How to play
A 10 minute warm-up or brain break mixing dice maths, bluffing and exercise. Teams add up five dice, call a total that may or may not be true, and the other team decides whether to call them out.
- Split the class into two teams and give each team five dice.
- Each team rolls and adds up its dice without showing the other team, then calls out a total. They may bluff.
- The other team accepts the total or calls them out for fibbing.
- The team with the higher total does 20 reps of the exercise matching their roll; the other team does 30 reps of theirs.
- Caught fibbing: 10 squat thrusters. False accusation: 10 burpees. Record each round on the scorecard.
You need: Five dice per team, Printed exercise list and scorecard