave the treacherous journey across a frozen ocean of acid, in order to trade food for valuable medicine. Beware, the temperature is on the rise, which could spell doom!

On your turn:

  • Roll the dice and assign the results to
  • Harvest the food that grows so well in your village,
  • Build a sled sturdy enough to carry drivers and goods across the ice,
  • Or drive sleds to make trades and return with the goods!

Plan your route carefully, because you can only pass over the ice so many times.  Will you have enough space for the goods on the return trip, or will you leave a worker behind to rest? In any case, time is of the essence as the ice melts and jeopardizes your sleds.

Icy Dice requires six standard six-sided dice at minimum, but we recommend two sets of six standard six-sided dice, with each set in a different color. Components include one player sheet per player, and a shared sheet per game.




By Nat Levan – 2-4 players – 15-20 minutes

In PenSylvania, manage the rustic logging village of Sylvania, which lies on the edge of the forest. The forest is rife with resources to use to develop the village, sell down the river, or protect your livestock. In this competitive resource management game, will you be able to both take care of the town and sell goods down the river for the highest score?

On your Turn:

  • Roll the dice and then rank them from largest to smallest,
  • Then either choose the two highest dice or the three lowest; the other players get to use the set you didn’t pick.
  • Use the dice you picked (or were dealt) for various actions, such as:
  • Exploring deeper into the forest, hauling logs out of the forest, selling goods down the river, buying the tools you need, placing fences in your pasture, or constructing buildings.

Buildings make your work more efficient, and fences make sure you can raise valuable livestock. But of course, it is not all hard work in Sylvania: the annual bonfire is coming up and it is a festival the entire village works towards. Bonuses await for those who help out with preparations!

PenSylvania requires five standard six-sided dice. Components include one player sheet per player.




By Robin Gibson – 1 player – 20-30 minutes

Kuiper Kowboys is a solitaire adventure in which you play as a captain of an exploration and mining vessel tasked with searching unknown pockets of space for resources. The last remaining humans traverse space in Cathedral, the space-bound city charged with finding a new home for humanity. Your task is to find resources to keep this project going. In doing so, you will have to learn to balance health, work, and worship while braving the dangers of deep space.

On your turn:

  • Roll the dice and assign one die each:
  • To scan the surrounding area, to see what may await;
  • To move your ship into a new place, to explore deep space;
  • To upgrade your ship for various advantages, to be built for the task at hand;
  • To take advantage of some well-needed rest, or to work long hours at a cost.

Will you and your crew be the talk of all Cathedral with a massive haul of resources, or will a lack of efficiency see you spend the rest of your days as a deep space welder?

Kuiper Kowboys requires four standard six-sided dice. Components include one player sheet.




By Behrooz ‘Bez’ Shahriari – 2-4 players – 15-20 minutes

In Flowers over Towers, the city has been abandoned, and you, as nature, are retaking the towers with your flowers. In this competitive area control game, players attempt to have the majority number of flowers in each tower, so they can claim it as their own. However, instead of rolling all the dice each turn, only the dice that were used get rolled, leaving the unused dice as they are for the next player.

On your turn: 

  • Roll the dice that were used last turn,
  • Pick two dice,
  • And then put a flower on the tower which is equal to the sum,
  • Fill two river spaces that are not next to the same building,
  • Or crumble the top space of a tower you have a flower in.

Will you try to claim a tower for valuable points, with the downside that it grants one of your opponents two flowers to place?    Or will you try to flood the river, which causes the game to change and reward the player who has claimed most of tower eight with a win? Simple mechanics lead to some tough decisions in this quick game.

Flowers over Towers requires three standard six-sided dice; having differently colored pens for each player is recommended. Components include one shared sheet per game.




 By Alexander Shen – 1-6 players – 25 minutes

In Islands of Atlantis, raise islands from the depths of the sea and populate them with as diverse a landscape as possible. Each instance of a land type you place will grant you Influence, which unlocks special powers and bonus points. Enclose sets of unique relics to grab extra points. Players will compete in this competitive game to build the best set of islands and score the most points; or play this game as a solitaire game, and try to beat your score.

On your turn:

  • Roll the dice,
  • Choose one land die to determine what the size of your next piece of island will be
  • And choose one power die to determine what the terrain of the next piece of island will be;
  • Then draw the piece, either adding it to an island that has yet to see that type of terrain, or attach it to a matching section in an island that features the type of terrain.

Each time you complete an island, you gain influence, which could get you some points if you try hard enough. Will you fill your sheet exactly and grab a bonus? At what cost will you raise the elusive perfect islands and collect bonus points?

Islands of Atlantis requires two standard six-sided dice of one color, and three standard six-sided dice of another color. Components include one player sheet per player.




By Grace Kendall – 2+ players – 20 minutes

In Celestial Stories, players fill the skies with constellations together and tell their stories in this cooperative storytelling game. Instead of taking turns, most of the game is played simultaneously in real time.

Here’s how it works:

  • Each player has a player sheet and a six-sided die.    
  • All players first chart their first star on their sheet. 
  • Then a one minute timer is set.
  • All players now pass their sheet to their neighbor. 
  • All players then roll their die and chart a star that many spaces away from the first star, following certain guidelines.
  • Then all players pass their sheet to their neighbor again.   
  • This process repeats until the timer ends.
  • All players then finish the constellation they have in front of them.
  • When all players are done, they each tell a story about how their constellation got in the night sky, and how it relates to the others.   

Come together and spin fantastical stories, enjoy each other’s stories and find out how each constellation became the stuff of legends. For once, it is not about winning, but about sharing a story.

Celestial Stories requires a standard six-sided die for each player. Components include one player sheet per player.




By Joe Montgomery 1 player 30 minutes

In Lost at Sea, you are the sole survivor of a shipwreck, stranded upon an island of trash. Here, you are trying desperately to stay healthy among the filth and lack of fresh water, with no food or shelter. Can you stay alive long enough to build a raft and escape? This solitaire game with worker placement elements will prove a challenge.

Each turn consists of two phases: a Day phase and a Night phase. Take action during the Day phase, suffer the consequences of your actions so far in the Night phase, which serves as upkeep.

On your turn:

  • During the Day phase, roll the dice,
  • Then group and assign the dice to actions; each action requires dice of a specific combined value:
  • Rest to increase your health, clean to keep the filth off of yourself at least, collect pieces of garbage to help you build tools and a raft, fish for food, and build things to help you survive, such as water catchers or a shelter.
  • During the Night phase, your hygiene and health worsen (or improve) depending on whether you have food, if your water is clean, and how you are faring overall.

This game is tough in a way that makes you want to play it again, because you know you could do better than you did the last time!

Lost at Sea requires five standard six-sided dice of one color and one single standard six-sided die of another color. Components include one player sheet.