
The Autumn Café
Inherit a little café on Quill Lane, win over six regulars and find the three pieces of Mabel's Autumn Recipe.
12 evenings + finale6 regulars3 endings
Six complete games. One payment, about $6 a game.
Six complete solo journaling games for quiet evenings. Roll a die, read a prompt, write a few lines, and watch a little world of your own grow page by page.
One-time payment. No subscription. Instant access by email right after payment.
What you need: a pen, one six-sided die (or the dice roller in the digital companion), and a quiet evening. Print at home on A4 or US Letter, or play on a tablet with the interactive edition.
One-time payment, no subscription. Personal-use license: print as often as you like for yourself and your household.
Try it right now
This is The Autumn Café, the first of the six games. You've just inherited a little café on Quill Lane. Roll the die to see who walks in tonight.
Roll 1 · Someone comes in
Tap the die to see who walks in tonight.

Odile Pepper
Retired schoolteacher
Does the crossword at 8:05 sharp. Corrects the spelling on your chalkboard. Kindly.
She asks for “the usual,” which you don’t know yet. What do you make, and what does her face do?

Theo Marsh
Carpenter
Fixing your creaky floor one board at a time. Apologizes to furniture when he bumps into it.
Theo measures something in the café and won’t say what it’s for. What do you think he’s building?

Wren Halloway
Traveling bookseller
Lives in a green van full of books. Has a book for everyone, and one she will never sell.
Wren picks a book from her bag for you without asking. What’s the title, and why does it fit?

Mr. Abernathy
Mail carrier for forty-one years
Knows every mailbox in town. Whistles the same three notes; nobody knows the rest of the song.
He hands you a postcard addressed simply to “The Café.” What’s the picture, and what does it say?

Priya Lark
Knits for the whole town
Hears everything. Has never once said “I shouldn’t tell you this” and then not told you.
Priya tells you the latest Hazelbrook gossip. What is it, and is it true?

The Quiet Stranger
Sits by the window
Sketches all afternoon and leaves exact change. Has been coming here longer than you have.
You glimpse her sketchbook: it’s full of this café. What is she drawing today?
Roll 2 · Take the order
What are they in the mood for?
Make them a drink: one Base, one Heart, one Spark. Give it a name.
Roll 3 · Something happens
One small moment before closing.
Write three lines in any notebook. That's a whole evening. 1 of 6 regulars and 18 heart prompts, in this game alone.
How it works
1
It picks who comes in, what they want and what happens tonight.
2
One small, specific question. Never a blank page.
3
Three lines or three pages. Messy handwriting is perfect.
No group, no game master, no experience. Never played? Evening one is played with you.
Every evening the die hands you a moment and a question. You answer in your own words.
Who you are, who walks in, what the weather does. Nothing to agonize over.
Twelve evenings, one finale, three possible endings. You finish a journal, for once.
The collection
Each game is its own story, with its own place to build, six regulars who come back and a true ending.

Inherit a little café on Quill Lane, win over six regulars and find the three pieces of Mabel's Autumn Recipe.
12 evenings + finale6 regulars3 endings

Keep a bookshop on Candle Row that opens at midnight, and find every night visitor the right book, until the Longest Night.
12 evenings + finale6 regulars3 endings

Open the gate of a walled garden, grow seeds into gentle remedies and tend it from the thaw to Midsummer Eve.
12 evenings + finale6 regulars3 endings

Start late, as a grown-up first-year, at a small school of gentle magic, from Autumn Term to the Lantern Night.
12 evenings + finale6 regulars3 endings

A crooked cottage, a crow with opinions, village errands and small charms, until All Hallows' Eve.
12 evenings + finale6 regulars3 endings

Befriend the very small tenants at the bottom of the garden before the last night of summer.
12 evenings + finale6 regulars3 endings
Why Dice & Diary
| Feature | Dice & Diary | Most printable journaling games |
|---|---|---|
| Your first evening played with you | Yes, step by step | Rarely |
| A real ending | 3 endings in every game | Often just “keep going” |
| Ink-saving version of every page | Included | Rarely |
| Tablet edition | Included | Sometimes, sold separately |
| Dice roller and tallies on your phone | Included | No |
| Money back after you've played | Yes, first three evenings | Usually only before download |
If it isn't your kind of quiet, email help@diceanddiary.com within 30 days and we'll refund you in full. No forms, no questions.
A file that won't open or a page that prints badly? We fix it within 24 hours.
More evenings
Each game stands on its own. Together they cover a whole year of quiet evenings.
The Christmas Market and The Snowed-In Cabin: two winter games, 54 pages each.
Questions
Yes. Start with The Autumn Café: evening one is played with you, step by step. If you can write a diary, you can play.
Every prompt is specific, so you never stare at a blank page. Three lines is a whole evening, and messy handwriting is perfect.
A real game: you roll, earn, unlock and reach one of three endings. The writing is how you play it.
A pen, one ordinary six-sided die (or the dice roller in the companion) and a notebook, or the journal pages in each game. No cards, no group, no game master.
Ten to thirty minutes. Twelve evenings and a finale make one game, about two to four weeks at your pace.
The game waits. Your ledger keeps your place, and the companion remembers it on your phone.
No. It's an instant digital download: PDFs you print at home or open on a tablet. Nothing ships.
Six games, each in five versions (Color and Ink-saving in A4 and US Letter, plus an interactive edition), a digital companion for each game and the Start Here guide.
Not if you don't want it to. Every game has an ink-saving version with white pages and light illustrations, or play on a tablet and print nothing.
Yes. The interactive edition works in GoodNotes, Notability, Acrobat or Xodo, with tabs, linked pages and fields to type in.
No. You pay once and print as often as you like for yourself and your household.
Play your first three evenings. If it isn't your kind of quiet, email help@diceanddiary.com within 30 days for a full refund.