Dice Wrestling Game: Rules, Pins and Odds

Dice wrestling puts two players on the mat for three short periods. On every roll one wrestler attacks: a high roll is a takedown, a middle roll is a stalemate, a low roll lets the other wrestler escape or even reverse the hold, and a double 6 is a pin that ends the match at once. You need two dice and a pencil, and a match takes about five minutes. Below are the rules and the exact odds.

What you need

  • Two six-sided dice, or a dice roller set to two dice.
  • A score sheet with a column for each wrestler and a row for each period.
  • A coin flip to decide who attacks first.

Who attacks first?

Toss a coin flip. The winner attacks first in periods 1 and 3, and the other wrestler attacks first in period 2. Over a whole match this gives the coin flip winner only a tiny edge, as the odds below show.

How to play

  1. A match has three periods of six rolls each. Count every roll in a period, whoever makes it.
  2. The attacking wrestler rolls both dice, adds them up and checks the chart below.
  3. Keeping the attack: after a takedown the same wrestler attacks again. After a reversal, an escape or a stalemate, the other wrestler becomes the attacker.
  4. Pin: a roll of 12 is a pin, also called a fall. The attacker wins the match at once, whatever the score.
  5. Winning on points: if nobody is pinned, the wrestler with more points after three periods wins. If the score is tied, play sudden victory: keep rolling, and the first wrestler to score any points wins.

Real wrestling also scores takedowns, escapes, reversals and near falls, and a pin, or fall, ends the match as here. The points for each move and the length of the periods differ between styles, such as freestyle, Greco-Roman and school wrestling, so this is a simple home version, not an official game.

The dice chart and the chance of each roll

In the table, “Roll” is the total of the two dice, “What happens” is the result for the attacking wrestler, and “Chance” is the exact probability out of the 36 ways two dice can land.

RollWhat happensChance
2Reversal: the other wrestler scores 2 and takes the attack1 in 36
3, 4 or 5Escape: the other wrestler scores 1 and takes the attack9 in 36
6, 7 or 8Stalemate: no points, the attack passes16 in 36
9, 10 or 11Takedown: you score 2 and attack again9 in 36
12Pin: you win the match at once1 in 36

The attacker scores on 9 rolls in 36 and the defender on 10, but a takedown is worth 2 and keeps the attack, so attacking is still the better side to be on. A stalemate is the most common result, because 6, 7 and 8 are the most likely totals, as explained in our guide to dice probability.

How do matches end?

In the next table, “How the match ends” is the way the match is decided, and “Chance” is the exact probability rounded to whole percent.

How the match endsChance
Pin by the wrestler who attacks firstabout 21%
Pin by the other wrestlerabout 19%
Win on points after three periodsabout 56%
Sudden victory after a tieabout 4%

A pin comes in about 40% of matches, so the double 6 keeps every match exciting until the last roll. The wrestler who won the coin flip wins about 51% of all matches, which is almost exactly fair. In sudden victory both wrestlers have exactly the same chance, whoever attacks first. These numbers are worked out exactly from the rules, not simulated.

Tips

  • Shout the move after each roll, like a referee: “Takedown, two!” or “Escape, one!”.
  • Use tally marks for the rolls in each period so nobody loses count.
  • For a tournament, draw the first matches with a random name picker and let the winners move on.
  • For a longer match, play periods of eight or ten rolls.

Classroom ideas

  • Mental maths: pupils keep a running score and work out the lead after every roll.
  • Probability: why is a pin so rare? Count how many ways two dice can make 12.
  • Data: record how many matches in the class end with a pin and compare it with 40%.
  • History: wrestling is one of the oldest sports in the world and was part of the ancient Olympic Games.

Variations

  • Near fall: on an 11, the attacker scores 3 instead of 2.
  • Tech fall: a wrestler who leads by 10 points wins at once.
  • Choice: in period 2, the coin flip loser chooses whether to attack first or defend.
  • Team dual: two teams of five wrestle one match each, and the team with more wins takes the dual.

If you like duels with dice, try dice boxing next, or cross blades in dice fencing.

Want a faster one-on-one game? Try the dice table tennis game, with games to 11 and two serves each.

Another grappling sport on the dice: the dice judo game, where a roll of 12 is ippon.

FAQ

How do you play wrestling with dice?

The attacking wrestler rolls two dice: 9 to 11 is a takedown worth 2, 6 to 8 is a stalemate, 3 to 5 is an escape and 2 a reversal for the other wrestler, and 12 is a pin that wins at once.

How long is a dice wrestling match?

Three periods of six rolls each, so 18 rolls unless someone is pinned first. That is about five minutes.

How often does a match end with a pin?

In about 40% of matches.

Does attacking first help?

Only a little. The coin flip winner wins about 51% of matches.

What happens if the score is tied?

Play sudden victory: the first wrestler to score any points wins. It is needed in about 4% of matches.

Is this how real wrestling is scored?

Real wrestling also has takedowns, escapes, reversals and pins, but the points differ between styles. This is a simplified home game.

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