Dice of Crowns is a fast paced blend of luck and strategy.

Basic play captures the conflict of a war of houses scrambling for succession, through how 7 Dice are rolled and change hands. Alliances are made and betrayals occur until an ultimate ruler is crowned!

Deceptively simple to learn, advanced play offers deeper strategic choices, allowing players to meddle with fate, up end possible victories, and thwart betrayal.

Tin (final)


Dice of Crowns is a fun, quick dice game with a lot of ‘take that’ thrown into it.”Jonathan H. Liu, Geek Dad |

You will like this game if you enjoy dice games. The theme involves crowns and betrayal which is always fun. If you want to try a dice game with imaginative mechanics.Indie Tabletop |

Dice of Crowns vanquishes it’s foes and claims the gaming throne… Those of you who follow our game reviews know I love a quick, portable game and this definitely fits the bill.John Haremza, Legends of Table Top |

Winner of the 2016 People’s Choice Northwest Luci Award!

It lets everyone play with their fangs out, backstabbing all over the place, but always moving the game forward.Gameosity |

I’m really looking forward to this one as it’s a dice game with player interaction and take that mechanics, while still being light and easy.The Casual Meeple |

If you’re a fan of games like Zombie Dice or Dragon Slayer Dice or even Dungeon Roll.. BUY-THIS-GAME! It may completely replace Zombie Dice for you…The Kentucky Board Gamer |

about the game

Betrayal & the Right of Succession

Each die holds one each of Dagger and Crown. The opposing sides of every engagement. Three crowns can earn a claim to the kingdom by Right, but three Daggers will foil your hopes for the turn.

Distributing Daggers to opponents carefully during off turn rolls can spell the difference between victory, and defeat. With fleeting alliances coming, and going with the ease of expediency.

dice tops

Scrolls & Fate

Two Skulls, and two Scrolls decorate the faces of each die. Skulls are one path to victory, with five earning a claim to the kingdom by Fate.

Scrolls represent dangerous dealings you must under take with the Rival houses.  Rivals roll the Scrolls given to them in their off turn.

Fate could favor you, returning a skull to your hand, leave a crown in the Rival’s hand, or offer them the chance to betray another house. Will it be you?

whats in the tin

7 Dice, 24 Claim Tokens, 10 Fate Tokens, Instructions, Crown

  • 7 Custom Dice ( 16mm, Engraved )
  • 24 Claim tokens ( 15mm round, plastic, Engraved )
  • 10 Fate Tokens ( 15mm round, plastic, Engraved )
  • 3D Royal Crown ( ~30mm x 15mm, Molded Plastic )
  • Instruction Sheet ( ~160mm x 40mm, near-indestructible Revlar paper )
  • Game Tin ( 95mm x 60mm x 23mm, painted and embossed )
Tin (final)

how its played

We are partnering with Ship Naked to leverage their trusted international friendly shipping and fulfillment services.

advanced gameplay

In advanced play a player may choose between chasing three crowns and a claim to the kingdom, or accepting three skulls as a Token of Fate. Fate Tokens can in turn be expended to reroll dice, and change the course of the game. Saving you, or striking back against a rival.

RulesRestructure5.1 (800)

Thing 12 Team

Thing 12 Games is a team of passionate game developers with decades of combined experience in the video game industry, and a love of the tangible camaraderie that only comes from gathering around a kitchen table, and stabbing your friends and family in the back.

Designed by Brander “Badger” Roullett Game Art by Darrin Michelson Darrin Michelson is a driven illustrator who has designed games and gravestones. He enjoys working himself to death, anything involving the words “Inception” and “The Prestige”, and dogs seem to think he’s ok.

Kris Quistorff is our staff marketing artist, responsible for pulling together our product videos, manuals, info graphics, product mockups, Kickstarter art, and trying to wrangle the beast that is Kickstarter page management.

“What was the game creation process like for you on this project?”

Badger: “It all started on a summer road trip with the family. During the drive, my wife and I were talking about a popular TV show that she enjoyed watching. It seemed to me the whole show was all about racking up a body count, and claiming a crown or throne. Which got me thinking about how to represent this in a game. Some time later we were playing Zombie Dice out at lunch, and I thought this might be a good format for that idea. Something I really wanted to set out as a goal for the design was a bare minimum of player down-time. I came up with the ideas of Scrolls, which are passed out during the player’s turn. Once I had settled on the dice format I started trying to figure out how many dice were needed to feel good. I also toyed with different types, and combinations of symbols. It took a while to find the right combinations of both of these, but eventually I came up with the current format. I used my 3D printer to make some prototypes for the dice and tokens and took them to work to try out. I distinctly remember the moment it became clear that we had something. There was a few of us sitting around a table at lunch at work, rolling dice. I had just rolled 3 crowns, and two daggers and two scrolls. I was already partially into my victory dance, when Jon rolled the Scroll and returned a dagger to end my turn. There it was, the moment that felt good. It was interesting and exciting (even though I was stabbed in the back) and we started developing the game in earnest. My favorite part of the game is how simple and clean it is. I’ve intensely focused on keeping the core game concise and simple. Quite a few times during the development process, there were issues we tried to solve by adding mechanics or rules. But I kept coming back to keeping the core of the game focused and simple. This really helps it be quick and dirty dice rolling fun. “