DIE Ball: Dangerous Interleague Elimination

George Tagmire , Jason Tagmire (2026)

1-2 players 35-60 min 14+

About

Players are thrust into a world of fantasy and science fiction where they will bring a team of diverse characters to the pitch of DIE Ball. The realm of DIE Ball is at the nexus of disparate universes where anything in any form can and does exist. From the familiar to the furthest reaches of the imagination, species of all manner of man and beast have adopted a common sport known as DIE Ball. DIE Ball is a 2 player head-to-head game of everything from hand and tableau management, to bluffing and betting, to area control, all trying to score just 7 points, or have the high score when the clock runs out. Players will compete to push the die across the scoring line, scoring as many points as the die's value. Meanwhile, the other player will try to stop them with special abilities, timely dice rolls, and maintaining control of the field. Step one: The Offense sets their plan. The Offensive player will select their cards to contribute to one of three plays - run, kick, or throw. After each of three selections the Defensive player will make a secret bet, trying to guess which play the Offense will eventually choose. Then, the defense will attack, trying to remove abilities on the offensive cards, or remove them from the play entirely. After three cards are selected by the offense, and the defense bets and tries to counter each one, the offense reveals which play they will run. Step two: Run the play. Heading to the field, each side will contribute cubes to the field in order to control the territory. Any player cards that survived the first step are available again to contribute abilities. The players roll to eliminate their opponent’s cubes and be the last team standing. If the offense wins, they advance the ball a number of spaces for the play chosen. A run moves the ball one space, a kick two, and a throw three. Any non-scoring, but successful play will also increase the value of the DIE Ball. If the defense is the last to have cubes remaining on the field, the ball is turned over and the defense gains possession, becoming the offense for the next turn. The game ends when a player reaches 7 points, or the time runs out. Button Shy Modular Games are tiny games that are just cards (provide your own additional components) that also require multiple parts to play (for example, DIE Ball requires any two teams). —description from the publisher

Publisher Button Shy
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