or
or
1
Pick your teams Choose any two teams from the 1985-86 or 1995-96 NBA season — each with real rosters, real tendencies, and their own signature moments.
2
Roll the runs Each possession plays out as a run — roll for points, trigger highlights, and watch signature plays unfold when the pressure is on.
3
See who wins Clutch time, overtime, box score — the whole game in minutes. Share the result and settle the debate.
Full Court Dice in-game scoreboard showing a live NBA matchup
Click to enlarge
Full Court Dice in-game scoreboard

Eight teams from each season are free to play — no account needed to try it.

Currently featuring the 1985-86 and 1995-96 NBA seasons. More seasons coming.

FULL COURT DICE

1985-86 NBA Season  ·  Quick-Play Basketball Dice Game

HOME
Select a team
VS
AWAY
Select a team
LAKERS
0
QUARTER
Q1
RUN 1 / 4
1985-86
0
CELTICS
MOM
MOM
HOME
READY
HOME
·
VS
AWAY
·
AWAY
Game is ready. Roll the dice to begin!
GAME LOG
Rules Reference

How To Play

Core Loop

  1. Click Roll Dice. Both teams get a run strength from 1 (weak) to 6 (dominant). Each team’s run table converts that to points, and every table is different.
  2. After seeing the results, you may click a supporting star on either team to boost that run’s strength.
  3. If the two run strengths are 3 or more apart, the stronger team earns a highlight roll.
  4. Resolve any highlight effects, then advance to the next run. A game is 4 quarters of 4 runs each.

Momentum

Each team holds 1 or 2 momentum dice. With 2 dice, roll both and keep the better result, a real advantage. There are 3 dice total: each team starts with 1, and the third sits in a neutral pool. When a team gains a die, it comes from the pool first. If the pool is empty, you take it from your opponent. Highlights and trait effects trigger these shifts.

Highlights

After the roll, each team’s run strength (1–6) is shown. A gap of 3 or more triggers a highlight for the stronger team, based on run strength, not points scored. 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.

Signature Plays

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.

Supporting Stars

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 that star’s rating to the run’s strength. Use them wisely: each one is gone for the rest of the game.

Pressure

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.

Clutch Time

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.

Team Traits

Each team has 1–2 traits that change how they play — momentum boosts, run bonuses, highlight penalties, and more. Some traits fire automatically; others depend on the game situation. Check the team panel to see yours, and watch the center panel: it calls out when a trait triggers.

✦ SIGNATURE HIGHLIGHT ✦
SHOWTIME LAKERS
Magic to Worthy alley-oop — the crowd ERUPTS!
+8 pts, +1 momentum
click anywhere to continue
END OF QUARTER
HALFTIME
HOME 0 0 AWAY
Momentum resets to 1 – 1
click to continue