The Rules

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This page will serve as the basis for the rules of Dice Football.

The Players

  • 1. Each team has 11 starting field players (numbered 2 through 12, due to the die's lowest and highest possible rolls). The Goalkeeper must always be #2; the remaining positions can assume any number, they are purely for aesthetics.
  • 2. Each team is allotted 3 "substitutions" during a game, as rolled by the dice. When substitutions occur, the number in question is just switched out for a new player, and assumes new statistics (goals, cards, fouls, etc.) for himself.
    • a. Example: Player One rolls a substitution for #7 on his team. The outgoing player becomes #7a, and the incoming player becomes #7b; #7b will have different stats than #7a.
    • b. It is possible to substitute the same number twice, or thrice; as such, each individual of that number (eg. #7a, 7b, 7c, and 7d) would all hold different statistics.

The Dice

  • 1. Dice Football is played with 2 sets of different colored dice.
    • a. One set of two dice, preferably red.
      • i. This set of dice will signify the player.
    • b. One set of three dice, preferably white.
      • i. This set of dice will signify the action.
  • 2. All 5 die are rolled at the same time.
    • a. The white dice and red dice combine with that of their own color to signify the player, and the action.
      • i. Example: The white dice (players) add up to 8, while the red dice add up to 11. That would signify that player 8 (eg. a Midfielder) has scored a goal (given that rolling an 11 equals a goal scored.)
  • 3. Some actions require more than one die to be rolled in succession. This will be followed up on in the actions section of the rules.
  • 4. The player dice may be substituted for one eleven-sided die if players may so choose; however, it is highly recommended that three six-sided die are used for the action die, as to keep to the odds of the actions and their designation, since using an 15-sided die would ruin the chance and odds of the game.


Rolling the following on the three-set of dice will result in the following: (lowest roll possible is 3, highest roll possible is 18)

  • 3 - Red Card (Possession exchanged)
    • a. Player is removed; reroll any dice signifying this player in future rolls (do not reroll action dice unless the action itself cannot be performed, regardless of player situation)
  • 4 - Penalty Shot
    • a. Before rolling for the penalty shot, roll the two player die; the player number turned up is the player giving up the penalty, and is issued a foul.
    • b. Roll a single dice: if even, the penalty is good, and possession is exchanged. If odd, the penalty is saved, and possession is exchanged.
  • 5 - Offside (Possession exchanged)
  • 6 - Yellow Card (Possession exchanged)
    • a. If this is a players second Yellow Card, the player is removed.
  • 7 - Foul (Possession exchanged)
    • a. Accumulation of 3 fouls is an automatic Yellow Card.
    • b. If a player already has a Yellow Card, or would receive another Yellow as a result of a roll or 3 more fouls, he is awarded a Red Card and is to be removed.
  • 8 - Substitution
    • a. If a team has made its allotted 3 substitutions, only reroll the action dice; do not reroll the player dice.
    • b. After a substitution is rolled, if the next roll would result in an action that the team designated could not perform (eg. another substitution, a goal being scored by a player who was sent off) possession will remain with that team, and the roll sum in regards to team (3-10/11-18) needn't apply, and only the action die need to be rerolled.
      • Example: If player one has rolls a substitution (action die totalling 8), and the next roll turn out to be an 8 (signifying player one makes a substitution), possession will remain with player one; the next roll, 14 (a foul) is committed by his team, despite being rolled on team 2's sum table.
  • 9 - Corner Kick
    • a. Roll a second dice: if a one or two is rolled, the corner results in a goal. If a three or four is rolled, the corner is cleared and possession is exchanged. If a five or a six is rolled, the corner is headed out behind the goal line for another corner kick, repeat the process.
      • i. Optional: if a goal is scored, the player(s) may choose to roll the player to signify who scored the goal, as in most real Football cases, the ball would never go in directly off a corner kick. This is not required and is merely optional.
  • 10 - Goal (Possession exchanged)


  • 11 - Goal
  • 12 - Corner Kick
  • 13 - Substitution
  • 14 - Foul
  • 15 - Yellow Card
  • 16 - Offside
  • 17 - Penalty
  • 18 - Red Card

The action patterns are designed and assigned to the numbers that they are based on most common to least common rolls. As such, in a random sampling of rolling three die, 10 and 11 should statistically show up more than rolling a 3 or an 18. Also as a result of this, any action that does not see a change in possession (specifically, a substitution), the actions are split in two so that each team has an equal shot of getting the action in their favor. Thus, player one would assume the action if the three action dice are summed up to be between 3 and 10, while player two will assume the action if the dice add up to between 11 and 18.

Other Notes

If at any time a player rolls the dice, and all five dice show the same number (similar to Yahtzee!), the game ends immediately, and no winner is declared.

If any team should have 4 of its players sent off, the match is stopped, and a walkover is issued, 3-0 in favor of the team not being sent off.

The game lasts a total of 25 rolls overall (not including sub-rolls for penalty kicks, corner kicks, etc., nor re-rolls for dismissed players or lack of substitutions). No one player is guaranteed a set number of rolls.

If after the 25th roll the game is tied, the match ends in a draw, and both teams would receive a point based on their own specific point system.

Each game must be played out the full 25 rolls (walkovers and abandoned matches nonwithstanding) regardless if one team is unable to come back to win.

  • Example: Team A is winning 7-4 over Team B on the 23rd roll, with Team A holding possession. Although it is mathematically impossible by the rules of the game for Team B to score 3 goals in 3 rolls, the game must be completed as per the league standings regarding Goals scored, Goals against, as well as for the possibility of yellow or red cards being issued, which could alter the outcome of the game in regards to being abandoned or having a walkover issued.

Players may institute their own rules regarding drawn games, instead electing to do turn-by-turn rolls until there is a winner, penalty shootout, etc.

Keeping a Record

In true pen-and-paper game fashion, a record must be kept of the game's rolls and actions, including sub-actions (ie. penalty kick rolls, corner kick rolls, etc.).

Point Systems

The default point system for keeping track of wins, losses, draws, and overall point totals are as follows:

  • Wins - 3 points
  • Draws - 1 point
  • Losses - 0 points

Players are free to change these rules to their own benefit, and may wish to include further rolls for penalty shootouts and the like.

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