Dice & Ink: Volume I is an anthology of ten roll-and-write games in book form, bringing together the work of 11 designers for a range of player counts and complexity levels – whether introducing new players or playing with enthusiasts.
All are playable with just some pens or pencils, and dice.
Dice & Ink features ten different games! Ten! That comes down to $1.50 per game at the Print-and-Play tier, and $2.90 at the Physical Copy tier (with the print-and-play included)! That is great value!
Dice & Ink features pages which are perforated so they can be removed easily. That way you can play the games (or copy or laminate them) without hassle!
To play all of the games you will need:
Your own pens and pencils and standard dice of the following type:
- Six 6-sided dice in one color.
- Six 6-sided dice in a second color.*
- One 6-sided die in a third color.
- One 4-sided die.
- One 8-sided die.
- One 10-sided die.
*only required for Icy Dice.
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 game of weird science!
By Toni Catino - 2-4 players - 15-30 minutes
Sell ocean treasures to tourists while helping the local community thrive – this is a co-operative game of diving for goods and placing them in your shops in the best order. Little Island Gift Shops combines set collection and unlockable powers.
By Jesse Catron - 1-4 players - 15-25 minutes
Seed and grow coral, attract diverse species to your reef for bonuses, and control outbreaks of the destructive crown-of-thorns starfish. This pattern building game lets you grow your own patterns!
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 rising temperatures which could spell doom!
By Nat Levan - 2-4 players - 15-20 minutes
Manage the rustic logging village of Sylvania on the edge of a forest rife with resources. Develop the village, sell goods downriver, or protect your livestock in this competitive resource management game. Will you be able to both take care of the town and sell goods for the highest score?
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. Your task is to find resources to keep your ship, Cathedral, going, while balancing health, free time, and worship – all while braving the dangers of deep space.
By Behrooz 'Bez' Shahriari - 2-4 players - 15-20 minutes
The city has been abandoned and nature is retaking the towers - with flowers! In this competitive area control game, players use their powers to grow flowers in each tower, claiming it as their own with a majority.
By Alexander Shen - 1-6 players - 25 minutes
Raise islands from the depths of the sea and populate them with as a diverse a landscape as possible in this competitive game of island construction. Each land type you place will unlock special powers and bonuses. Enclose sets of unique relics to grab extra points. Playable solo; try to beat your best score!
By Grace Kendall - 2+ players - 20 minutes
Players work together in real time to fill the skies with constellations while weaving tales of the stars in this cooperative storytelling game.
By Joe Montgomery - 1 player - 30 minutes
You are the sole survivor of a shipwreck, stranded upon an island of trash, trying desperately to survive among the filth and lack of fresh water. Can you stay healthy long enough to build a raft and escape? Challenge yourself with this solitaire worker-placement style game.
Inkwell Games is a new board game publisher in developing and publishing roll-and-write games, working iteratively alongside our designers to bring their games to print.
We started the company to fill a book-shaped hole in this genre known for paper sheets. With an open call for designers, we found a great creative team full of innovative and diverse ideas. We work iteratively off of creativity, which produced a great set of new and fresh games.
We are proud to bring you the ten unique and wonderful games that make up Dice & Ink: Volume I.
Joey Schouten is our developer, and has likely played and studied more roll-and-write games than perhaps anyone on earth. He is currently completing his thesis on board game adaptations of video games as part of the MSc Game Studies, an interdisciplinary study that deals with game design for non-entertainment purposes (such as serious gaming, or educational games). His wide and deep knowledge of the roll and write genre, and an uncanny ability to give meaningful and actionable feedback to designers, make him the person to head up development and scouting for Inkwell Games.
Odin Phong (sounds like pong) is our Head of Publishing and Logistics, a lifelong gamer with a background in sales, warehousing and management. He brings industry knowledge, entrepreneurial spirit, numbers knowhow, and a growing expertise in the retail games establishment to the team. His contacts in the industry, profit and loss focus, outside the box ideation, and a willingness to undertake the less flashy side of games publishing make him highly qualified to undertake the physical publishing, logistics, and business operations for Inkwell Games.
Calvin Wong Tze Loon is our Rulebook Editor Extraordinaire. Loves the English language and often uses his acerbic wit to call out injustice. His acute command of the language, and a well honed narrative sense make him invaluable as an editor and fiction writer for our book. Calvin has worked on other great games such as Pasaraya: Supermarket Manager and Fire in the Library.
Toni Catino (Little Island Gift Shops) started designing games when she was in middle school, first with custom Pokemon cards, then with games based on her favorite books and subjects. She loves all things board games, card games, and miniatures, but might love the designing of them just a bit more. Her goal in creating games is always to make something fun, that people will enjoy and want to share with their friends and family, because that’s what board games are for!
Jesse Catron (Coral Relief) is a lifelong boardgamer. His game Salmon Run was published in 2013 by Eagle Gryphon Games, after which he took a hiatus from game design upon the arrival of his 3 children. He lives with his family in Maryland and works as an Optometrist.
Robin Gibson (Kuiper Kowboys) has been compulsively designing games since he was very young. At any time he has several dozen projects on the go tabletop and video games, but lately his attention has been focused on one-page solo games in the Legends of Dsyx and Paper Pinball series, and illustrating Chris Anderson's Tempus Quest. Robin's major creative influences are only the most obscure video games and cartoons. He's heard that television exists with real people in it, but has yet to see any evidence of this. Robin lives in British Columbia with his wife and a small bird. He works as an educational assistant and homeless support worker.
Ryan Hoye (Icy Dice) began unofficially designing board games 7 years ago when a multimedia art project morphed into a simultaneous movement electronic board game based on Pac-Man. He has officially been doing game design for about 3 years as a creative outlet to balance out a relatively uncreative full-time job. To help foster his design skills, Ryan joined the newly founded Kansas City Game Designers in January of 2016 where he has playtested other’s works and has taken in feedback on his own creations.
Grace Kendall (Celestial Stories) is a bit surprised to take on the mantle of game designer, but after two years of working on co-designs they’re proud to introduce their first solo game to the world! This celestial storytelling game is a natural fit for Grace, who has been telling stories for years and is often found lurking in the woods (where the brightest stars live). Outside of board games, Grace is a dedicated member of the wizard rock community and spends a ridiculous amount of time writing sad songs about books. When not telling stories, Grace enjoys eating macaroni & cheese and being barefoot.
Nat Levan (PenSylvania) is an experienced game designer known for New Bedford and Nantucket from Dice Hate Me Games, and Supertall and Timestamp from Buttonshy Games, and the 2018 ION award winning American Steel. He loves designing and playing games about cities, history, and overlooked industries. He lives in the Philadelphia Suburbs with his wife, son, and cat, where he has been designing games since 2012.
Joe Montgomery (Lost at Sea) is a game designer in Seattle who finds his design inspiration from some of the most fantastic and unexplained corners of the world. He loves strange games and is hopeful that his designs will be as thought-provoking as they are enjoyable. Joe is currently working on a card game about constructing massive concrete structures for infamous dictators and a tableau-building game of alien archaeology set in late 1980’s Norway. For the last year and a half, Joe has been bringing these games to the weekly Seattle game designer meet-ups for some brutally honest feedback.
Sarah and Will Reed (Scrapyard Rollbot) are a husband and wife design team. They started getting into board game design when Will wanted to create a board game for Sarah’s birthday. Given the fact he has a vision disability, it was a bit challenging to get the project done by himself. So instead of giving up, he decided it would be a lot of fun to have her involved in the process.That first game turned out to be a game called Scrapyard. More games, such as Oaxaca: Crafts of a Culture and Project Dreamscape, followed. Now, years later, Will and Sarah are revisiting the Scrapyard theme for Scrapyard Rollbot.
Behrooz ‘Bez’ Shahriari (Flowers over Towers) has been fascinated by games since her first memory: from Prince of Persia and Lode Runner on computers, to multi-day epic games of Risk and pencil/paper games played against classmates in school. In 2008, Bez found modern board games and within a few years had started designing tabletop games. In 2012, Bez moved to London and found a regular playtest group, which allowed for the iteration and continued design/development of her first mass-produced game. Yogi/In A Bind continues to sell well. However, Bez is most proud of her 2nd thing - a game system for which many games have been created and a community continues to develop. Bez continues to self-publish games and started pitching games to other companies in 2019.
Alexander Shen (Islands of Atlantis) works as a Senior Technical Program Manager at one of those Silicon Valley companies where you have to circle around the parking lot for a space if you show up just a tad too late. In the more interesting parts of the day, he spends his time as an illustrator (IG: @shenbotdraws), maker (IG: @thealexandershen), and children’s book author (IG: @sadiecatandmao).
Risks and challenges
With any Kickstarter campaign, there are always complications. Although this is our first Kickstarter professionally, we’ve been both blessed and cursed to be able to see many of these complications occur on other projects as backers personally. As such, we try to anticipate such complications and plan accordingly.
Delays are likely in each step of the process, and we've built in time for each of these should they arise. However, as a book is less complicated than a board game with multiple components, we do not anticipate too many delays.
We are working with a printer that doubles as a fulfillment partner, which means we have accurate quotes on costs straight away, which already include not only printing costs, but shipping costs, import costs, and additional costs for the fulfillment of the project.
This is reflected in our funding goal. This number takes into account all of the costs associated with developing the project (e.g. paying our designers, artists, editor etc.), printing, shipping & handling, and fulfillment, so that we can promise that there are no financial surprises down the road on our end.
Finally, our promise to you, the backer, is to be transparent about the process, any complications, and give regular updates on the progress of Dice & Ink: Volume 1.Learn about accountability on Kickstarter
- (17 days)