A Tabletop Party Game

20

TWENTYFACES

One die. Twenty worlds. A night they'll retell for years.

A tabletop party game of nerve, story, and the roll you can't see. Free to play.

No ads. No trackers. No catch.

The trouble with game night

Most party games are already solved.

You know the trivia. You have read every card. The night runs the way it always does, and the table drifts back to their phones.

Game night should be a story you tell for years. Not an evening you forget by morning.

The best nights come from the roll you can't see.

What it is

A game of nerve, story, and the roll you can't see.

One twenty-sided die. You call your shot out loud, then roll it in secret. Only you know how big it landed. Then you perform the scene that big, and the table reads you. Not the number, the moment. The closest read takes the Glory.

Secret rolls Perform how big it lands Read the moment, not the number Glory and streaks

How it plays

The whole game is three beats.

Learn it in a minute. Every turn, the player holding the die does these three things. Then the table reads them.

1

Call your shot

Say out loud what you're going for: the bold attempt, not how it ends. Now the whole table knows what to watch for.

2

Roll in secret

Roll the d20 where no one else can see it. Only you know how big it landed: a fumble, a triumph, or anything between.

3

Perform it that big

Play the scene to match your roll. The table reads the moment, never the number, and the closest read takes the Glory.

Then it goes around the table

One player tells; everyone else reads them and locks a guess. Then the die passes to the next player. Each scene card is one full lap of the table: every player takes a turn telling. When the last player has told, their roll turns the card to the next scene, and the sharpest reader opens it.

How many cards? The game suggests a count for your table size.
2–3players4–5 cards
4–5players3 cards
6–8players2 cards
Bigger tables, fewer cards: every card is a turn each, so a night stays a tight 30–40 minutes. Pick Quick, Standard, or Epic when you set up.

Twenty-five worlds

Twenty worlds free to start. Seventy-five more on the way.

Each world brings its own classes, items, and scenes. Pick the one you want, or let the d20 choose. One hundred worlds in all, eventually.

Tap any world to open its card

Five new worlds are already out as expansions: Space Opera, Mystery, Wasteland, Kingdoms, and Wrestlers. Three dollars each, fully loaded.

Ways to play

The table, across the world, or on your own.

Pass and play

One device, passed around the table. Gather close and go. Nothing to install.

Live

Everyone on their own phone. Share a five-letter room code and play across the couch or across the world.

Solo

One player, one story. The d20 runs the table for you when the crew can't make it.

Event cards

Between rounds, the world has its own ideas.

A card turns at the edge of the round. A sell-sword wants a cut of the next job. An arch remakes whoever steps through it. The Kraken breaks the surface off the bow. You read the card, you play it out by hand, and the night bends somewhere you never planned. The roll you can't see stays sacred. This is everything around it.

The keepsake

Every night becomes a Tale.

Forge a character and share it with a code. When the night ends, export a Tale, a printable record of who rolled bold, who read the room, and how the story turned. Proof the night happened. A reason to play again.

What it costs

The game is free. The whole game.

No ads. No trackers. Nothing sold behind your back. Twenty worlds, every way to play, and the full night at the table cost nothing, forever. When your table wants more, the expansions are honest one-time buys. Yours the moment you buy them, no subscription, no strings.

No adsNo trackersNo data soldMade by people, not a company
$3Any new world
Best first buy$10New Worlds Bundle: all five
$15More Everything: the base twenty, deepened
Get the New Worlds Bundle

Or pay nothing and just play. The free game is the whole game, not a demo.

Keep us building

There are a hundred worlds. We've drawn twenty-five.

The base game is free and the expansions are one-time buys, yours for keeps. Patreon is for anyone who wants to fund the other seventy-five, keep it ad-free, and get a seat in the workshop while we build.

Torchbearer

$3 / month

Keep the lights on. Dev logs, the patrons' campfire, your name on the Founders scroll, and 15% off the shop.

Suggested

Cartographer

$7 / month

Chart where we go next. Early access to new worlds, a vote on what's built next, and 25% off.

Worldbuilder

$15 / month

Put your fingerprints on a world. Your name in the credits, name something we ship, and 40% off.

Become a patron

You don't need to pledge to play. You never will.

An invitation

Remember when the internet felt new.

When a link could lead anywhere. When the whole thing felt unmapped, a little wild, still waiting to be explored. We are building Twenty Faces in that spirit. Made by hand. Made for the table. Made by people who still believe the web can be a frontier.

New worlds land all the time. The people who show up early help decide what comes next. Come find the others.

Your table is waiting

Give them a night they'll retell for years.

Pick a world. Roll in secret. Let the table read you. The story writes itself.