1985-86 NBA Season · Quick-Play Basketball Dice Game
Each team holds 1 or 2 momentum dice. With 2 dice, you roll both and keep the better result — a real advantage. With 1 die, you roll as normal. The pool is zero-sum: when one team gains a die, the other loses one. Highlights and other events can trigger these shifts.
After the roll, each team's run strength (1–6) is shown. A gap of 2 or more triggers a highlight for the stronger team — points scored don't factor into it. Roll 2d6: 6–9 scores points or bonuses for you, 2–5 benefits the other team, 10–12 triggers a signature play.
Advantage: If the highlighting team has 2 momentum dice, the highlight roll is an advantage roll — roll 2d6 twice and keep the better total.
A highlight roll of 10–12 triggers a signature moment. Roll 1d6 on your team’s signature table for a named big play — the biggest swings in the game come from here.
Each supporting star (not the clutch star) can be activated once per game. After a run roll is shown, click a supporting star in the team panel to add their rating to that run’s strength. Save them for when you really need a boost.
Some defensive teams create pressure when trailing by a certain amount. Under pressure, the opponent rolls 2 dice and must keep the lower result — a significant disadvantage.
If the margin after Q4 is 1–4 points, the trailing team gets one clutch roll: 2d6 plus their top star’s rating. Roll high enough to tie or take the lead — or the game ends right there.
Each team has 1–2 traits that change how they play — Celtic Pride grants extra momentum at the start of early quarters, Defensive Lockdown forces opponents to roll with disadvantage when the defensive team is trailing. Check the team panel to see yours.