How to play
A team dice fitness game where groups roll five dice for combos worth burpee points. Faster exercise means more rolls, and rolling three or more sixes earns a lucky six burpee frenzy that can swing the result.
- Put students in pairs or teams, each with five six-sided dice and a game card.
- Roll the five dice and score combos: pair 1, triple 2, four of a kind 5, five of a kind 10, full house 7.
- Small straight scores 5, large straight 10, a total below 10 scores 5 and above 20 scores 4. Complete the burpees as a team.
- If no combo is rolled, each player does ten reps of the next exercise on the list, then roll again.
- Three sixes: one minute of burpees for points. Four sixes: two minutes. Five sixes: three minutes.
- Play for 10 to 15 minutes; the team with the most burpee points wins.
- Scale the reps, holds, distances and time to suit your class; students can rest and rejoin whenever they need.
You need: Five six-sided dice per team, Game cards