How to play
A 20-minute partner dice game modelled on AFL scoring. Pairs roll for goals, behinds and percentage, with exercises and penalties changing each quarter, so it feels like a real match.
- Pair students up and give each pair a die, a pen and the printed score sheet.
- Play four quarters of five minutes, with a short drink break between quarters.
- Pairs roll and do the exercise for that number in the current quarter's table.
- A 6 is a goal (six points), a 1 is a behind (one point), and a 3 or 4 adds one percentage point.
- A 2 is out on the full: a 200-metre run. A 5 is a 50-metre penalty: a 30-second static hold.
- At each quarter's end pairs total goals, behinds and percentage. After four quarters, most points wins; percentage breaks ties.
You need: One six-sided die per pair, Pens, Printed score sheet and exercise tables, Space for a 200-metre run