Thursday, February 28, 2019

8 teams for Value Add Basketball Game

This link provides instructions for playing the new Value Add Basketball dice game, and below are eight teams to choose from for games. This initial set of cards includes Duke, UNC, UVa, K-State, Michigan State, Marquette, Gonzaga and Kentucky - six teams leading their conference when these cards were calculated in late February and two extra ACC teams considered national contenders.











Value Add Basketball Game - Play Future March Madness Teams with 4 Dice


This blog allows you to play a college Value Add Basketball game with just four dice. As the notes outline below, the 8-sided die determines who gets the basketball (see green), two 6-sided dice of different colors give a result of 11-66 to match the player with the ball with the opposing defender to see if a turnover, foul or blocked shots occurs, and if none of that happens then the 20-sided die determines if the player makes a shot or is fouled attempting one. More detailed instructions are being written here in case you cannot make out or follow the quick start below.

The flow of play is listed in the chart below, but everything in this game board chart is also typed at the bottom of the blog in case you can not read from your view of this blog or printing out the page.








xx
The following cards are the starters for UNC and Duke, and an entire game can be played with them with both teams at full strength unlike when Zion Williamson was injured. If you would like to play the game using the key Duke and UNC subs or play games between other teams, we have started to produce them here, with the top conference leaders right now in Virginia (ACC), Michigan State (Big Ten), Kansas State (Big 12), Marquette (Big East) and the nations current No. 1 team Gonzaga. Click here for those teams.

First, the suggested scoresheet to easily track a game appears, then the starters for Duke and UNC below that.


In case you can not read the directions at the top, they are being added here:

1.       Which player gets the ball? Duke ball - if 8-sided die = 4 then look on the bottom of each Duke player's card and the number "4" is on Power Forward Zion Williamson's card so he has the ball. When a sub enters the game the number of his position (1=PG etc.)     

2.       2. Once player has ball check two 6-sided dice on player's offensive card if 41-66 or on the player card at the same position on the other team if 11-36. When Zion has ball use his red offense and Maye's red defense; when May has the ball use his purple offense and Zion's purple defense on the outside to see if May stole it (11-12), blocked shot (13-14) fouled Zion (15-16), the team defense stopped a score (35 to 36) or on Zion's card he turned it over (51-53) or dunked (63-66). If the two 6-sided dice = a number not in any of those ranges, such as a 32 then proceed to 20-sided die.

3.       3. If nothing resulted from the 11-66 role and the 20-sided die is a 10, it falls within Zion's 2 to 11 range to make a 2-point shot, so score 2 points for Duke and then repeat the process for UNC.

 If "Take 2 FT" occurs then roll the 20-sided die 2 times and Zion makes the shot on 1 to 13 next to "FT".           

4.       If "Take 2 FT" then roll 20-sided twice & 1-13 Zion makes free throw.

5.       If Duke misses and rebound chance to offensive PF then use Zion's 1st number, if to defensive PF go to May's 2nd number.

Rebounds
Defense always gets rebound if miss 3, miss 2 or 2nd of 2 FT missed on an EVEN positon (20, 18 … 2).                      
The 20-sided die and one 6-sided die is rolled and the column below to see who gets the rebounds if any of the above happen on an odd-numbered position (19, 17 … 1 - the last possession of the half or game).                 
1      Off C (in 5 slot) 
2      Off C (in 5 slot) 
3     Off C (in 5 slot)    
4     Off PF (in 4 slot)        
5     Off PF (in 4 slot)           
6      Off PF (in 4 slot)               
7      Off SF (in 3 slot)      
8      Off SF (in 3 slot)               
9      Off SF (in 3 slot)               
10   Highest on court              
11   Def C (in 5 slot)
12   Def C (in 5 slot)
13   Def C (in 5 slot)
14   Def PF (in 4 slot)              
15   Def PF (in 5 slot)              
16   Def SF (in 3 slot)              
17   Def SF (in 3 slot)              
18   Def SG in 2 slot)               
19   Def PG (in 1 slot)             
20   Highest on court              
                       
If Duke missed a shot and then a 10 or 20 was rolled on the rebound, the Zion's 1-6+ on his offensive rebound would give him the ball because the highest defensive rebouning range is Maye's 1-5.    
      
If UNC missed a shot then Garrison Brooks' offensive rebound 1-6 would give him the rebound because Zion's defensive rebound 1-4 is Duke's highest defensive rebound. If there is a tie it goes to the defense.         
       
On an offensive rebound then roll the 20-sided die to see if the player who got the rebound scores, is fouled or misses the shot. If he misses on this shot, then the defense gets it.     
           
To play Value Add basketball you need one 8-sided die, one 20-sided die and two 6-sided dice of different colors so you can count one as tens and one as ones for a roll of 11-66.



Sunday, February 24, 2019

Value Add Basketball Game (VABG) Instructions


Value Add Basketball Game – Official Instructions

December 20, 2025 Update:
More than 100,000 unique visitors have used these Value Add Basketball Game instructions—thank you! I always appreciate your questions at pudnerjohn@gmail.com.


START HERE – Print Teams & Scoresheet

Get every team in the game and print instantly at this link:

👉 https://vab.grokwhy.com/

That page always gives you:
• The printable scoresheet
• A complete alphabetical directory of 300 men’s teams and 66 women’s teams
• Individual team pages with all player cards

If you only need teams and a scoresheet, that site gives you everything you need in seconds.


Quick Answers to the Most Common Question

Do you have to use the Dunk/Stop Range system?
YES. Absolutely.
On every roll of 51–66, you MUST check the Dunk/Stop chart first to see whether it is:

• An automatic basket, or
• A defensive stop / turnover

This is essential because teams in earlier eras shot far lower percentages (averaged under 30% in the 1940s) and the system equalizes eras while preserving realism. The breakdown and explanation is here.


If You’re New to the Game

If you’re learning for the first time:

1️⃣ Go to https://vab.grokwhy.com/
2️⃣ Print the scoresheet
3️⃣ Print two teams
4️⃣ Then continue reading below for full instructions

If you already know how to play, you can skip the tutorial and start rolling.


Value Add Basketball Game

Created by John Pudnerpudnerjohn@gmail.com
More content at PudnerSports.com


Total Games Available: 366 (Men & Women Combined)

USE THIS SCORESHEET FOR ALL GAMES (347 Games Total)

A | B | C | D | F | G | H | I | J | K | L | M | N | O | P | R | S | T | U | V | W | X | Y |


About the Game

The Value Add Basketball Game (VABG) is designed to be the fastest and most accurate way to simulate matchups among college basketball’s all-time great teams (1939–Present). Once you learn the rhythm, games typically take 30–60 minutes, and can be played solo or head-to-head.


Table of Contents (Quick Reference)

Setup
• Print Scoresheet
• Choose Teams or Draft Players
• Dice or Fast Action Cards
• Fill Out Scoresheet
• Determine Dunk Range (51–66)

Gameplay
• Start Game / Opening Score
• Reading Dice / Fast Action Cards
• Assigning Possessions
• Defense Checks (11–66)
• Dunk / Stop Rule
• Shot Resolution (20-sided die)
• Free Throws
• Rebounds
• Final 9 Possessions Rules

(If searching this on a blog, these headers will help you jump to sections.)


SETTING UP TO PLAY

1️⃣ Print the Scoresheet

Use the standard scoresheet to track:
• Score
• Possessions
• Player stats


2️⃣ Choose Teams or Draft Players

Option A — Pick Historic Teams

Go to:

👉 https://vab.grokwhy.com/

Click and print any team. Each team page includes:

• Full roster cards
• Team strength rating (+ / – value compared to average great team)

Example:
A +3 team vs a –4 team means the +3 team is a 7-point favorite.

Based on hundreds of played games, results match expectations closely:
• 1–6 point favorites win ~61%
• 7–12 point favorites win ~81%
• 13–17 point favorites win ~88%
• Favorites of 18+ have won every game so far

Option B — Draft Superstar Teams

You may also:
• Draft from the greatest men’s players
• Draft from the greatest women’s players (Top 40 list available)
• Print each player card individually

Cut and use only the drafted players. However, when playing a set team you can leave the 10 players on one page and then used dimes and pennies to decide who is in the game.


3️⃣ Dice or Fast Action Cards

You may play with either:

4 dice
– one 8-sided
– two 6-sided (different colors; declare which is “tens” and which is “ones”)
– one 20-sided

OR

Fast Action Cards (click here to download)


PRINTING TEAMS AND STARTING

Alphabetical navigation when browsing - go to name of team you want and choose letter:

Total Games Available: 366 (Men & Women Combined)

USE THIS SCORESHEET FOR ALL GAMES (366 Games Total)

A | B | C | D | F | G | H | I | J | K | L | M | N | O | P | R | S | T | U | V | W | X | Y |


Important Note on Era Balance

Players naturally became more athletic and technically advanced over time—but this game evaluates how dominant teams and players were in their own era. Ratings normalize eras so “all-time” matchups are fair.


10 STEPS TO PLAY A VALUE ADD BASKETBALL GAME

(The following example uses 1972 UCLA vs 1982 UNC.)


Step 1 — Fill Out the Scoresheet

Write the 10 players of each team in listed order.

Example UNC lineup:
PG Jimmy Black
SG Matt Doherty
SF Michael Jordan
PF James Worthy
C Sam Perkins




Step 2 — Determine Dunk / Stop Range (51–66)

Write each team’s Dunk Range at the top of the scoresheet.

Example:
UNC: 51–55
UCLA: 51–65

Then apply Dunk Range Adjustments:

UCLA has –7 adjustment against UNC → UNC’s range becomes 51–52 STOP
UNC has –12 defense, reducing UCLA to 51–53 DUNK

Record:
UNC — “51–52 STOP”
UCLA — “51–53 DUNK”

Sometimes one superstar has his own dunk range separate from teammates.

If you do not use Dunk / Stop Ranges, results will NOT be accurate.


Step 3 — Start the Game

Men’s Game:
Start tied 20–20
Each player begins with 2 points recorded
Represents 22 completed possessions; 44 remain (plus possible extra late possessions)

Women’s Game:
Treat this as after the 1st quarter
Start tied 14–14 going into 2nd quarter


Step 4 — Determine Who Has the Ball (8-sided die)

Use coins to track who can receive the ball:

Penny = 1 number
Dime = 2 numbers - such as "gets ball 5-C & 8"
Two dimes = 3 numbers - such as "gets ball 1-PG & 6 and 7

To tip off UNC vs. UCLA, Michael Jordan actually sits out just the very first possession (possession 44) then plays from possessions 43-1 - so in the pitcher below he has no coin and on sub on the 2nd line has a dime for the first possession, then all of UCLAs players n the game are show at the bottom.

On a roll of "4" for UNC, you would count the coins from left to right and James Worthy would get the ball since his is 4th (of all coins, doesn't matter dime or penny for if roll is 1-5.

Then if UCLA rolled an "8" on their turn you only count dimes left to right for the 6, 7 or 8, and since Bill Walton has two dimes he gets the ball and would always get it on a 5, 7 or 8.


Step 5 — Defense Check (11–66 Roll)

Use declared tens / ones 6-sided dice.
Result depends on whether possession was a player possession (1–5) or team defense possession (6–8).

If the roll is 11-16, see if the defender on the player who got the ball has the roll in their steal range, and if so they steal the ball. If not, check the 20-sided die in the next step.

If the roll is 21-26, see if the defender on the player with the ball blocks the shot in that range.

If the roll is 31, it can be stolen, but only if any defender on the court has a steal range listed as either 11-20, or 11-16(31) - they mean the same thing.

If the roll is 32, the shot can be blocked but only if any defender on the court has a block range of 21-30 or 21-26(32) - they also mean the same thing.

If the roll is 33-36, see if it is in the defenders foul range. In other cases a defensive result on the 11-66 overrules the 20-sided die, but if the defender commits a foul on one of these numbers, we also check the 20-sided die to determine if the shooter made a 3-point or 2-point shot AND gets one free throw, or if he missed the whether or not he gets 3 shots on a missed 3 or 2 shots on a missed 2. If the result of this roll and the 20-sided dice are both fouls then the player gets a 1-and-1 free throw the first time it happens and gets 2 shots every other time.

If the roll is 41-46, consult the OFFENSIVE players card to determine if he turned the ball over.


Step 6 — Dunk / Stop Rule (51–66)

This is mandatory.

Green Range = Dunk unless alternative option chosen
Red Range = Stop

Includes:
• Stop = turnover if defender's defensive rebound range is None, 1-1, 1-2 or 1-3. On any better rebound range score as a missed shot and the defender grabs the rebound. In either case, a roll in the stop range means the team gives the ball up without scoring.


Step 7 — Shot Resolution (20-Sided Die)

If no steal / block / turnover occurred on the 11-66 roll, then refer to the 20-sided die:

Example Jordan:
1–2 → 3-pointer good
3–9 → 2-pointer good
10–12 → foul, two free throws
13–20 → miss (a 13-15 is a missed 3-pointer, which only matters if he is also fouled as that would give him three free throws instead of 2).

Step 8 — Free Throws


If the 20-sided die indicates a foul resulting in free throws:

  1. Roll the 20-sided die twice (or 3 times if fouled on missed 3-pointer)
  2. Compare each roll to the free-throw made range on the shooter’s card.
  3. Record made/miss and update the score.

If the shooter is fouled while making a basket, roll once for the “and-1.”

If the foul creates a last 9 possessions extra possession situation, record the extra possession on the scoresheet (see below)


Step 9 — Missed Shots and Rebounds

If a shot misses and:

  • Possession is not shaded → rebound automatically to the defender whose position is listed on the scoresheet.
  • Possession is shaded → roll a single 6-sided die and the 20 sided die.
    • Check the rebound chart on scoresheet against the 20-sided die, it will tell you which position, offense or defense at one of the 5 spots, as the chance to get the rebound.
    • If the 6-sided roll is within the players range then he gets the rebound - if not then the player up against him gets it.
    • Some rebound ranges are higher than 1-6, and that is only important if a 10 or 20 is rolled on that dice, the only two numbers that do not go to a position but instead say the rebound goes to the highest range of all 10 players on the court. in the case of two players being tied for the highest range, the offensive player gets the ball.
  • It is harder for the offense to get a rebound when they miss a free throw (20%) than when they miss a field goal (40%). Therefore, if a team misses a free throw change the following results:
    • If the rebound chart results in one of the two offensive guards OR the player who missed the free throw getting the rebound, instead the rebound goes to the defender with the highest defensive rebound range. 
    • The only exception is that on a 10 or 20 roll if the player missing the free throw has the highest range on the court he can grab his own miss.

If an offensive rebound occurs:

  • Record rebound
  • Roll the dice and play another possession normally, but rolls of 6, 7 or 8 go to the player who grabbed the offensive rebound AND the 20-sided die on the roll after an offensive rebound is lowered by 1 to increase the chances of scoring BUT if the player getting the offensive rebound is then gets a "3-pointer made" on the 20-sided die, score as a 2-pointer.


Step 10 — Fouls, Foul Outs & 3-point Strategy

  • Avoiding fouls. If a star player picks up a 3rd or 4th foul. a couple of steps may be taken to try to avoid them fouling out of the game with a 5th foul..
    • The player can move one position left or right to guard a player with a smaller foul range (if a center was guarding a center who drew a foul on a 10-14, they could choose to guard the power forward instead with a 9-10 range to give less chance of a foul).
    • A player can be declared to be playing "soft defense" to avoid a foul, but it will allow a lot more points. In this case all rolls of 33-36 are made baskets but no fouls. The player can only steal on 11 or block a shot on 12. The opposing player's dunk range is 3 higher than the rest of the team.
  • Trying for 3 pointers if way behind in final 9 possessions:
    • Every player can add to their three point range as long as they do not more than double their range AND for everyone number that increases that range the highest 2-point made number is changed to a turnover. So a 3-point made range of 1-1 and 2-point made range of 2-7 can only be changed to 1-2 and 3-6. A player with ranges of 1-4 on 3 point shot made and 5-8 on 2-point shots made can change to 1-6 three-point shot made and 7-8 turnover.
    • Additionally, you can bring players off the bench with higher 3-point ranges.

Step 11 — Substitutions and Stamina

Your scoresheet already assumes each player has scored once and that the game begins with 44 possessions remaining and the score tied 20-20 before you roll your first dice.

Guidelines:

  • In our game it is better to put the bench players in first and once the starters can finish the rest of the game (e.g. a Stamina of 39 could come into the game and play possessions 39 - 1 after sitting out 44-40). 
  • If a player is in the game for more possessions than he has stamina, then each number on the 20-sided die or the 11-66 roll is adjusted 1 against him because he is tired. So if a player's stamina has run out and he draws a foul on a 10-11 and he is out of stamina and he rolls an 11, then it would be changed to a 12 and he would miss the shot. If his rebound range was 1-3 and he rolled a 3 after running out of stamina, it would be changed to a 4 and he would not get the rebound, etc.
  • When a player subs out:
    • Move their coin or dime to the entering player
    • No more than three dimes may be on the court at once to get the ball on 6, 7 and 8. 
    • A player can only get a dime if their card has a 6, 7 or 8 after their position but the numbers are interchangable, so a player with a dime for a "6"on their card might actually get the ball on rolls of 8. 
    • If the line-up has only 2 dimes then no one can get a shot off on a roll of "8." If only one dime then no one gets it on a 7 or 8, and if no dimes then no one gets it on 6, 7 or 8. If this happens the shot clock is running low, so roll all dice again and if the second 8-sided roll is a 1-5 then that player tries to score, but on the second roll any 6, 7 or 8 is a shot clock violation and turnover.

Step 12 — Last 9 Possessions ("Crunch Time")

The final 9 possessions simulate the strategic final minutes of a real basketball game.

Key differences:

  • Fast Breaks create extra possessions. At any point in the game if either of the two guards steals the ball, they can declare he is going on a fast break in which case, any roll of 6, 7 or 8 stays with the player who stole he ball, and the 20-sided die number is lowered by 1 to give him or any player a good chance of stealing the ball. A center who steals the ball cannot attempt a fast break. A forward has the option of a fast break only if the steal occurs on an odd number - 11, 13, 15 or 31. If a team is ahead and gets a steal they do not need to start a fast break.
  • Fouls create extra possessions. If either team is fouled in the last 9 possessions then both teams can an extra possession. A team that is behind can also try for a "steal or foul" in which case the 20-sided die is not rolled. The 8-sided die determines who gets the ball, and if the 11-16 number is a steal or a 41-46 is a turnover then that results, but on any other result the play is automatically a foul and two free throws.

Track extra possessions by recording the added possession score in the upper left of the box for that possession for the initial play then another number in the lower right corner for the extra position. So a team with 72 points might score a 2-pointers to get a 74 written upper left corner, then if on the extra possession if they made a 3-pointer then a 77 could be written.


Step 13 — Overtime

If the score is tied at the end:

  • Play 9 additional possessions
  • Continue stamina and foul situation as-is
  • Repeat as needed until a winner is determined
  • You can record the overtime possessions so they lineup with the final 9 possessions but just right them in to the right of the rebound chart.

Step 14 — Strategy

  • Place best steal defenders toward the left - PG-1 and SG-2 can try to fast break on any steal, so it's better if they get the steal. 
  • Place best rebounders toward the right. The rebound chart gives the center a chance at the rebound on 6 of 20 numbers, each of the forwards on 4 of 20 numbers, each of the guards on just 2 of every 20 numbers and then on a roll of 10 or 20 it goes to the highest range on the court.
  • Always record:
    • Points
    • Fouls
    • Rebounds
    • Steals
    • Blocks
    • Turnovers
      (Your scoresheet is designed to make this easy) Once in a while we finish a game and the points on our running score are slightly off from the total of the players points we recorded. In those cases always use the running score if the game is close since it effects decisions made while playing the games. However, in a lopsided game you can choose if you want to adjust the final score by 1 to match up with the player totals you recorded.

Step 15 — Optional Advance Rules on Steals and Blocked Shots

  • Using the basic rules, steals or blocked shots are always made by the player guarding the player with the ball. if using advanced rules, this is still the case if the 8-sided die is 1-5.
  • However, under advanced rules an 8-sided roll of 6, 7 or 8 results in "team defense" being played - which improves the game because one player with high steals and blocked shots cannot shut down an opposing star. If advanced rules are chosen and a 6, 7 or 8 is rolled then:
    • On a roll of 14-16 or 31 there is NEVER a steal.
    • On a roll of 13, any player on the court with a 11-20 or 11-16(31) can steal the ball.
    • On a roll of 12, any player with 11-16 can steal the ball.
    • On a roll of 11, any player with 11-13 or higher can steal.
    • If no defender comes up with a steal then there is no steal and go to the 20-sided die.
    • The same plays out on the blocked shot numbers.
    • On a roll of 24-26 there is never a blocked shot.
    • On a roll of 23, any player on the court with a 21-30 or 21-26(32) blocks the shot.
    • On a roll of 22, any player with 21-26 blocks the shot.
    • On a roll of 21, any player with 21-23 or higher can steal.
    • If no defender comes up with a block then there is no steal and go to the 20-sided die.
  • Place best steal defenders toward the left - PG-1 and SG-2 can try to fast break on any steal, so it's better if they get the steal. 
  • Place best rebounders toward the right. The rebound chart gives the center a chance at the rebound on 6 of 20 numbers, each of the forwards on 4 of 20 numbers, each of the guards on just 2 of every 20 numbers and then on a roll of 10 or 20 it goes to the highest range on the court.
  • Always record:
    • Points
    • Fouls
    • Rebounds
    • Steals
    • Blocks
    • Turnovers
      (Your scoresheet is designed to make this easy) Once in a while we finish a game and the points on our running score are slightly off from the total of the players points we recorded. In those cases always use the running score if the game is close since it effects decisions made while playing the games. However, in a lopsided game you can choose if you want to adjust the final score by 1 to match up with the player totals you recorded.

Basketball-Reference Links to Star Player on Each VABG Team




History of Playing the Game


Sims Magazine ran a great piece on how the Value Add Basketball Game was created.