Goal
First to score 3 goals wins. A coin flip decides who attacks first.
The Pitch
Six zones run left to right. Home attacks right toward Goal (V). Visitor attacks left toward Goal (H). The ball starts at center and stays where it's stopped on a turnover.
Your Dice
Each player has 7 dice: d4, d6, d8, d10, d10, d12, and d20. The d20 is always your goalie โ it auto-guards your goal every possession. Any die you use becomes Resting for one possession, then re-rolls when it returns. Unused dice keep their current value.
Each Possession
1. Defender sets the wall. Your d20 auto-guards your goal. Then select 1โ3 dice and assign them to zones the attacker still needs to breach. Click Lock In when done.
2. Attacker advances zone by zone. Select 1โ3 dice and click Attack. Your total must beat the wall value in the next zone โ even a wall of 0 requires committing at least 1 die. Used dice become Resting regardless of outcome.
3. Breach: ball moves forward, attack continues. Blocked: turnover, ball stays put.
Scoring
Breach all the way to the opponent's goal zone and the ball resets to center. First to 3 goals wins.