We went through an cleaned up the Value Add Basketball Game instructions.
You no longer need to purchase even the 4 dice, as you can now print out these fast action cards to use in lieu of dice, print the players, score sheet and dice chart, and play. You can also watch this video. Click here to review all dice rolls for an entire game.
Setup step 1 of 4 - PRINT PLAYER CARDS. First, print out the next 2 images to play the two top teams in our all-time tournament - Bill Walton's UCLA and Michael Jordan's UNC. You can print this pdf to choose from 100 teams from 2020 or 97 all-time great teams from 1943 to 2019.
Setup step 2 of 4 - GET THE DICE OR print these fast action cards. Second, pick up these dice; an 8-sided die; two 6-sided dice of different colors to give a roll of 11-66; and a 20-sided die. If you prefer, you can use these fast action cards and you don't even need dice.
Setup Step 3 of 4 - SCORE SHEETS. Click on the next image, click on it, then click to open in a new window. Set up to print LANDSCAPE. I've printed at hotels as well as home and it seems to work fine.
Setup Step 4 of 4 - REFERENCE CHART for RESULTS. Finally, print out the next two charts, which give the results of the 11-66 roll on each possession.
Stamina Note: Each player has a "Stamina" number on his card, which indicates how many possessions he can play at full strength. If you choose to leave a player in the game for more possession than his stamina number, then for the rest of the game anytime he has the ball increase his 20-sided die roll by one and every time the player he is defending has the ball lower that player's 20-sided die roll by 1. For example, Michael Jordan has a Stamina of 41, so when he is in the game a roll of 12 indicates he draws a foul and goes to the line, but if he played all 44 possessions then on the final three sessions of the game (his 42nd, 43rd and 44th of the game) then a 12 would turn into a 13 and he would miss a shot. Also, if he were guarding Larry Farmer of UCLA in our sample game, an 11 roll for Farmer would be a missed shot, but if Jordan's stamina were gone then an 11 for Farmer would be lowered to a 10 and Farmer would draft a foul. If a player with low Stamina (e.g. Chris Brust for UNC has a great card, but his Stamina is only 5) plays at least TWICE as many possessions as his Stamina (e.g. Brust plays a 10th possession) then in addition to 20-sided dice rolls being adjusted one against him, all of the 11-66 rolls can be adjusted one against him (e.g. Brust would normally steal the ball on an 11 if the player he was guarding had the ball, but if tired that roll would be increased to a 12 and he would not steal the ball beginning with his 10th possession.
Set Up to Play the Game
Once everything is printed up, put the visiting team on the left (Michael Jordan's 1982 UNC on the left).
The five players on the top row are recommended starters (though you choose to start other players). However, it is better to have the best players FINISH the game without running out of Stamina. For UNC, four of the five starters have a Stamina of at least 44, so they can be in the game for every possession. However, Michael Jordan's Stamina is 41, and we do not want him to be tired on the final three possessions of the game when he might be needed for a game-winner (in our All-Time March Madness he actually needed to score on the final possession in both the Round of 64 and Round of 32 to survive.
Therefore, we picked the best reserve (Chris Brust) to play the first three possessions (the 44th, 43rd and 42nd on the score sheet) so that once Jordan comes into the game (41st possession) he will be operating at full strength all the way to the final (1) possession of the game. (We do NOT treat players as tired in overtime since all players are tired.)
To show which player is in the game we put a coin on the five players on the court at any given time.
Every time UNC gets the ball or gets an offensive rebound, all 4 dice are rolled and the 8-sided die determines who gets the ball. If the roll is a "1" it goes to the first player to the left with a coin of any kind (Black). A "2" goes to the next player to the right with a coin (Doherty), a "3" to the next player to the right with a coin (Worthy), the "4" to the next player to the right, which we consider Brust even though he is directly below Worthy so actually just as far right, and a "5" goes to the furthest player to the right, the Center Perkins.
Only players with a dime (2 numbers on the "Gets Ball on" line) can get the ball on a roll of 6, 7 or 8.
On a "6" we still go left to right, but looking for the first DIME, which is Worthy. A "7" goes to the next dime which is Brust, and an "8" goes to the final dime which is Perkins.
You can choose to change the order or possessions before you start rolling. For example, when Jordan comes in after three possessions we chose to make him the Shooting Guard, or in the "2" spot, and move Doherty to the "3" spot, so Jordan actually got the ball on a 2 or 6, and Doherty got the ball on a 3, instead of a 2 like when Brust was in for the first three possessions.
Here is UNC's coin alignment after Jordan comes into the game.
The UCLA starters all feature a Stamina of 37, so we actually start the game with all reserves on the court for the first seven possessions.
Therefore at the start of the game a roll of 1 goes to Hill, 2 to Chapman, 3 to Curtis, 4 to Hollyfield and 5 to Nater.
Since only Hollyfield and Nater have a dime for having more than one "Get Ball on" numbers, a "6" goes to Hollyfield and a "7" goes to Nater,but an "8" goes to no one.
The only exception is if the 11-66 roll is in UCLA's dunk range, in this game a 51-53, in which case UCLA chooses the player to dunk for two points.
If the ball does not go to anyone on an "8" (or occasionally for a team that does not have dimes for a "6" or "7" roll) then the team has one more chance to get the ball to someone before the shot clock runs out.
Roll all four dice again, and a 1-5 still goes to the same player as on a first roll. However, on the second roll dimes are ignored so a 6-8 is always a turnover on a shot clock violation.
After seven possessions, all five UCLA starters enter the game, for this line-up.
Notice when the UCLA starters enter the games, the three players have pennies because they only have one "Get Ball on" number. All-American Henry Bibby has the first time - 2(SG) or 6 - so gets the roll on a roll of 6. However, notice that Bill Walton gets the ball so much - 5(C)7 or 8 - that two dimes are placed on his card to indicate he gets the ball not only on a roll of 5, but also 7 or 8.
Once we decisions are made on who will play when, we write in the names on the score sheet, which you must use to keep track of time and for the rebound chart to determine who gets rebounds after a missed shot on shaded possessions. Note that because we are starting the game with a 20-20 tie and 22 possessions already being "played," players each start with two points, one foul, at least one rebound and depending on position some other states.
However, if fewer than 10 players will play in the game, then the extra points and rebounds must be distributed among players who will play so that each team starts with 20 points and 13 rebounds. In this case, we give Jordan, Daherty, Worthy and Perkins each two extra points and one extra rebound before our first dice roll.
Finally, using the Dunk Range chart that was printed at the beginning, the UNC offense and UCLA defense combine on the chart for a RED 51-53, so we write on the top "UNC 1982 (51-53 Stop)" to indicate that any time UNC has the ball and a 51-53 is rolled on the two 6-sided dice, they miss a shot and the defensive player is credited with a rebound. When we cross reference UCLA's offense and UNC's defense we get the mirror image, a GREEN 51-53. This means any time UCLA has the ball and a 51-53 is rolled, the UCLA player with the ball dunks to score 2 points.
Once the score sheet is filled in, the dice and sheets printed above an be laid out however, you want, but this is the layout that works best for me.
Rolling the Dice to Start the Game
You roll all 4 dice on every possession and attempt to shoot again after an offensive rebound. The only times you roll fewer are for a free throw (only 20-sided die) or on shaded possessions on the Score sheets when you roll the 20-sided dies and one of the 6-side die to see who gets the rebound on the rebound chart in the bottom right of the Score sheet (the defense always gets the rebound on the possessions that are not shaded.
In addition to these instructions, you can click on the detailed instructions or click here for both this blog and the detailed blog combined into one google doc with page numbers.
For background, the Value Add Basketball Game grew out of the college basketball rankings of thousands of players each season developed by John Pudner and featured in these stories in , , , Fox Sports and many others.
The following would be the results of some sample dice rolls in a UCLA vs. UNC game using the cards at the top of the blog, and showing what the dice roll was and then what would be written on the bottom part of the score sheet in addition to recording how many points, rebounds, steals, blocks and fouls by each player:
One note on the last entry, it refers to the dunk range being 51-54, but it actually is 51-53 as noted above.
The results are recorded in this manner from the 44th to the 10th possession - the first 3 columns.
The Last 9 Possessions
Note that the final 9 possessions have a diagonal line through each possession for each team.
Normally you only use the top left section of each possession.
However, in the following scenarios, you will also use the bottom right section for an extra possession:
EXTRA POSSESSIONS. If either team is fouled during the possession, then both teams get an extra possession so use the bottom section below the diagonal for both teams.
1. TRY FOR STEAL, OR FOUL INTENTIONALLY. The team that is losing can choose to go for the "turnover or intentional foul" to get the extra possession. If this option is used, then do not roll the 20-sided die. If the result of the 11-66 roll is a turnover or a steal, then use that result, but if not then the result is a foul and two shots. In any case, an extra possession is created. Note this is the only time that a turnover (that is not a steal) creates an extra possession. Keep in mind this should only be used on the top portion of the last nine possessions - never use it during the roll for the bottom half possessions since that does not create and extra possession.
2. STEALS AND FAST BREAKS. If either of the two guards steals the ball during a possession, or if either forward steals the ball on an odd roll (11, 13, 15 or 31) then the team has the option of running a fast break. The advantage of a fast break is that the 20-sided die roll is lowered by one. As indicated on the chart, when a fast break is run the player making the steal has the ball on a 6, 7 or 8 as indicated on the right side of the chart. If either team chooses a fast break then use the bottom possession (below the diagonal) for both teams.
Normally a fast break should be used because it gives the team a 5% better chance at making a 3-pointer and a 5% better chance at scoring on the 20-sided dice. The two times a team could choose NOT to use a fast break when they have a chance is a) a team that is ahead may choose not to run a fast break so that the extra possession is not used, and b) if a weak offensive player makes the steal they may choose not to use the fast break since 50% of the time (4 of 8 rolls) the player who makes the steal will be the one to try to score. If a the team stealing the ball chooses not to run a fast break, then simply roll the dice with a new possession.
3. TRY TO SCORE AFTER OFFENSIVE POSSESSION. The other time a team gets a chance to lower the roll on the 20-sided die by 1 is after getting an offensive rebound. If that happens, the player getting the offensive rebound attempts to score on a 6-8 roll in addition to his one other number, as indicated on the right side of the dice chart. The 20-sided die is lowered by one, however, if the player getting the offensive rebound gets a result of "made 3-point shot" then it is changed to "made 2-point shot" since he is already near the rim when grabbing the offensive rebound.
As is the case with the option to run a fast break, a team will usually try to score on an offensive rebound because of the 5% better chance of scoring, and because a team that gets the offensive rebound and chooses to run the offense rolls a 6, 7 or 8 that results in no player getting the ball, then a turnover is recorded (teams only get a 20-second shot clock after an offensive rebound). However, in two cases a team may choose to instead run their usual offense for one of two reasons; a) the player getting the offensive rebound is not a good offensive player and they would rather give other players a better chance to take the shot, or b) the team is behind late and needs a 3-point shot and would rather run the regular offense so the player getting the offensive rebound can make a 3-pointer if eh gets the shot.
Because any, all or none of the last 9 possessions could create an extra possession, a game could be considered to have as many as 75 possessions (or as few as 66 possessions, though either title includes the 22 possessions we do not really play out that results in the 20-20 game start).
TRYING FOR 3-POINTER. Another strategy option that can be used by a team desperate for a 3-pointer in the final few possessions, is to try for a 3-pointer. If this is called, then every player on their team can add a 3-point made number for every 2-point made number that is turned into a missed shot with the rebound going to the defense - but no player can more than DOUBLE their range.
For example, if UNC was down three points in their final possession they could call for trying for a 3-pointer. If the ball then went to Jordan, he could make a 3-point shot on a 1-4 instead of his normal 1-2 (doubling his range). However, because he added two 3-point numbers, the highest 2 numbers on his made 2-point shot must be changed to missed 3-point shot and defensive rebound, so a 8 or 9 would be missed with UCLA grabbing the rebound. Note that the range cannot be more than doubled, so even if UCLA tried for a 3-pointer, if the ball went to Bill Walton he cannot make a 3-pointer because he has none on his card. If you had to have a 3-pointer on the final trip, UCLA might put in Larry Hollyfield for the final possession so that if the ball went to the center he would be able to make a game-tying shot on a 1-4 instead of it going to Walton where he could only score 2.
Finally, a team might choose to try to avoid fouling to not stop the clock (if they are ahead) or if a player already has four fouls. If this strategy is chosen and the player is on defense, then any roll of 32-36 becomes a score for the player he is guarding unless a teammate blocks a shot on a 32. Please note that a player still might commit a 5th foul if the player he is guarding draws a foul on his card.
At the end of the last possession, the game is over unless the score is tied.
If the score is tied, the game goes to overtime, and 9 more possessions are played using the same rules as the last nine possessions or regulation. You may want to write them off to the right of those possessions.
End of Instructions - The following is some additional information and links to advanced rules.
Rule adjustments that were made after playing games and identifying minor problems.
The player getting an offensive rebound or stealing the ball with a chance for a potential fast break originally was able to try to score directly on the 20s-sided die without rolling the other dice. This proved a big distortion, and was chanced to the player has a 50-50 chance of getting the shot and it can still be stolen or his shot blocked with just the one die number adjustment.
Originally all turnovers on rolls of 41-46 were the same. However, now if a turnover occurs on a roll of 43 or 46, it is also an offensive foul. This study shows that (not counting steals) a total of 28.7% of all other turnovers were the result of an offensive foul, and this adjustment reflects that frequency for most players.
All of player cards can now be printed at once, one team to a page, by clicking here. We are leaving the following links to old cards in case you prefer the bigger cards, however all of the cards in all of these links are now in the one link.
· 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
Note that while we included only the five starters for UNC and UCLA in the instructions, the player cards above include reserves.
The information above includes everything you need to play basic games, the following is additional detail with a Table of Contents to show you where to find information or clarify any part of the game you find confusing.
Starting to play the Value Add Basketball Game In VABG, each player card is carefully calibrated to measure his ability to score, draw fouls, rebound, avoid turnovers and committing fouls, block shots, and steal the ball. This yields a player card that provides accurate chances to be successful in each of these areas against a standard level of competition (e.g. a player with the exact same stats playing against high-level defenses will have a card that accurately reflects how much better he would be than a player who put together the exact same stats facing much weaker defenses.)
We have played off an entire tournament of the 96 all-time great teams from the 1940s through UVa’s 2019 champions and the 2020 tournament that was canceled in real life. Results and updates are posted at and these games were used to find and adjust any inaccuracies or items that made the game more difficult to play.
The Addenda referenced in these instructions appear at , but due to perfecting the game with various updates since the introduction in February 2019 we were asked to produce a clean copy in PDF form with chronological instructions.
The following is the table of contents to find any aspect of the game that does not make sense or simply to clarify a result that may be confusing in the Addenda.
Simply click here to access the entire google doc including all of the topics outlined below or click here for the blog with the detailed instructions for everything in the Table of Contents.
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.