In addition to printing out the two teams you want to play from the Value Add Basketball Game instructions, you need to either buy four dice (20-sided, 8-sided and two traditional 6-sided of different colors for an 11-66 roll) OR print out these Fast Action Cards.
8-sided die determines which player gets the ball:
You can cut out the 10 cards to rotate players, but I just leave the 10 players on the sheet and put coins on the players in the game. In this case the 5 Michigan State starters (top row) are in the game, so on a roll of 1,2,3,4 or 5 you read straight across the cards from left to right with Magic Johnson (point guard far left) getting the ball on a "1" and Greg Kesler (far right) getting the ball on a "5."
The 6,7 and 8 rolls go to players with a 6,7 or 8 after their "get ball on" range under their name. For quick reference on who gets those, I put dimes on the players who get those rolls, so the first dime left to right gets it on a "6" (Magic on this sheet), the next dime gets it on the "7" (Vincent) and the third dime gets it on an "8" (Kesler).
Next check two dice 11-66 roll:
The 11-66 roll (determine which color 6-sided die is the 10s and which is the 1s before the game) determines if their is a steal (11-16 or 31 on defender's card), blocked shot (21-26 or 32 on defender's card), foul (33-36 on defender's card), turnover (41-46 on offensive player's card) or dunk/uncontested basket (51-66 based on dunk chart combination of offensive and defensive card).
Follow the chart below to see the result of the 11-66 roll.
The 20-sided die is ignored if a steal, blocked shot, or turnover happen on the 11-66 roll above.
If a FOUL results from a 33-36 roll being in the defender's range, then refer to the 20-sided number on the offensive player's card to see if he also made a 3-pointer or 2-pointer and therefore gets one foul shot plus the basic, or was fouled on a 3-point shot and thus gets 3 shots, or on other results if he simply gets two free throws.
If a DUNK results from the 51-66 roll in a green range above, then the offensive player scores a 2-point basket UNLESS he chooses to take the result of the 20-sided card. This could either be because he made a 3-point shot on the 20-sided die or if he draws a foul on the 20-sided die and it results in the opposing defender fouling out.
If NOTHING results on the 11-66 roll then the result of the 20-sided die is the result of the page. In the case of Magic's card above he makes a 3-pointer on a "1," makes a 2-pointer on a 2 to 7, draws a foul to get two free throws on an 8 to 12, misses a 3-pointer on a 13 to 15, and misses a two pointer on a 16 to 20.
20-sided die for free throws
If at any point the player gets fouled then use the 20-sided die for his free throws.
Optional Advanced Rules Die Roll Adjustments
You can choose to use either or both of the following advanced rules before a game.
1. Home Court Advantage. A roll of 36 when the visiting team has the ball is changed to a 66 (meaning the ref missed a foul he should have called on the home team) or when the offense has the ball change a roll of 66 to a 36 (thus making a bad foul call against the visiting team unless the defender is very good at avoiding fouls). On average, this will help the home team about 3 points during the game.
2. Tired player. If a player plays more possessions in a game then his "Stamina" number then any time he has the ball or is defending the player with the ball, the other team can adjust both the 11-66 roll and 20-sided die roll one number in either direction for a better result (e.g. Magic's Stamina of 44 means he can play the whole game without running out of Stamina, but the other guard Mike Brkovich has a Stamina of 37 so if you played him all 44 possessions then the last 7 possessions of the game the opponent can adjust all rolls involving him by one). If a player plays DOUBLE his possessions then the other team can adjust the 20-sided or 11-66 roll by TWO in either direction (for example Draymond Green on another Michigan State team has a great card but low stamina because it was from his freshman year, so if you choose to play him the whole game then most of the game rolls would be moved two numbers against him).
Set Up to Play the Game
One note on the last entry, it refers to the dunk range being 51-54, but it actually is 51-53 as noted above.
End of Instructions - The following is some additional information and links to advanced rules.
· click here for the 100 teams of 2020 that were projected to make the NIT or NCAA tournament - these are in visual files 3 pages to a team, and you can first look at the list on the link to see which 3 pages print out which teams (12 cards to a team).
· Or if you would prefer to play with any of the 96 all-time great teams, they are available on google doc pdfs:
Kansas 1957 to LSU 2006 Google Doc Version or just print this blog
Marquette 1977 to Notre Dame 1970 Google Doc Version or just print this blog
Ohio State 1960 to Purdue 2018 Google Doc Version or just print this blog
San Diego State 2011 to Texas Western (UTEP) 1966 Google Doc Version or just print this blog
To access all items in the Table of Contents listed above, you can click on the detailed instructions that are one of three options for following the directions to play the Value Add Basketball Game. The most popular instructions are these Quick Start instructions used by more than 30,000 as of April 2020 are the blog you now have open as you read this. If you use google docs, you can click here to access the combined instructions that contain both the Quick Start instructions you are reading now and the detailed instructions from the link above. That last option is a google doc which makes it much easier to find specific items because the pages are numbered to correspond with the numbers on the Table of Contents below, however because some people do not use google docs we provide the other two options in these blogs.