Dice Steeplechase Game: Rules, Water Jumps and Odds

Dice steeplechase is a 3000 m race for two to six runners, with barriers on every lap and a water jump that can soak anyone who gets it wrong. Each runner starts on a time of 8:20.0, rolls two dice for each of seven laps, and decides at every water jump whether to play it safe or jump boldly. The fastest time wins. A race takes about fifteen minutes.

What you need

  • Two six-sided dice, or a dice roller set to two dice.
  • A score sheet with a row for each runner and seven lap boxes, each with room for a lap roll and a water jump.
  • A pencil for each player.
  • A random name picker to set the order of turns.

Who goes first

Put every runner’s name into the random name picker and draw them one by one. The first name rolls first on every lap, the second name rolls next, and so on. The order does not change anyone’s chance of winning, but it keeps the turns fair and quick.

How to play

  1. Every runner starts with a time of 8:20.0.
  2. Lap roll: roll two dice and change your time with the lap chart. This roll covers the flat running and the barriers on that lap.
  3. Water jump: before you roll, say “safe” or “bold”. A safe jump always adds 1 second. A bold jump means you roll two dice and check the water jump chart.
  4. Every runner does one lap roll and one water jump per lap, in turn order, for seven laps.
  5. The fastest time wins. If two runners have the same time, it is a sprint finish: each rolls two dice, and the higher total wins.

This is a simple home version, not an official game. In a real 3000 m steeplechase, runners clear 28 barrier jumps and 7 water jumps, and the barriers do not fall over when someone hits them. At the time of writing, the men’s world record is 7:52.11, set by Lamecha Girma of Ethiopia in Paris in 2023. The best possible time in this game is 7:59.0.

The lap chart

In the tables below, “Roll” is the total of the two dice, the middle column is what happens to your time, and “Chance” is the exact probability out of the 36 ways two dice can land.

RollLapChance
2Fall at a barrier: add 6 s1 in 36
3, 4 or 5Slow lap: add 2 s9 in 36
6, 7 or 8Steady lap: no change16 in 36
9, 10 or 11Fast lap: take off 2 s9 in 36
12Flying lap: take off 3 s1 in 36

A steady lap is the most common result, because 6, 7 and 8 are the most likely totals, as our guide to dice probability explains. Slow and fast laps are equally likely, but a fall costs more than a flying lap saves, so on average each lap adds a little under a tenth of a second.

The water jump chart

Water jumpResultChance
Safe jump (no roll)Step on the barrier: add 1 salways
Bold jump, roll 2, 3 or 4Splash into the pool: add 4 s6 in 36
Bold jump, roll 5 to 12Clean jump: no change30 in 36

A bold jump splashes 1 time in 6 and costs 4 seconds, so on average it costs about 0.67 seconds. A safe jump always costs 1 second. Bold is faster on average, but the risk is real: a runner who jumps boldly every lap splashes at least once in about 72% of races.

How fast will you run?

This table shows the time of one runner who always jumps boldly or always jumps safely. Each column gives the exact chance of running that time or faster, rounded.

Race timeAlways boldAlways safe
8:16.0 or fasterabout 7.5%about 0.5%
8:20.0 or fasterabout 24%about 5.5%
8:24.0 or fasterabout 50%about 24%
8:28.0 or fasterabout 73%about 56%
8:30.0 or fasterabout 82%about 72%

An always-bold runner finishes in about 8:25.3 on average, and an always-safe runner in about 8:27.6. In a race of one always-bold runner against one always-safe runner, the bold runner wins about 61% of the time, the safe runner about 36%, and the rest are sprint finishes. A runner falls at a barrier at least once in about 18% of races.

What time wins?

With six runners who all jump boldly, the winner is the fastest of the six. In this table, “Chance” is the exact probability of each winning time, rounded.

Winning timeChance
8:12.0 or fasterabout 7%
8:13.0 to 8:14.0about 11%
8:15.0 to 8:16.0about 19%
8:17.0 to 8:18.0about 24%
8:19.0 to 8:20.0about 20%
8:21.0 or slowerabout 19%

Most six-runner races are won between 8:15.0 and 8:20.0. Times move in whole seconds, so two or more runners share the fastest time in about 14% of races, and the sprint finish roll comes up quite often.

Tips

  • On the last lap, look at the times. If you are well ahead, a safe jump protects your lead. If you are behind, you need the bold jump.
  • Say “safe” or “bold” out loud before you roll, so nobody changes their mind after the dice land.
  • Draw a little track on paper and move a counter for each runner, so everyone can see who is in front.
  • Keep each runner’s best time as a personal record to beat next time.

Classroom ideas

  • Time: practise adding and taking away seconds from minutes and seconds, such as 8:20.0 minus 3 seconds.
  • Probability: why does a bold jump cost about 0.67 seconds on average? Multiply 4 seconds by the 6 in 36 chance of a splash.
  • Risk: talk about when it makes sense to take a risk and when it is better to play safe.
  • Data: half the class always jumps boldly and half always jumps safely. Compare the average times after five races.

Variations

  • 2000 m steeplechase: run five laps instead of seven and start on 6:00.0.
  • Hard barriers: a roll of 2 or 3 on the lap chart counts as a fall.
  • Team race: add up the times of each team’s best three runners, as in a cross-country team score.
  • Rain race: on a wet track, a bold water jump splashes on 2, 3, 4 or 5.

For more track races with dice, try the dice hurdles race, the dice relay race or a dice marathon.

Want hills, mud and a team race instead of a track? Try our dice cross-country game.

FAQ

How do you play steeplechase with dice?

Each runner starts on 8:20.0. Roll two dice for each of seven laps and change your time with the lap chart, then choose a safe or bold water jump on each lap. The fastest time wins.

How many players can play?

Two to six runners. With more players, the race just takes a little longer.

Is a bold or a safe water jump better?

Bold is faster on average: about 0.67 seconds lost per jump against 1 second for a safe jump. But a bold jump splashes 1 time in 6, so it is riskier.

What is the fastest possible time?

7:59.0, with seven flying laps and seven clean water jumps.

What time usually wins?

With six runners who always jump boldly, usually between 8:15.0 and 8:20.0.

How many barriers are in a real steeplechase?

In the 3000 m, runners clear 28 barrier jumps and 7 water jumps.

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