Advantage Dice: New Numbers Every Round
Before each attack a die decides whether you play with more players, even numbers or fewer. Students learn to read each situation and change the plan: attack fast, look for the 1v1, or keep the ball.
How to play
- Explain in groups of eight: roll 1–2 for 3v2, 3–4 for 3v3, 5–6 for 3v4; attack a 15 × 15 m field with an end zone, and each round lasts 30 seconds max (3 min).
- Continuous rounds rolling the die; players not in the round wait on the sideline (6 min).
- Pause with three questions: what works with the advantage? With even numbers? When you're outnumbered? (4 min).
- More rounds, switching attackers and defenders every two rolls (6 min).
- Each group agrees on a short plan for each number and tests it (4 min).
- Wrap-up: when do these three situations show up in a real game? (2 min).
Rules
- Pass with your hands and don't walk with the ball.
- No contact: interceptions only.
- When outnumbered, keeping the ball for 30 seconds also earns a point.
- Whoever rolls the die leaves it on the sideline before stepping in.
Variations
Easier
40-second rounds, and when outnumbered five passes earn a point.
Standard
30-second rounds with all three die outcomes.
Harder
20-second rounds, and a 6 means 2v4.
Adaptations
- Students with low vision: a teammate calls out the roll and how many are defending.
- Limited mobility: always on offense as a passer who can't be guarded within one meter.
- Hesitant students: start by playing only the advantage rounds.
Learning goals
- Recognize whether you're up, even or down in numbers.
- Adapt the attacking plan to each situation.
- Agree on tactical solutions as a group.
Equipment for a class of 25
- large dice: 4
- foam balls: 4
- cones: 16
- pinnies: 16
Teacher tip
No large foam dice? A regular die in a cup or three colored cards work fine. Typical mistake: attacking the same way every round; after each roll, have the team say the plan out loud.
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