
Connect. Claim. Win.
Grid War
Roll the die and draw that many lines between the dots. Draw the fourth side of a box and it is yours.
Most boxes wins.
How to play Grid WarFeatured title

Pick a game. Challenge a friend.
One app, five two-player dice games. Roll, then draw lines, send tokens, cover spots, mark a card or stack scoops. Each one takes a round to learn.
Free on Google Play for Android. Contains ads and optional in-app purchases.


Inside Dice Duo
Grid War is a land grab, DiceBack a tug of war, Roll Race and Six Spots are races, and Scoop Stack is a climb. Here is each one in a sentence, with the full rules a tap away.

Connect. Claim. Win.
Roll the die and draw that many lines between the dots. Draw the fourth side of a box and it is yours.
Most boxes wins.
How to play Grid War
Send them back
Every roll sends that many of your tokens across the diagonal to the other side. What you send can come straight back.
First to empty their side wins.
How to play DiceBack
Roll. Mark. Race.
Roll a number and mark it on your card. Every number needs two marks, and a full row wastes the turn.
First full card wins.
How to play Roll Race
Match your roll
Roll and cover the matching spot on your triangle. A number you already own wastes the turn.
First to cover all six wins.
How to play Six Spots
Grow your total
Each roll stacks a new scoop carrying your running total. Eight scoops each, and Cherry Rolls settle a tie.
The higher total wins.
How to play Scoop StackIn the lab
Only the first card is a plan. The rest are not announced games: they are the directions we want to build in. The moment one of them earns a name and a release date, it moves up this page.

More games are planned for future Dice Duo updates. The app already keeps a spot on the shelf for them.

Short, clever runs you can finish while the kettle boils. We are sketching boards where one simple rule generates a hundred different problems, plus a daily challenge worth opening the app for.

One input, one rule, understood in under three seconds. When we build these, we will only keep the loops that still feel good on the fiftieth attempt.

Thirty-second rounds, a score that stings, and a retry button you hit before you have finished being annoyed. The idea: timing and reaction games with chunky feedback on every tap.

An arcade core wrapped in progression that gives you a reason to open the game tomorrow. We are working out how far a simple loop can stretch before it stops being simple.

Bright, gentle games a small child can play without help and a parent can hand over without worrying. No pressure timers, no dark patterns, no shouting. Just something friendly to poke at.
We are a new studio with a five-game app live on Google Play and more on the way. If you publish casual mobile titles, tell us what you are looking for and we will send straight answers about where the game is and where it is going.