Lock-N-Load

Official Game Rules of 2025!


Rules

  • Match will start with the first roll going to the team coach or captain with the highest roll of one die each.

  • *Teams will have a chance to steal points.

  • *Each round will be 20 minutes long with each shooter getting an even share of 3 minutes each per round.

  • Each team will be granted three 30-second timeouts per round.

  • *Targets that are not hit by the end of the round will expire and target points will go to the opposing team. 

  • *7 on the first roll is a Bust and the shooter must roll again. Two consecutive busts in a row and the shooter must pass the dice, no opposing target points. 

  • Any 7 rolled after a designated target is a loss of All bets.

  • Any 11 rolled after the sighted target is a loss of table tip only. 

  • 5 rolls per poker hand. Hand resets every 5 rolls. (Burn card)

  • $100 = 1 point in game purchases. 

  • Dice must cross Paylines and must stay on the table to validate the target.

  • 4 card deck for Poker with Jokers wild

Betting

  • *Matches will be won on point systems instead of personal betting.  Wages for gain are prohibited.

  • *There are no side bets on running mates.  Only the Poker hand can be side betted on.

  • Bets can only be increased by the shooter. 

  • Each team player will begin buy-in with $1k worth of chips or $3K per team, whichever rule is called for that time.  If there are more than 3 players on each team, then the common denominator of each team will determine how many chips go to each player.  (i.e. one team has 5 players and the other has 7 players.  Each team will begin with $5K worth of chips total to be divided amongst the team players.) (Table Buy-in = $5K/Team with the least number of players)

  • $300 Max bets between integrations, $150 total per roll for the shooter. (1 double or nothing bet back granted for hit targets for a $600 bet, win or lose). Bets must decrease back to $300 Max bets after “bet back” has been diffused.

  • If one team collects all the other team's chips, then the winning team has the chance to Break the House by betting against the house.  

Bonuses

  • *2s, *3s and *12s on the first roll equals a bonus activated roll with x2 multiplier win enhancements.

  • If a *2, then the shooter gains a x2 target point for one point. For each consecutive *2 rolled directly following the first *2 then shooter gains ×2 increments up until the first sighted target point. (i.e. the shooter rolls a *2 then rolls an 8.  If the target is hit, then the shooter gains 16 points.)

  • If a *12, then the shooter gains face value points for any and all doubles rolled while aiming for target point. (i.e. player rolls a *12, then a hard 8 with a pair of *4s.  The shooter gains 8 points for the hard 8).

  • *3s activate *7/*11s bonus features.  If a *3, then *7s and *11s on the first rolls count as hit targets.

  • Multiple bonuses can be combined in one roll if granted the opportunity.


Side Bets /5 Card Poker

  • Poker hands are for the shooter and dealer. Shooter is betting to make a hand of a pair of 4s or better to win the hand. 

Rounds

Round 1: “The Opening” 

  • Regular game rules. 

  • Shooters must sight a target and hit it again before either time expires or the shooter busts (rolls a 7 before hitting target). 

  • Poker in play. 

Round 2: “Gridlock” 

  • Regular game rules.

  • *Players get to place certain blockades on the table to attempt to detour the shooter's shot in the 2nd round.  Blockades must be placed 

  • A set of different skill types will be applied from cup shots to blockades and terrain shots. 

  • Regular game rules.

Round 3: “Heatwave” 

  • Regular game rules.

  • Players must roll dice to accumulate as many points as possible without crapping out. (No sighted points missed can go toward other team)