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Lakesides Sports Dice Game

Half-Time Football
Instructions for Playing

THE PLAY

For 2 Players Ages 8 to Adult

Running Black Die

Halftime Football follows all the rules for playing


professional football. You can play the game in 4
quarters. Decide on how many minutes you want
each quarter to last. Dice change hands according
to whether you are on offense or defense. Use the
score board and pegs to keep track of your score.
Use the football to mark the line of scrimmage and
down. The yard marker shows yards to go.

Whenever the offense elects to run, both players


roll their black die simultaneously. If the two dice
show different figures, a loss or gain is calculated
as shown.
Ball and yard marker are shifted accordingly. If both
players roll a 5, 15, or 20 with their dice, the ball
stays at the line of scrimmage but slides across to
the next down band.

TO START
Decide who will be the home team. Each player is
given a black and white game die.

Pre-Game
Each player rolls a game die. High roll elects to kick
or receive.

Passing Blue Die


NG Pass no good, 20, 30, 50, - Pass is good for
specified yardage.

Kick Off
Each player rolls a game die. The net result of the
roll is applied to the receivers 20 yd. line.
Examples show rolls, placement of ball and yard
markers.
Place the ball in the 1st down band on the field with
the tip of the ball on the line of scrimmage.
Place the yard marker alongside the ball in the red
track with the arrow pointing towards the opponents
goal line, its tip on the line of scrimmage. The
window shows yards to go for first down.

Special Dice
Offense is given the blue passing die, green kick
die and a red penalty die.
Defense is given the other red penalty die.

I INTERCEPTION If offense passes for an


interception, defense responds by rolling the black
die to show how far back the ball was intercepted.
EXAMPLE: Ball is passed from the 50 yd. line and
intercepted. Defense rolls a 10 to take possession
on their own 40 yd. line.

Fumble
10+10
If both players roll a 10 with their game dice, a
fumble occurs. To determine the outcome, both
players roll the red dice. High roller recovers and
moves the ball towards the opponents goal line the
net difference. If both roll the same number roll
again.
Example:

Ball is on the
Offense rolls
Defense rolls
Offense recovers on the 25 yd. line

20
10
-5
+5

Kicking
Green Die
PUNTING Offense rolls the green kick die to kick
ball down field (0, 10, 20, 30, 40, 50, yrds.)
Defense rolls a black game die for runback (0, 5,
10, 15, 20 yds.)
FIELD GOAL Offense rolls the green kick die.
Roll must match or exceed distance to goal to be
good.
EXTRA POINT Offense must roll a 10 or better.

Penalty
O+O
If both players roll a O with their game dice a
penalty occurs. Both players then roll the red dice.
Penalty goes against the low roller who loses the
net difference in yardage.
Example:

Offense rolls
Defense rolls
Offense loses 10 yards

5
-15
-10

IF YOU HAVE ANY QUESTIONS REGARDING


INSTRUCTIONS OR REUIRE SPARE PARTS
WRITE TO: CONSUMER SERVICE DEPT.
LAKESIDE GAMES 4400 WEST 78th STREET
MPLS., MN 55435
1979 LEISURE DYNAMICS INC.

Dice Faces
1d6
1
2-4
5
6

Blue Passing Die


I Incomplete
NG No Good
30 yrds
50 yards

1d6
1
2
3
4
5
6

Green Kicking Die


0
10
20
30
40
50

1d6
1-3
4-5
6

Red Penalty Die (2)


5
10
15

1d6
1
2-3
4
5
6

White Game Die


O Penalty
5
10
15
20

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