Thursday, May 23, 2019

Rolling the Dice on 3-day Weekend for Basketball and Baseball All-Time Greats

With Giannis Antetokounmpo (the Greek Freak) hoping to lead the Milwaukee Bucks to a win tonight to get them back to Marquette's home court for Game 7, and the great three day weekend full of major league baseball as well as the college baseball and softball playoff picks - I have a rare chance to get off the work computer and roll dice to replay great old basketball and baseball match-ups.


Yes my brothers make fun of me for playing dice and card games - but for me the break from spending 12 or 14 hour work days staring at excel sheets, or a screen for getting through my phone calls, or writing, all with cable news in the background my break is one that does not involved video games. Instead, I like to turn off the computer and pull out the dice and my free baseball and basketball replay games  by clicking basketball game here for current instructions and player cards for Value Add Basketball or here for players and instructions for Statis-Pro baseball - where you can find the gold standard for cards for all players by following the Statis Pro Baseball Advanced page.

Should match-up the unhittable Bob Gibson from the 1960s against Joe Morgan and the Big Red Machine on the 1970s  in Statis-Pro baseball left of 2nd photo) or maybe the 1984 Detroit Tigers against one of the greatest Yankees teams of all time from 1927 (Ruth and Gehrig), 1939 (DiMaggio) or 2000 (Jeter). Or the same dice could let the 2008 Kansas Jayhawks that stunned John Calipari's Memphis see if they could do the same against him with the greatest college player of the Century Anthony Davis (see right and center of Value Add Basketball game). Or maybe one of the old Big East Powers of Carmelo Anthony and 2003 Syracuse or 2004 UConn against the 2018 Villanova or UNC or Duke from the ACC?

Here are the two games side-by-side with the same dice needed for both except a second 8-sided die needed for baseball. I hope you enjoy however you break away from work this weekend in preparation for remembering those lost defending our freedom to play silly games and remember the great sports we've enjoyed living in our country made safe by their sacrifice. - John Pudner 404.606.3163



Saturday, May 18, 2019

Would you rather have MU's defense - blind comparison

I've been surprised at the number of people who believe MU did not have a good defense in 2019, and turning it into one of the "unfair" attacks against Wojo. I lined up a comparison of Marquette's defense against a mystery team so you can do a blind test.

I know the table is not that easy to read, but the overall top number is Ken Pomeroy's master calculation - adjusting how many points are allowed per 100 trips adjusted for the opposing offenses.

Clearly from the outset MU was much better than the other team, and in fact the mystery team played in an era in which fewer points were scored, so MU was the 45th best defense in the land compared to a very mediocre 109th.

MU was elite on the most important stat, holding opponents to only 46 percent eFG% (effective Field Goal percentage, which gives teams and extra half  "shot made" for 3-pointers) - so Wojo had excellent defense. MU was also a very good defensive rebounding team at 81st in the country while the mystery team was one of the worst. MU was the better shot blocking team.

The only place the mystery team was better was at steals due to one player being very good at steals, though other than that both teams had very few steals (often the trade off when you shut down opponents' shooting like MU did this year or Wisconsin does many years).

So anyone going into a game would much rather have Wojo's excellent defense than the very poor defense of Team A. And Team A is ... (go below chart)

CategoryTeam AMU
Adj. Efficiency99.2 10996.7 45Team a much worse than MU at overall defense, adjusted for opponents.
Four Factors
Effective FG%:47.3 7546.3 18MU much better at denying opponents shots.
Turnover %:18.1 30616.6 297Both teams terrible at forcing turnovers, MU a few spots better.
Off. Reb. %:34.3 25126.1 81MU way above average on defensive glass, while Team A much worse than average when they played.
FTA/FGA:32.5 7535.9 252Only thing Team A better at is not fouling, and slightly better at steals.
Misc
3P%:33.2 8532.4 65MU slightly better at denying 3-pointers.
2P%:45.9 7645.1 19MU much better (19th) at stopping 2 pointers, though Team A played when 2-pt % much lower.
FT%:69.2 14667.9 38The one we joke about - FT defense - teams shot terrible free throw percentage against MU :-)
Block%:9.1 12611.2 81MU much better at blocking shots.
Steal%:8.8 2496.9 325Both terrible at steals, though Team A better due to one player who was great at steals.


... the awful defensive unit of the 2003 Final Four Marquette team.

I realized just how bad that defense was when playing the game I invented with 42 great teams, and realizing how bad MU's 2003 defense was compared to other great teams and then realizing they were just bad compared to most major conference teams.

Obviously having the No. 2 offense in the country and the most dominant player in the tournament in Dwyane Wade covered up a very poor defensive team, but to those who keep pretending Wojo did not put a very good defensive unit on the floor are simply deniers.

Those who say watching Ja Morant, the likely No. 2 pick in the upcoming NBA draft, destroy MU's defense proves the former National Defensive Player of the Year Wojo is not a good defensive coach should go back and look at Kansas running a first half track meet against MU in the Final 4. Did that one game prove that MU 2003 really wasn't a great team and that the wins over three of the top 6 teams in the country culminating with the win over No. 1 Kentucky did not really mean anything.

If you are willing to look at facts, Wojo put the most improved defensive unit in the country on the floor last year, and this is a sign of good things to come.

Friday, May 17, 2019

SEC Early Standings in Value Add Basketball Game

Click here for current instructions to play Value Add Basketball.

The playing cards are divided into six conferences of 7 teams each. We started with games in the SEC as the round robin will including each team facing the other six.

Here are the standings with record, then point difference as the tie-breaker.

Kentucky 2012 (2-0 record, points 149-122) - Barely escaped a pesky George Mason defense, never taking the lead until Anthony Davis blocked a shot, kept the rebound and went to to the other end to give Kentucky their first lead of the game at 56-55 with 6:05 left. The stunning close call was not repeated - they jumped all over LSU in the second game as the incredible front court of Kidd-Gilchrist (18 points), Jones (20) and Davis (30) outscored LSU by 10 points by themselves in an 83-58 final.

Auburn 2019 (1-0, 61-51) - The only player besides Anthony Davis who scored 30 points was Okeke, and his accounted for almost half of the points in Auburn's 10-point win over VCU. Great defense and doubling up VCU's contested rebounds was the difference.

Florida 2006 (1-0, 67-66) - The two-time national champs was in control against South Carolina until the strategies in the game worked perfectly in the closing moments (see below). Horford was the dominant rebound and added 5 steals.

South Carolina 2017 (0-1, 66-67) - Trailing the whole game by at least several points, two of the games strategy options came into play. South Carolina chose to go for the steal and then foul while putting in two extra 3-point shooters and trying for 3-pointers if possible. Trailing 67-61, Sidarius Thornwell stole the ball in between a 2-pointer and 3-pointer from Rakym Felder off the bench to make it 67-66 before Florida forced a turnover to hold on.

George Mason 2006 (0-1, 64-66) - It's doubtful George Mason could repeat their near stunning upset of perhaps the best team - Kentucky. Butler scored 23 points to combine with great defense.

VCU 2011 (0-1, 51-61) - The Rams balanced offense and pressure defense was led by Skeen's 15 points in a low scoring loss.

LSU 2006 (0-1, 58-83) - Glenn Davis should dominate some at center, but he was no match for Anthony Davis and Kentucky's dominant line.

Wednesday, May 15, 2019

Value Add Basketball Board Game - How to Play with Clicks to All-Time Great and Current Player Cards

What You Need to Play - Links on this Page and 4 Dice

To play Value Add Basketball you only need these instructions, to print the playing cards for two teams (pick from 42 great teams or any current team from the bottom of this post), the scoresheet and the rebound chart. and four dice pictures - one 20-sided, one 8-sided and two 6-sided of different cards.



To set up the Value Add Basketball game pick two teams to play and print their cards. For this sample, we printed the Virginia 2019 squad and the Kansas 2008 team - teams who won two of the most exciting NCAA championship games of the century. You can play the entire game reading only the Simple rules below, or you can add the advanced rules in italics for an even more accurate game.

Introduction Overview of Game

The Value Add Basketball game is a board game that allows you to replay basketball games using player cards that simulate each players abilities, but also the random aspect of dice that gives the underdog roughly the same chance to pull and upset as if the game were played live (for example, a team who is a 5 or 6 point underdog usually wins about one out of every three games against the better team.

The game starts with the score tied 20-20 and each team gets the ball 44 more times counting down "possessions" from 44 to 1 before the game ends. The dice and cards simulate the three things that happen every time a team has the ball:

1. Determine which player gets the ball and forces the defense to stop him (8-sided yellow die and red left-sided column of players cards)

2. Determine if the defensive player can stop him, fouls him or lets him get by for a layup or dunk (red and white 6-sided die and middle black column of the players card and the opposing defender)

3. If not stopped or fouled by the defender, then the offensive player takes a shot and either makes a 3-pointer or 2-pointer, misses a shot, or is fouled while shooting.

An extra die roll is needed if a shot is missed and the offense has a chance at the rebound or the player needs to shoot foul shots,

The only thing a player needs to record is how many points the team scored before rolling for the other team - and this is the first column from a game we played between Oklahoma 2016 (left column) and Kansas 2008 in which Oklahoma took a 30-24 lead by the end of the column:



Setting up the Starters (Kansas 2008 as example) vs. Virginia 2019

The first five player cards that print out for each team are the recommended starters in order. In the case of the Kansas 2008 team you would start the simple version with the following line-up in this order. This means Russell Robinson in the first spot is the point guard, Mario Chalmers in the second spot is the shooting guard, all the way to Darrell Arthur in the fifth spot as the Center.



In the simple version these five players will play the entire second half or from possession 33 down to possession 1 at the end of the game.

In Value Add basketball, you actually play the reserves first. You start to play the game with a 20-20 tied score with 44 possessions left, and the reserves play to the end of the half or the end of the first of four columns. Some teams have 10 players, meaning this first column is played with all five of their reserves. However, Virginia's 2019 has 8 players cards meaning two of their starters will play with the reserves, and Kansas' 2008 team has 9 player cards meaning one of the starters will play the whole game.

Advanced Version: To play advanced rules, each starter above comes into the game when his "Can Play ___ Possessions" equals the number of possessions remaining to play in the game. Robinson would come in one possession earlier than in the Basic game - the 34th possession or last possession of the first half and in the bottom of the first column. You would write him in at the top of the scoresheet as Kansas starting point guard and then look through reserves to figure out who can cover possessions 44-35. Since both Rodrick Stewart and Cole Aldrich below can only play five possessions each you might play Stewart for possessions 44-40 and Aldrich possessions 49-35 to cover the whole game at the 1 possession.

Chalmers can play the final 37 possessions so only needs a substitute for for the first seven possessions, so Sherron Jones could play the first 7 possessions for him (44 to 38) and because he can play 22 possessions total he would still have 15 possessions left to play. Since Darnell Jones is a starter can can only play 29 possessions, you could have him play those first possessions while Jones is playing for Chalmers, but then use his remaining possessions from possession 37 to 23 for Jones so that Jones plays his 29 possessions total before and after. As you can see, it takes a little bit of a puzzle to get each player the correct number of possessions, so if you just want to play the basic game of subs in the first column and starters the final three columns (2nd half) that is a much quicker way to start.

If you are playing advanced rules then a player becomes tired if he continues to play after he uses up the number of possessions on his card. If he plays tired, then a 1 and 2 on the 20-sided die becomes a missed shot (see below for 20-sided die) and every number in his second column is one worse (steals and blocks are reduced by 1 while turnovers are increased by 1).

In advanced rules you can play a home advantage by letting the home team juggle their line-up to create the match-ups they want. For example, if the visitor has a starting shooting guard playing in the second spot as a shooting guard who gets the ball a lot, then if you play home advantage and the home team has a great center with great defensive ranges of 11-16 to steal the ball and 21-26 to block a shot, the home team could line the center up with the shooting guard so that every time the shooting guard gets the ball the center can stop him from scoring on rolls of 11-26.

However, returning to the simple rules, the only thing the left column "Can play ___ possessions" figure is used for is to find the starter or starters with the highest numbe and let them join the reserves in the first half if there are fewer than five reserves. In the case of Kansas, Mario Chalmers has the highest number at "37" so we put him on the court with the four reserves and you can put the reserves in any order you want. We put Chalmers in the 1st spot as the point guard with the reserves and left the four reserves in order to take the 2 through 5 possessions to form this line-up:

Kansas Reserve Line-up to play Column 1 - Possessions 44 down to 34




First Dice - Use 8-sided die roll and bottom right number for each player


While all four dice can be rolled at once, you first look at the 8-sided die which would be the yellow die roll of "3" in this roll.



The 8-sided die determines which player gets the ball. Using the five cards below, the rolls correspond to the order of the cards on rolls of 1-5.

While the serves line-up plus Chalmers is in the game:

1 = the first player, Chalmers

2 = the second player, Stewart

3 = the third player, Collins

4 = the fourth player, Aldrich

5 = the fifth player, Kahn

The 6, 7 and 8 determine if there are go-to players on the court who can create shots to keep the offense from stalling.

Advanced Rules: In the advanced rules, if a team does not have a player with a "0" or "1" in their lower left corner, then they are playing without a point guard in the game If that happens, the rolls of 6, 7 or 8 do not go to anyone and all the dice are rolled again immediately. If it happens a second time on the same possession then the team turns the ball over (as below).

6 = look for the first player who in addition to their first number in the lower right also has a "7" or a "6 or 7." In this case Chalmers, the first player, has a "1 7" so the 7 (which can be turned into a 6, 7 or 8 in a given line-up) gives Chalmer the ball on a roll of "6" in addition to the roll of "1."

7 = look for a second player who also has a "7," and in this case the player after Chalmers - Stewart - does not have a 7 so the ball cannot go to him, but the next player Collins does have a "7" so the roll of 7 goes to Collins.

8 = look for a third player with a "7" on his card. In this case the players after Collins - Aldrich and Kahn - do not have a 7 so noone gets the ball on a roll of "8".

Keep in mind that if a player had both a 6 and 7 on his card then he gets the next two numbers whether that means getting the ball on a 6 and a 7, or a 7 and an 8 or just an 8 two numbers before him received the 6 and the 7.

If noone has the number of 6, 7 or 8 that is rolled on the 8-sided die, the roll all of the dice again. If the same thing happens on the second roll then the result is a shot clock violation, the team does not score and the other team gets the ball. If that happened on the first possession, then the team would still have 20 points so simply write "20" in the team's column by the possession 44 to end the possession.

While noone would get the ball on a roll of an "8" when Chalmers was in with the reserves in the first half, once Kansas puts the five starters on the court for the second half (or once they all enter the game in the advanced version) then there are enough go-to players that rolls of 6, 7 or 8 all go to someone who can attempt to score. Going in order, four Kansas starters have a "7" and going in order those rolls go to: Chalmers (6), Rush (7) and Jackson (8). Because Arthur also has a 7 but the rolls of 6-8 are taken, he scores on a roll of "20" instead of missing a shot when he does get the ball.


Two 6-sided dice - Roll of 11 to 66

After the 8-sided die determines who has the ball, refer to the two 6-sided dice for a result from 11-66 and look at the middle column of the player with the ball and the defender.

Virginia's Ty Jerome is a starter who would also play point guard with the Virginia reserves in the first half with Kansas 2008 playing Virginia 2019 that first half point guard matchup would be Chalmers vs. Jerome when a "1" or "6" was rolled to give Chalmers the ball.



Notice that when a "1" or "7" is rolled when Kansas has the ball, then if the two dice total 11 to 36 then read the middle column for Jerome (the defender) but if the roll is 41 to 66 refer to Chalmers card. (This is reversed if Virginia has the ball and a "1" or "6" is rolled to give the ball to Jerome.

Here are the possible results from those rolls when Chalmers has the ball:

11 to 16Check Defenders Card Possible Steal (all steals for Jerome)

21 to 26Check Defenders Card Possible Block (21-22 blocks for Jerome, but 23-26
 is not and so will look at result on 20-sided roll below.

31If ANY Defender has 11-19 or higher, he steals ball from ANY player on the court
(in this case, no Virginia player does so we will go to 20-sided die)

32If ANY Defender has 21-29 or higher, he blocks shot taken by ANY player
on the court (in this case none does, so go to 20-sided die)

33 to 36Check Defenders Card for Foul, use 20-sided die for shot result/attempt. Jerome
only fouls on a roll of 36, so on 31-35 just goes to the 20-sided die.

41 to 46Check Offensive Players Card for turnover (Chalmers turns it over on 41-43,
but 44-46 we go to the 20-sided die).

51 to 66The Board setup above results in a range starting with 51- being written by one
 team for their final "dunk" range. If the roll ladn in that range the player scores
2 points UNLESS his 20-sided die results in a 3-point shot made, in which
case he scores 3 points instead of 2. (Chalmers dunk/layup range is 51-59 BUT
Jerome's defense adjusts this range by -6 so his actual range is 51-53 so a 51-53
is a dunk or layup but a 54-66 goes to the 20-sided die).

Advanced Rules: All players on the same team have the same dunk range and defense against the dunk. In this case Kansas defenders have a -7 to take from Virginia's 51-62, leaving them with a 51-55 dunk/layup range, or two better than Kansas' 51-53 range. You can leave these dunk ranges the same or you can adjust both ranges by the same amount keeping both teams between no dunks up to 51-56. For example you could lower both by 3 to play with no dunk range for Kansas and lower Virginia's to 51-52 for a lower scoring game, or you could increase Kansas to a 51-54 and Virginia to a 51-56 range for a higher scoring range.

While that is optional, if one team is below 51 (e.g. 48-51) then they have a negative number and the opponent's range should be increased by the number that gets the lower team to 51-50. If one team had a 48-50 you should "raise" it by 2 to a 51-50 which still gives no dunks, but if the opposing team was 51-54 then applying the +2 would make them a 51-56 range.

If one team is 51-57 or higher it is more accurate to subtract to get them as close to the 51-56 preferred max as long as subtracting that number does not lower the other team below a 51-50. If there is a gap of at least 8 numbers between the two teams dunk range then use the following adjustments:

51-58 or 51-59 after adjusting opponent to no range (51-50): Also lower the turnover range for the higher team by 1 for each player, but do not lower more than 41-42. Also lower the opponents block, steal and defensive rebound range by 1 each, but never drop below a 21-22, 11-12 or 1-2.

51-60 or 51-61 after adjusting opponent to no range (51-50): Also lower the turnover range for the higher team by 2 for each player, but do not lower more than 41-41. Also lower the opponents block, steal and defensive rebound range by 2 each, but never drop below a 21-21, 11-11 or 1-1.

51-62 or higher after adjusting opponent to no range (51-50): Also lower the turnover range for the higher team by 3 for each player, but do not lower more than 41-41. Also lower the opponents block, steal and defensive rebound range by 3 each, but never drop below a 21-21, 11-11 or 1-1.

In summary, Chalmers 20-sided die is used if the two dice totaled a roll of 23-35, 44-46 and 54-66, a total of 21 of 36 rolls of the two 6-sided dice, while on 15 rolls the final result was determined on the 11-66 roll.

On the roll of 36 Jerome fouled him but you also use the 20-sided result.

On the scoresheet:

If the ball is stolen on 11-16 or 31, give the defender a steal and record that the offense still has the same number of points as the previous possession and roll for the other team.

If the shot is blocked on a 21-26 or 32, then record a blocked shot for the defender. If this occurs on an odd number possession (43, 41, 39 etc.) then record that the team did not score and roll for the other team UNLESS it is the final possession (1 possession left). If the block occurs on an even number possession (44, 42, 40 etc.) or on the final possession then still record the block for the player, but you must first see who gets the rebound and only record that the team did not score if the defense gets the rebound.

If the player is fouled on a 33-36, then refer to the 20-sided die (see below) but also record a foul for the defender and keep in mind each player only needs four fouls to foul out because they all start with one foul.

If a player turns the ball over on a 41-46 then record that the team did not score by the possession and roll for the other team.

If a player dunks on a 51-66 add two points to their team score for that possession, unless they also made a 3-pointer on their 20-sided die (see below) in which case score as 3 points instead of 2 for both the player and the team.

20-sided dice

If the 11-66 roll does not yield a result above, or if a roll of 33-36 resulted in a foul, then look at the 20-sided die and record one of the following results:

3ptMplayer makes three pointer (if defenders roll of 33-36 is a foul, he also gets a free
throw). Add 3 points to the team's total by that possession, or 4 if he was also fouled
and makes the free throw. If he makes the shot but misses the free throw with a chance
at the offensive rebound then note the points but wait to see if they score again after
an offensive rebound in case the team scores more than 3.

2ptMplayer makes two pointer (if defenders roll of 33-36 is a foul, he also gets a free throw)
then record 2 points for the player and add 2 to their team's total from the previous
possession, and if their is also a foul follow the process above.

FoulPlayer is fouled and gets 2 shots. Check off 1 more point for the player for each free
throw made and add the total points for the offensive possession.

3pt missedPlayer misses 3 pointer and refer to rebound chart unless the defenders 33 to 36 results in a foul, in which case he gets 3 shots. Record that the team did not score any points that possession unless they
get an offensive rebound and continue to have a chance to score.

2 pt missedPlayer misses 2 pointer and refer to rebound chart unless the defenders 33 to 36 results in a foul, in which case he gets two shots. Record that the team did not score any points that possession unless they
get an offensive rebound and continue to have a chance to score.


Roll Again on Same Possessions for Free Throws or Rebound on Even Numbered Possessions

On most possessions, the initial roll of four dice is the entire possession for the team. The visiting team either gets zero points (turnover, steal or missed shot on odd numbered possession), 2 points for a dunk/layup or a 2-pointer on the 20-sided die, or 3 points for a 3-pointer made on the 20-sided die. In these cases you add either 0, 2 or 3 to the total score of the previous possession (e.g. Kansas had 30 points on possession 35, Chalmers makes a 3-pointer after having 6 points until that possession, and the number by Kansas is increased from 33 by Kansas 36th possession to 33 of their 35th possession and a line is written on point "9" by Chalmers to show he has increased his total so far from 6 to 8.

Free throws are easy, as the 20-sided die is rolled either 1, 2 or 3 times depending on the number of free throws, and another dash is recorded for the extra points for the player shooting for everyone he makes until he is done shooting.

Rebounds on a missed shot or last free throw do not require additional rolls if they occur on an odd numbered roll - as the defense simply gets the rebound and the offense is recorded as having no points for that possession. However, whenever the last free throw or a shot is missed on an even numbered possession the rebound chart must be used as many times as the offense misses a shot. In theory, the offense could score an unlimited amount of points if they kept scoring while being fouled, then missing the free throw but getting the rebound, and being fouled again, missing the last free throw every time and being fouled again.

To determine who received the rebound on even possession misses or the last possession of the game, roll just the 20-sided die and one 6-sided die.

The 20-sided die determines which player has first shot at the ball, and if he does not get it then the player on the other team matching him gets it. Keep in mind if an offensive player has the first shot (1-9 roll on the 20-sided die) then you use his first rebound range before the dash. If a "9" is rolled after Kansas misses, then as offensive point guard Chalmers gets first chance but with only a 1-1 range a roll of 2-6 means Jerome gets the rebound. A roll of "19" means Jerome has the first chance as the defensive point guard, and for defenders we use the Def Reb number after the dash - Jerome's range is 1-3 so if it is a 4-6 Chalmers gets it.

1 Off  Center (in 5 slot)
2 Off  Center (in 5 slot)
3 Off Center (in 5 slot)
4 Off  PF (in 4 slot)
5 Off PF (in 5 slot)
6 Off  SF (in 3 slot)
7 Off SF (in 3 slot)
8 Off SG in 2 slot)
9 Off PG (in 1 slot)
10 On a 10 or 20 the highest on court

11 Def Center (in 5 slot)
12 Def Center (in 5 slot)
13 Def Center (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 On a 10 or 20 the highest on court

If an offensive player gets a rebound, they immediately try to score using their left column for the 20-sided die with one of the five results noted above

Tracking the game on the score sheet

The following provides a sample of how to record action based on the scenarios typed in to the bottom right. We changed numbers to red to show where you would not specific items for a player. Chalmers makes a 3-pointer to start the game in possession 44 so we check his 3 under points and ou know it was a 3-pointers because he skipped 1 and 2. However, later he makes one of two free throws so we check off 4. In between, Aldrich grabbed an offensive rebound and then scored to give himself two points. While the personal stats are fun,the more important part is always recording a number in the team possession in each box to be sure you are tracking the score and who has the ball if there are distractions around you.






Late Game Strategies

A team trailing late can try the following strategies to try to overcome a deficit late:


Intentional foul on 2a and 1a      Possessions 2a and 1a are skipped UNLESS one of the two teams decides to foul. If EITHER team decides to foul, then when the other team has the ball on 2a or 1a (or either or both) do not used the 20-sided die and if the result is a STEAL the team steals but on any other result the player getting the ball is fouled and get's two free throws. On 2a or 1a the defense gets the rebound. Play possessions 2 and 1 normally whether or not the team behind calls for the foul to cause 2a and 1a to be played.
               
Try for 3-pointer               By calling "try for 3-pointer" before a roll, each players 3 point made range can be increased by 1 for every 2 pointer that is taken away within certain paramaters. For example, a 3 point range was 1-5 and 2 point range was 6-10, the three point range could be increased to 1-7 by changing a roll of 9 or 10 into a miss with the defense getting he rebound.
                The three point range can never be more than doubled, so a three point range of 1-1 and 2 point made of 2-10 can only be changed to a 1-2 three pointer made and a 3-9 two pointer still made while a 10 is a miss and defense gets the rebound.
                A 1-0 three point range can still not make any 3 pointers.
               
                New substituions can be made late in the game to add players with a higher steal range, or with a higher 3-point range.
               

                The intentional foul on 1a and 2a or the attempt 3-pointers should not be used unless a team is trailing and needs it to have a chance. By doing this you are giving away twice as many points as you are adding on average (e.g. changed two 2 pointers from 2 to 3 points adds only 2 points for every 20 rolls while tuning the two 2 pointers to 0 costs 4 points for every 20 rolls.

Play Sample Game Using Dice and this Blog

To try out the game, you just need the four dice and you can print out this blog and cut out the players for the Kansas 2008 National champs and the Virginia 2019 National Champs.

You already have the lineup of Chalmers and 4 reserves that would play the first column of the game (last part of the first half) for Kansas above, so we line up the Virginia 2019 reserves who would play against them. Virginia has player cards for three reserves

Virginia line-up to finish 2nd half - reserves plus 2 starters

There are 8 Virginia player cards so the three with the fewest "Can play ___ Possessions" - in this case Jack Salt (15), Jay Huff (5) and Braxton Key (21) play the first of the four columns in the game - which is the final 7 minutes of the second half. That leaves two spots for starters to play the entire game including the first column with the reserves and the final three columns (2nd half) with the starters. In the basic game the starters with the MOST possessions played (Ty Jerome 43 and Kyle Guy 47) edge out De'Andre Hunter (42) as the two players for the entire game so the five players below will be the five person line-up for the first column before going to the five starters for the duration (see below).



Virginia starting line-up for final 3 columns of game

As noted above, if playing with basic rules then play the first of four columns (on the score sheet below) with all reserve player cards and then fill in the extra spots with the starters who can play the most possessions. Then bring in the starters after one column (half time) and play the starters for the final three columns and overtime if needed.

Advanced Rules: While the basic rules make it easy to play with just one substitution at halftime for both games. The one problem with the basic rules is that a great player like Virginia's Hunter only plays the second half (34 possessions) even though he really should play 42 of 44 possessions. Salt and Key get to play 11 possessions (44-34) even though they would really only play 5 possessions on average.

The score sheet shows how you can either play the basic game (reserves below the line all play the first column below the line-ups) OR using the advanced room by rotating players a little more to let the starters play as many possessions as they have on their card. In many cases, a starter can enter the game to play the final positions on his card, so De'Andre Hunter could skip the first 2 possessions (44 and 43) and then play possessions 42-1 to finish the game. However, in this case Ty Jerome (43) only needs to miss one possession and Hunter (42) miss two, so if playing the advanced rules we could just play the reserve Huff on 44th possession for Jerome so he can play possessions 43 to 1 without getting tired, and we can have Hunter play possession 44 while Huff is in for Jerome but then have Huff play possessions 43-42 for Hunter so that he also plays the 42 possessions though it is possession 44 then 41-40.

The easiest approach is the put the reserve players card on top of the starter who will come in, and then writing the possessions you plan to play each player in the left column on the score sheet. We wrote in the possessions on which we would have each player on the court in a Kansas 2008 vs. Virginia 2019 game.

Do not worry too much about what position spot the reserves are playing EXCEPT make sure you always have at least one player on the court who is a "0" or a "1" in the lower left - indicating they can play point guard. In this case, even though bigger Virginia players are replacing guards for the first few minutes, Guy is playing the whole game and is a "1" so he can play the point guard.

If you ever find a team with no point guard on the court, then all 8-sided rolls of 6,7 or 8 do not go to the player. Also keep in mind that if you do let a player play more possessions than are on his card, then he is tired and all 20-sided rolls of 1 or 2 are turned into missed shots (particularly a three-point shooter who would normally make a three-pointer on those shots) and his numbers are all one worse - one lower on steals, blocks, offensive and defensive rebounds, and add one number on fouls committed and turnovers.





If playing the Simple game then the following starters would play in order for the three columns above (the second half). Because I am playing all-time teams within their conferences first, I actually played out a game between Kansas and Oklahoma above - but you could just as easily use the cards from Virginia to play a sample game. You would use that starting five for each team through the end of the game  - unless someone fouled out and a reserve was needed again. In the Advanced game, these would still eventually be the five on the court to finish the game but they would play the possessions as indicated above. If playing advanced you can also use a player with fewer possessions as a starter - for example the best 3-point shooter and free throw shooter is Steve Novak of Marquette who hits 3-pointers on a 20-sided roll of 1-7 and makes his free throw on a 20-sided die of 1-19. However, Novak's possessions on his card is only 14, so in the Simple game he can only play the first column as a reserve. Hoewever, in the Advanced Game I save him for the last 14 possessions of the game so he is available to try to rally the team with three pointers or to hit free throws if the other team must foul.

In the game above, Kansas actually turned in the best defensive performance of any game to date in my all-time play. Buddy Hield scorched them for a 3-pointer, two 2-pointers and two free throws  for a 29-24 Oklahoma lead by the 37th possession, but after that Kansas dominated with 7 blocked shots (we add 50% to cover the 20-20 start to the game to give them 10) and a 46 - 33 advantage on rebounds to shut the Sooners down the rest of the way for a 66-44 win.

Virginia 2019 starting line-up to FINISH game






Kansas 2008 starting line-up to FINISH game








This is the culmination of the Simple rules for the game, which do result in very accurate player performance over time and a game that can be played in less than 30 minutes once you have played a couple of games looking at these instructions. The Advanced game gives you a few more options for strategies:

Late game strategy options - Advanced Rules

If a team is trailing by more than a few points near the end of the game they have a few risky options:

1. Timeouts to sub players. Normally players can only come in after a full possession one which both teams have the ball (e.g. Kansas and Virginia both take their 5th possession, then a player is brought back in for the 4th possession). However, each team can all timeout twice in a game if they want to "split" a possession, such as having a player with a lot of steals play just the half of the possession in which the other team has the ball, and then a 3-point shooter for the half of the possession on offense.

a. If reserves who have not used all their possessions have a high steal number (e.g. Steal 1-9 which means they steal if their player has it on on any steal role of 1-6 but also on a 31 if any opposing has the ball) then they can be reinserted to try for a steal. He can play if tired, but lower his steal range and other numbers by 1 as noted above.

b. If a reserve with a big three-point range on his 20-side die is not tired, he can come in. He can also come in tired, but remember that a 3-point shooter who is tired in particularly hurt because rolls of 1 or 2 become missed shots.

2. After the 3rd possession and/or after the 2nd possession, the team that is behind can call "steal or foul," in which case an extra possession is used in the game (either 2a or 1a on the scoresheet). When this happens, when the other team rolls they do not roll the 20-sided die. The 8-sided die still determines which player gets the ball, and on a roll of 11-16 or 31 check the defender to see if the play is a steal. Any other result is a foul and two shots for the player with the ball. There is no chance for an offensive rebound for either team if possession 2a or 1a is used.

Regardless of whether or not possession 2a and or 1a are called for, possession 2 and 1 are played normally except that the final possession (1) is the only odd numbered possession of the game on which the rebound chart is used on a missed shot meaning the offense can get a rebound to keep the game is alive.

3. Try for 3-pointer. If a team wants to try for a 3-pointer, add one number to the three-point range for every 2-pointer made that can be turned into a missed shot with no defensive rebound. For example a player who is 1-5 on 3-pointers made and 6-7 on two pointers made, can change to a 1-6 on three-pointers made and the 7 becomes a missed shot with no rebound chance. However, a player can never more than double his number of 3-pointers made, so a player with a 1-0 range who cannot make 3-pointers cannot add any, and a player who is 1-1 on three pointers and 2-10 on two pointers made can only become a 1-2 on three pointers (doubling from 1 to 2) and a 3-9 on 2 pointers made with a 10 being a missed shot with no rebound.

Teams can try for 3-pointers at any point in the game, but it should only be used when way behind, because on average you are giving up 1 point every 20 trips more than you are gaining.


Option to use current teams instead of all-time greats

You can print out any of 42 great teams from this link, and you will want to click here and print copies of score sheets as well and the rebound chart.

If you prefer to play current teams rather than the all-time greats, then you can pull google sheets of 2019 cards on one of these links:
If you would rather choose from current cards instead of picking from great all time teams by clicking on the playing cards here, then you can pick any of the current 353 teams here.



When you use these cards you need to translate the old defensive team ratings in the middle of the middle column like this; 41 to 43 = 0 points becomes -6 from opponent's dunk range, 41 to 42 = 0 points becomes -5; 41 = 0 becomes -4, No change becomes -3, 41 = 2 points becomes -2; 41-42 = 2 points becomes -1 and 41 to 43 = 2 points becomes a 0 adjustment.

Feedback is always welcome at pudnerjohn@gmail.com. Yes a few rough edges still and will continue to cleanup the goofy decimals etc.

Thursday, May 9, 2019

Saturday, May 4, 2019

Statis-Pro Standings Through 5 to 8 Games Each

With college basketball behind us, we have our first Statis-Pro baseball results with the new player cards. You can play the dice version with the google sheet of all players based on their projected stats, or buy the new set of cards and fast action cards for an even quicker play.

In the NL, the 2018 cards are being used for the rosters of the top eight teams, and so far the Yankees are nudging out the field with each team having played seven or eight games. In addition, each team played one or two Interleague Games for the other league, which only count as exhibition games but are noted here. The teams not in the league still played a game or two exhibition games against the AL:

AL TeamsWinsLossesIL exhibitions (1 or 2 games)
Yankees52crushed Mets once
Athletics52swept by Giants
Indians53split with Pirates
Red Sox43swept Marlins
Astros44swept Astros
Angels34lost 1 game to Dodgers
Rays25split with Phillies
Mariners16beat Padres 1 game
Rangerssplit with Rockies
Tigerssplit with Brewers
Twinscrushed Cardinals 1 game
White Soxbeat Cubs 1 game
Oriolesswept by Braves
Royalslost 1 game to Reds
Blue Jayskilled by Nationals one game

The NL league is being played with the projected cards and while each team has played 5 to 8 games, we could each game as three games. If a team wins in a game they led by at last 5 runs throughout innings WITHOUT using their ace reliever for that game then they are credited for a three games to none win. If they win any other game, they are credited with a 2 games to 1 win.

The two teams that have played backward so far are the Giants, who are leading the tight NL West though it is practically a 4-team tie, and the Cardinals whose first seven games have not turned out well. Here are the standings in each division.


NL EastWinsLossesGB
Braves1260
Phillies14101
Nationals11102.5
Mets783.5
Marlins5137

NL CentralWinsLossesGB
Pirates1170
Cubs960.5
Brewers992
Reds782.5
Cardinals5167.5

NL WestWinsLossesGB
Giants1590
Diamondbacks14101
Padres961.5
Dodgers11102.5
Rockies6126

Click here for a one-line note on each game.