Twelve Realms launching in April!
An Original Fantasy TTRPG with One Roll dice rules and a worlds-spanning setting by an award-winning writing team!
The game is distinct for its fast, simple-to-learn, and dynamic dice mechanic, along with its original fantasy setting that spans multiple worlds of exploration and adventure!
Available as two (2) Digital PDFs or Hardcover Books, along with these exclusives:
- Dice set
- Dice tray
- Physical two-sided map
- Character cards deck
- Item cards deck
Rules
In Twelve Realms, each die represents a physical item or personal trait in the game world: a weapon, a shield, lockpick, innate flame magic, your gift of gab, and so on. The Storyteller rolls for all the monsters, challenges, and other antagonist forces. They are the locked door, the monster’s claws, the set trap, the waiting ambush.
Everyone around the table picks up their relevant dice and rolls simultaneously with a peal like thunder! Once the dust clears, look around the table at each player's highest die roll (max 12). The person with the lowest high roll goes first.
Allocate your rolled dice to the threats or challenges you want to take on. Do you target the throat of the dragon before it can rain fire on you or the ladder of the army scaling the walls? You decide! On your turn, resolve one or more contests, discarding the loser’s dice each time.
Then everyone looks around the table again. As before, the person with the lowest high roll takes their turn now. Play proceeds until all dice on one side have been eliminated.
Three die rolls (initiative, to hit, and damage) are now just one! Get to the action faster, resolve it faster, and watch the chaos and heroics of fantasy storytelling unfold before you!

Setting
The Realms circle a ringed gas giant called Heru. Each of the twelve realms is a world unto itself, spanning oceans and continents teeming with life. From one realm came the dwarves, from another the elves, and from another humans and halflings, and so on.
With the realms so close to each other, these various peoples were not only aware of each other, they visited each other off-and-on in their various ages of powerful magic. The different ancestries shared their knowledge and histories, their cooking and culture, and even had mixed children together before returning to their own realms.
Everything changed an age ago when Heru's pull captured a rogue world as it hurtled through the cosmos. The Thirteenth Realm. When folk from other realms finally visited it, they found a realm with no people, but sprawling ruins from an ancient civilization. And coming up from under the ground, mindless monsters...so many monsters....
Brave folk from the other realms seek to carve out new homes in the Thirteenth Realm. Armed with magic and weapons, they explore its land and depths, build towns and cities, and stand up to the dangers that would destroy them.