FULL COURT DICE

1985-86 NBA Season  ·  Quick-Play Basketball Dice Game

Select Home Team
HOME TEAM
VS
Select Away Team
AWAY TEAM
LAKERS
0
QUARTER
Q1
RUN 1 / 4
0
CELTICS
MOM
MOM
HOME
READY
HOME
·
VS
AWAY
·
AWAY
Game is ready. Roll the dice to begin!
GAME LOG
Rules Reference

How To Play

Core Loop

  1. Click Roll Dice. Both teams get a run strength from 1 (weak) to 6 (dominant), looked up on their run table to score points. Every team’s table is different.
  2. After seeing the results, you may click a supporting star on either team to boost that run’s strength.
  3. If the two run strengths are 2 or more apart, the stronger team earns a highlight roll.
  4. Resolve any highlight effects, then advance to the next run. A game is 4 quarters of 4 runs each.

Momentum

Each team holds 1 or 2 momentum dice. With 2 dice, you roll both and keep the better result — a real advantage. With 1 die, you roll as normal. The pool is zero-sum: when one team gains a die, the other loses one. Highlights and other events can trigger these shifts.

Highlights

After the roll, each team's run strength (1–6) is shown. A gap of 2 or more triggers a highlight for the stronger team — points scored don't factor into it. Roll 2d6: 6–9 scores points or bonuses for you, 2–5 benefits the other team, 10–12 triggers a signature play.

Advantage: If the highlighting team has 2 momentum dice, the highlight roll is an advantage roll — roll 2d6 twice and keep the better total.

Signature Plays

A highlight roll of 10–12 triggers a signature moment. Roll 1d6 on your team’s signature table for a named big play — the biggest swings in the game come from here.

Supporting Stars

Each supporting star (not the clutch star) can be activated once per game. After a run roll is shown, click a supporting star in the team panel to add their rating to that run’s strength. Save them for when you really need a boost.

Pressure

Some defensive teams create pressure when trailing by a certain amount. Under pressure, the opponent rolls 2 dice and must keep the lower result — a significant disadvantage.

Clutch Time

If the margin after Q4 is 1–4 points, the trailing team gets one clutch roll: 2d6 plus their top star’s rating. Roll high enough to tie or take the lead — or the game ends right there.

Team Traits

Each team has 1–2 traits that change how they play — Celtic Pride grants extra momentum at the start of early quarters, Defensive Lockdown forces opponents to roll with disadvantage when the defensive team is trailing. Check the team panel to see yours.

✦ SIGNATURE HIGHLIGHT ✦
SHOWTIME LAKERS
Magic to Worthy alley-oop — the crowd ERUPTS!
+8 pts, +1 momentum
click anywhere to continue
END OF QUARTER
HALFTIME
HOME 0 0 AWAY
Momentum resets to 1 – 1
click to continue