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Product Highlights:
Ages: 7+
Players: 2 or 4
Game Length: 15 minutes
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1 review
Amazing For What It Is. Honestly.
So this is all dice, so if you hate that, then you'll probably not like this. But I went 5 for 5 showing people this game and having them like it. This is really a hidden gem if you can just get over the luck and lean into the theme. There is strategy in here, but it's like poker where no matter what, luck will win the day in a small sample size. But this game is actually thematically and strategically really fun. You still need to make big decisions in the game, such as going for it vs punting and leaning onto special teams like real football. Punt the ball away, hope you roll decent yardage to pin your opponent deep, and then switch all the dice and rely on your defense to make a big stop. This game runs pretty quickly, in about ten minutes, but that really works for what it is. The game can end in a few minutes or extend to maybe 15-20 minutes. if the dice just go for or against you, it'll be quick game, and that's just how it goes some of the time. Play a little best 2 of 3 and it's really pretty fair. The game itself involves two sets of 6 dice. 6 for offense and 6 for defense, which you and your opponent will trade back and forth as possessions change. The team that does not start the first possession with the ball (Starts on defense) get the tie-breaker token, which such a big part of the game. The result of the dice is determined by what you roll the most of (Offense can roll: 10 yard gain (x3), 20 yard gain, Touchdown, and Field Goal./ Defense can roll: No Gain (x3), Sack, Turnover, and Pick Six). So obviously most rolls are a ten yard gain vs No Gain, and it comes down to who rolls more. So, for example, the game opens with the offense rolling 4 dice that say "10 yard gain" and the defense rolls 4 dice that say "No gain". Unless the defensive player uses their tie-breaker token, the 10 yard gain is going apply. If the defensive player uses the tie-breaker token, the no gain will apply, but they would then have to hand the tie-breaker over to their opponent. In this game, you need to get to the 50 yard line for the 1st down, so the ten yards is minor, and you'll probably be okay allowing that small gain. You basically want to save the tie-breaker token for these major moments of the game where one team rolls a TD vs a Pick Six or some bigger dice outcome like that. If you both roll something like that, it's so great to be able to throw the tie-breaker token down and take the full Touchdown or big play. Another fun part of this game is if you roll all the same 6 of something (No Gain or 10 Yard Gain) it's automatically a TD (TD for offense, and pick 6 for the defense), and it's so fun to be going back and forth on these small gains or stops, and then have this huge roll bring a score out of nowhere and change the momentum of the game. Kicking is pretty interesting with the dice, and it feels pretty fun thematically. if you like football, this game really runs like a little football game. And it's so simple, so you can bust this out at a bar of wherever pretty quickly.
October 14, 2025 5:15 AM
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