
GAME RULES
• The first team to reach 11 points wins
• Set-up:
• Place the Divider: Stretch the yellow divider across the center of the pool with a little slack.
• Anchor the Divider: Fill two cups with pool water and place one at each end to hold it in place.
• Choose teams:
• 2 teams
• Each team must stay on their side of the pool
• Gameplay:
• Teams alternate throwing dice (one per player) into the opponent’s side of the pool
• Only one die may be thrown at a time
• Dice must be thrown high (at least 10–15 feet) into the air
• No single player may throw multiple dice in a round
• For cup water level, see the game modes section
• Equal Turns :
• Both teams must complete the same number of turns before the game is over
• Throwing last is an advantage
• Only exception is if instant loss occurs
• Overtime:
• If both teams reach 11, the game enters overtime
- Each team takes one full turn
- The team with the most points after the round wins
- If still tied, overtime continues until the tie is broken

SCORING
• A die that lands on the opponent’s side of the pool = +1 point
• A die caught cleanly in a cup by the defending team = 0 points
• A die that’s caught but falls out of the cup or a catch assisted by a body part = +1 point to the throwing team
• A die that lands on your own side (short throw) = 0 points
• A die that isn't thrown high enough (under 10 feet) = 0 points
• A die that lands completely outside the pool or deflects back in = –1 point

HOT SHOT (OPTIONAL)
• Catch all the dice, earn a bonus point - drop one, give up points
• If one player on the defending team successfully catches all dice, their team earns a bonus point
• To earn the bonus, they must keep all dice in the cup until the round ends
• If any dice fallout, the throwing team earns +1 point per die dropped
• The defender may choose to remove dice from their cup at any time - no bonus, no penalty

INSTANT LOSS (MIRACLE THROW)
• If a die lands in an anchor cup before either team reaches 11, the throwing team instantly loses the game
• Once a team reaches 11, anchor cups become an automatic win

GAME MODES
Easy Mode (Beginner Friendly)
• Defending team can fill cups with water (helps with catching dice)
• Dice must be thrown at least 10 ft high
• Only one die thrown at a time
Hard Mode (Competitive Standard)
• Dice must be thrown at least 15 ft high
• The next die can be thrown once the first:
- is caught
- hits water
- hits a cup
- goes out of bounds
Extreme Mode (No Mercy)
• No water in the cup
• All Hard Mode rules apply