Sunday, November 10, 2019

How to play the Value Add Basketball Game (VABG)

We consolidated all instruction blogs for Value Add Basketball to this Master Instructions Blog.

How to play the Value Add Basketball Game (VABG)
For Complete Game and Teams click:
Overview
The Value Add Basketball Game simulates a basketball game via 4 dice and playing cards to represent individual players ability.
Every tie a team has the ball four dice are rolled to determine what happens on that possession.
1) An 8-sided die refers to the left/red column on the players' cards to determine which of the 5 players on a team attempts to create a shot or draw a foul on each possession.
2) Two 6-sided die totallying a roll of 11-66 refer to the middle/black column of the player and defender guarding him to determine if the defender can stop that player with a steal, turnover or blocked shot, fouls the player
or lets him slip past for an easy lay-up or dunk.
3) If nothing happens on the 11-66 roll, then a 20-sided die refers to the right/green column on the player's card to determine if the player with the ball makes a 2-pointer, 3-pointer, is fouled or misses.
If nothing happens on the 11-66 roll, then a 20-sided die determines if the player with the ball makes a 2-pointer, 3-pointer, is fouled or misses.
The scoresheet is then used to record if the team added 0, 1, 2 or 3 points on that possession and the dice are rolled for the other team, unless a foul or missed shot and offensive rebound extends the possession.
The four dice are rolled 44 times for each team - unless the game ends in a tie - in which case each team gets an extra 8 rolls (possessions) for the 5 minutes overtime.
Teams actually average 70 possessions with the 30-second shot clock, but VABG starts with a 20-20 score to account for extra possessions not played and keep the game to 30-40 minutes play time.
A. Setting Up the Game - Filling Out the Score Sheet After Printing 2 Teams of Your Choice
1. DICE and SCORESHEET. The only thing you need to purchase to play the game is one 8-sided die, one 20-sided die, and two traditional 6-sided dice of different colors so one can be the "10s" roll and one cane be the "1s" roll for an 11-66.
Print this scoresheet to record the results during the game:
2. PRINT PLAYERS AND SCORESHEET.
a. We have produced playing cards for all-time great teams of the century, as well as the 2019 cards for every team as well as all-conference teams compile. Below is a sample team - Purdue 2018.
We mainly use the 48 great teams of the Century in the URL below, but other options are to the right:
All Conference March Madness
https://tinyurl.com/y5tdzzr7Value Add Game Scoresheet
On the google doc above you can open and print the pages you want for the conferences.
Pick 2 teams, click for Player Cards
All-Conference Player Cards
The links to the right are google sheets, so you need to define the cards you want and print- more cumbersome.
Abilene Christian to BYU
Cal Baptist to Duquesne
East Carolina to Green Bay
Hampton to LSU
Maine to Notre Dame
Oakland to Syracuse
TCU to Youngstown Player Cards
2a. Once you print out the scoresheet go to the 7:54 mark of the sheet (possession 44) for the first half and start the game at 20-20. The math of the figures for all players is calibrated to be accurate IF you start with a 20-20 tie and then play out the rest of the game.
Do not try to play out all 20 minutes for both halves, because it makes the (1) makes the favored team much TOO likely to win and (2) makes the game take over an hour to play unstead of a more manageable 40 minutes (once you are used to playing).
3. Each player has three columns on their card. When filling out the scoresheet you only need to look at the left column. We will use Duke's starting line-up as an example.
a. The S-1 at the bottom of that column for Tre Jones card indicates he is recommended as a starter (the S- instead of a B- that would indicate a suggested player off the bench. The -1 means he is a suggested point guard or the first of 5 positions.
b. An 8-sided die roll of 1 will give the ball to Jones, while a roll of 2 will give it to the shooting guard RJ Barrett etc. through a 5 for the center Reddish. If the player also has a 6,7 or 8 then he also gets it on that roll, so write it by his name Barrett gets ball on 2 or 7.
c. The game starts with a 20-20 tie before you start rolling dice. On the scoresheet award 4 points to the three starters with the highest Value Add ratings *Jones, Barrett, Williamson," and award 2 points to the other 2 starters. Also award 2 points to the top 2 bench players.
d. Give every starter two fouls, and every bench player one foul to start. Normally starters play starting at the 18:11 box on the scoresheet, but the more advanced way to play is use the number under playing time to determine when they enter.
e. Normally all starters play starting at the 18:11 box on the scoresheet, however a player with a Playing Time of 59 or higher can play the whole game, 58 at the 6:05 box of the first half, all the way down to a 37 or lower would not play until the 13:20 box.
Use Left side of card to set up scoresheet
Note below on points and fouls marked before 1st roll:
Tre Jones
Points: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Rebounds: 1 2 3 4 5 6 7 8 9 10 11 12 Steals: 1 2 3 4 5 6 Blocks: 1 2 3 4 5 Fouls: 1 2 3 4 5
Jones
1 - PG
put a line through the "4" after points and
Duke"2" after fouls
ACC,6-2
Points: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Rebounds: 1 2 3 4 5 6 7 8 9 10 11 12 Steals: 1 2 3 4 5 6 Blocks: 1 2 3 4 5 Fouls: 1 2 3 4 5
Barrett
6
2 - SG
put a line through the "4" after points and
Value Add: 5.59"2" after fouls
Playing Time
Points: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Rebounds: 1 2 3 4 5 6 7 8 9 10 11 12 Steals: 1 2 3 4 5 6 Blocks: 1 2 3 4 5 Fouls: 1 2 3 4 5
Williamson
7
3 - SF
put a line through the "4" after points and
50"2" after fouls
Gets Ball (below)
Points: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Rebounds: 1 2 3 4 5 6 7 8 9 10 11 12 Steals: 1 2 3 4 5 6 Blocks: 1 2 3 4 5 Fouls: 1 2 3 4 5
White
4 - PF
put a line through the "2" after points and
S - 1"2" after fouls
Points: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Rebounds: 1 2 3 4 5 6 7 8 9 10 11 12 Steals: 1 2 3 4 5 6 Blocks: 1 2 3 4 5 Fouls: 1 2 3 4 5
Reddish
8
5 - C
put a line through the "2" after points and
RJ Barrett"2" after fouls
Duke
ACC,6-7
Points: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Rebounds: 1 2 3 4 5 6 7 8 9 10 11 12 Steals: 1 2 3 4 5 6 Blocks: 1 2 3 4 5 Fouls: 1 2 3 4 5
Goldwire
1 - PG
put a line through the "4" after points and
Value Add: 10.21"1" after fouls
Playing Time
Points: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Rebounds: 1 2 3 4 5 6 7 8 9 10 11 12 Steals: 1 2 3 4 5 6 Blocks: 1 2 3 4 5 Fouls: 1 2 3 4 5
Because Duke only has 4 bench players and Barrett has the highest Playing Time (56) he would play the entire game at SG even when the other 4 reserves play.
6
2 - SG
put a line through the "4" after points and
56"1" after fouls
Gets Ball (below)
Points: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Rebounds: 1 2 3 4 5 6 7 8 9 10 11 12 Steals: 1 2 3 4 5 6 Blocks: 1 2 3 4 5 Fouls: 1 2 3 4 5
O'Connell
3 - SF
put a line through the "4" after points and
S - 2, 6"1" after fouls
Points: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Rebounds: 1 2 3 4 5 6 7 8 9 10 11 12 Steals: 1 2 3 4 5 6 Blocks: 1 2 3 4 5 Fouls: 1 2 3 4 5
DeLaurier
4 - PF
put a line through the "4" after points and
Zion Williamson"1" after fouls
Duke
Points: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Rebounds: 1 2 3 4 5 6 7 8 9 10 11 12 Steals: 1 2 3 4 5 6 Blocks: 1 2 3 4 5 Fouls: 1 2 3 4 5
Bolden
5 - C
put a line through the "4" after points and
ACC,6-7"1" after fouls
Value Add: 13.69
Playing Time
Note that when Jones and the 4 subs are on the court, there is no 7 or 8. If one is rolled, roll again, and if it happens a 2nd time it is a 30-second violation.
43
Gets Ball (below)Jordan GoldwireAlex O'ConnellJavin DeLaurierMarques Bolden
S - 3, 7DukeDukeDukeDuke
ACC,6-2ACC,6-6ACC,6-10ACC,6-11
Jack WhiteValue Add: 0.17Value Add: 2.06Value Add: 3.32Value Add: 4.42
DukePlaying TimePlaying TimePlaying TimePlaying Time
ACC,6-711222433
Value Add: 3.47Gets Ball (below)Gets Ball (below)Gets Ball (below)Gets Ball (below)
Playing TimeB - 1B - 2B - 3B - 4
36
Gets Ball (below)
S - 4
Cam Reddish
Duke
ACC,6-8
Value Add: 4.32
Playing Time
46
Gets Ball (below)
S - 5, 8
B. 8-sided die. After setting up the scoresheet, the first roll of the 8-sided die determines who on the visiting team gets the ball.
As shown above, if a 3 or 7 were rolled for Duke then the ball would go to Zion Williamson. If Duke was visiting Michigan, this would mean Michigan's starting small forward would be guarding Williamson on this possession.
Zion Williamson11-36 roll - check here if opponents has ball20-sided (if 11-66 not in a range)Charles Matthews11-36 roll - check here if opponents has ball20-sided (if 11-66 not in a range)
Duke11 to 16++: he steals ball1 to 1: 3-pt madeMichigan11 to 16++: he steals ball1 to 2: 3-pt made
ACC,6-721 to 26++: he blocks shot2 to 11: 2-pt madeB10,6-6No blocks3 to 8: 2-pt made
Value Add: 13.6936 to 36: commits shooting foul, check 20-sided12 to 15: he draws foul, take 2 FTValue Add: 4.8136 to 36: commits shooting foul, check 20-sided9 to 11: he draws foul, take 2 FT
Playing Time41-66 roll - check here if Zion has ball16 to 17: missed threePlaying Time41-66 roll - check here if has ball12 to 14: missed three
43 - 1 (3)41-41: Turnover18 to 20: missed two5141-41: Turnover15 to 20: missed two
Gets Ball (below)51-57: Dunk/LayupOff Reb: 1-6+/Def Reb: 1-4Gets Ball (below)51-53: Dunk/LayupOff Reb: 1-3/Def Reb: 1-3
S - 3, 6Adj Opp Dunk: -41 to 13: free throw goodS - 3, 8Adj Opp Dunk: 01 to 13: free throw good
C. Two 6-sided dice for total of 11 to 66. On roll of 11-36 check the defender Matthews' card, but if 41-66 then check card of player with the ball.
11 to 16 roll Matthews would steal the ball from Williamson. Leave Duke's score the same (if 1st possession, then write another "20" in Duke's box) androll again to see which Michigan player gets the ball.
21 to 26 rolls are possible blocked shots, but Matthews does not have any blocked shots - however if Matthews had the ball Zion would block his shot on an 21-26 and check the scoresheet to see if the defense would get the ball or if there is a chance of an offensive rebound.
36 roll indicates Matthews fouls Williamson while shooting (some players go all the way from 31-36) and when this happens you must also check the 20-sided die to see if he fouled Williamson during a 3-point shot and also if Zion made the shot and would thus just get 1 extra freethrow.
41 to 43 Matthews stops Zion from scoring AND gets the defensive rebound (for pooer defenders any of these numbers could instead allow the offensive player to get to the basket and make a layup.
51 and any number from 44 to 66 is on the offensive players card and could be a turnover, though in Zion's case he only turns it over on a roll of 51.
63 to 66 is a dunk for Zion UNLESS the roll on the 20-sided die is a "1," in which case take the better result - a 3-point shot made for Zion.
If the roll of 11-43 does not yield a result on the defenders card, or a roll of 44-66 does not yield a result on the offensive players card, then proceed to look at the 20-sided card for the result as the player tries to score.
Zion WilliamsonUse this card on 44-66, Opposing Defender on 11-4220-sided (if 11-66 not in a range)
Duke11 to 16++: he steals ball1 to 1: 3-pt made
ACC,6-721 to 26++: he blocks shot2 to 11: 2-pt made
Value Add: 13.6936 to 36: commits shooting foul, check 20-sided
12 to 15: he draws foul, take 2 FT
Playing Time41 to 42 = forces miss & gets rebound16 to 17: missed three
43When he has ball check 44-6618 to 20: missed two
Gets Ball (below)51: turns ball overOff Reb: 1-6+/Def Reb: 1-4
S - 3, 663 to 66: he dunks (unless 20-sided gives 3-pt made)1 to 13: free throw good
D. The 20-sided die roll is used if the 11 to 66 roll does not complete the play.
5. 20-SIDED DIE TO SEE IF PLAYER WITH BALL HITS SHOT OR IS FOULED. In this case, Zion makes a 3-pointer on a roll of "1", hits a 2-pointer on a 2 to 11, draws a 2-shot foul on a 12 to 15, misses a 3-pointer on a 16 to 17, or misses a 2-pointer on a 18-20.
if the player gets a dunk on the 11-66 roll (in Zion's case a 63-66) but he also has a three-point made on the 20-sided dice (a 1 in Zion's case), then he gets the 3-pointer made instead of the dunk.
If the defender fouls on the defenders card (a 36 in Matthews'case) it is normally a 2-shot foul, but check the 20-sided die as well. If a 36 combined with a 1 on the 20-sided die then Zion makes a 3-pointer and gets one extra shot for being fouled.
On the combination of a 36 with a 20-sided die roll of 2 to 11 Zion makes a 2-point shot and is fouled to get one extra free throw. If a 36 is combined with a 20-sided die of 16 to 17 then Zion missed a 3-pointer but was fouled so gets 3 shots instead of 2 shots.
6. CASES IN WHICH YOU ROLL AGAIN. In most cases that one roll of 4 dice determines what happens on that possession, so record how many points the team now has and give the ball to the other team. There are only 3 scenarios in which you must roll additional dice.
6a. NO PLAYER ON COURT HAS 6, 7 OR 8 WHEN IT IS ROLLED ON THE 8-SIDED DICE. If noone on the court has the 8-sided number that is rolled then roll again. If a second roll also results in a 6, 7 or 8 that no player has, then it is a shot clock violation and turnover.
6b. FOUL SHOTS on 20-SIDED DIE. Once a player is fouled, refer to the green numbers in the bottom right corner, and in this case Zion makes each free throw on a roll of 1 to 13 and misses on a 14 to 20.
20-sided (if 11-66 not in a range)
1 to 1: 3-pt made
2 to 11: 2-pt made
12 to 15: he draws foul, take 2 FT
16 to 17: missed three
18 to 20: missed two
Off Reb: 1-6+/Def Reb: 1-4
1 to 13: free throw good
6c. REBOUNDS. If a player misses his last free throw, or a shot, then determine who gets a rebound. Keep track of how many possessions are left in the game, and if it is an EVEN number then the rebound goes to the defense and start their possession.
If there are an odd number of possessions left a * appears by the possessions remaining and you must roll the 20-sided die and one 6-sided die and refer to the rebounding chart at the bottom of the scoresheet, which appears below.
If Zion misses a shot and the rebound roll is a 6 or 7 on the 20-sided die then the Offensive Small Forward (Zion) tries for the rebound, and because Zion's offensive rebounding range near the bottom of his green card (see below) is 1-6 so he always gets it.
If the rebound roll is a 16 or 17, then Matthews gets a chance at the rebound and since his Def Reb range is a 1-3, he gets the rebound on a 1-3 but on a 4-6 he let's Zion get it.
On a roll of 10 or 20, the highest on the whole court gets it, and Zion's 1-6+ is higher than any Michigan defensive range or any other Duke players offensive range, so he would get it.
Defense gets rebounds on even numbered possessions (32, 30 ....2). On odd possessions marked by a *, roll the 20-sided die and refer below to who has a chance. (the offense can only get one rebound per possession even on the odd possessions, so if they miss again the defense gets it).
ZionMatthews
Rebound Chart
20-sided die determines which
player has chance at rebound.
If in their 1-6 range he gets
rebound, if not then player
defending him does.
Offense use players 1-6 range BEFORE /
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 4 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 Highest on court (see 20 below)
Defense use players 1-6 range AFTER /
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 check all 5 "Reb off" on team
that missed the shot, all 5 "Def Reb"
after slash on defense. High on court
wins, but tie goes to defense and 1-6+
beats 1-6.
If a team misses a shot after an offensive
rebound, the defense always gets
the second rebound.
If Off Rebound roll 20-sided for his card.
20-sided (if 11-66 not in a range)20-sided (if 11-66 not in a range)
1 to 1: 3-pt made1 to 2: 3-pt made
2 to 11: 2-pt made3 to 8: 2-pt made
12 to 15: he draws foul, take 2 FT9 to 11: he draws foul, take 2 FT
16 to 17: missed three12 to 14: missed three
18 to 20: missed two15 to 20: missed two
Off Reb: 1-6+/Def Reb: 1-4Off Reb: 1-3/Def Reb: 1-3
1 to 13: free throw good1 to 13: free throw good
E. Record the result. The most important thing after each result is to write the number of points in the next box (another 20, a 23 if a 3-pointer is made, etc.).
You can also put a line thorugh the additonal number of opints for the player who scored, as well as marking the next foul after a foul, or rebound, steal or blocked shot.
The highlighted box below indicates the game starts with 44 posessions left in the game, which equates to 6:41 left in the first half. Every time a team finishes the possession a 0, 1, 2 or 3 is added to their score from the box above.
1st HalfVisitor ScoreHome ScoreRebound if miss?2nd HalfVisitor ScoreHome Score
Rebound if miss?
7:172020Start20:00Check Rebound chart
44 / 6:41Check Rebound chart19:23Defensive Rebound
43/ 6:05Defensive Rebound18:47Check Rebound chart
42/5:29Check Rebound chartStarters start here at 18:11Defensive Rebound
41/4:50Defensive Rebound17:34Check Rebound chart
Value Add Basketball Game - Advanced Rules including using Substitutes
1. It saves time to start with the reserves on the court and have them play out the lsat 7:54 of the half then the first two possessions of the second half. Then the starters can play the final 31 possessions of the game unless he fouls out.
2. Reserves playing time - the all-conference teams all have 5 starters and 5 reserves so you can rotate as shown in the previous line. However, some teams have fewer than 5 subs, so at least one starter will need to play more than the 31 possessions, and the number under the
"playing time" figure shows how many possessions each player would normally play. For the most realistic play, you would use the player with the highest number to play the entire game or most of the game.
The average starter plays just over 2/3rds of all possessions (a 44) but Charles Matthews of Michigan actually averages playing 51 of every 66 possessions, well above the average starter's 44, so could pay more.
Charles Matthews
Michigan
B10,6-6
Value Add: 4.81
Playing Time
51
Gets Ball (below)
S - 3, 8
3. FOULING OUT. Because the game does not track fouls that do not result in free throws and the game starts at 20-20, you should assume each player starts with two fouls and consider him fouled out of the game if he gets three more during the game.
4. ADJUSTING FOR 6, 7, 8 or 19. With substitutes you may end up with two players on the court that have a 6, 7 or 8 on their card. These numbers are interchangeable, so if you end up with two players with a 6 but no player with an 8, just state which player you want to change to an 8 before playing.
If you do not have a number covered, but you have a player with a "19" in the same lower left hand corner, then that player can also change the 19 to a 6, 7 or 8.
If you have players on the court that use up the 6, 7 and 8 and still have additional players with one of those numbers or with a 19, then you can choose to make every player who could not their 6, 7, 8 or 19 to turn their missed shots on the number 19 into 2-point baskets.
(this is actually statistically accurate because if a player is suddenly on a all-conference or other team on which he does not need to shoot as much, then his shooting goes up).
4a. If in substituting or due to a point guard fouling out, if you do not have a player with a B-1 or S-1 playing point guard, then every roll of 6, 7 or 8 becomes a roll again rather than going to a player, and if it happens twice in a row it is a 30 second violation.
(this is statistically accurate because when teams try to play a non-point guard at point guard the offense often stagnates, and the chances of rolling a 6, 7 or 8 two times in a row gives a 14% chance of a turnover by not getting a shot off.
5. ASSISTS. A few dozen players have an "Ast=20", and if using this factor it turns any missed shot on a "20" by one of his four teammates into a 2-point basket off a great pass (only players who assist on more than 33% of teammates baskets get this).
Perhaps the most amazing card is that of Ja Morant, whose assist rate is so high that if playing advanced rules then any teammate on Murray State or the Ohio Valley All-Conference team who is on the court with him has a miss of either 18 OR 20 turned into a 2-point basket off his assit.
Morant assists on more than 50 percent of all teammates scores, amazing since he is also one of the top go-to guys in the country - getting the ball on a roll of 1, 6 or 8 on the 8-sided die.
Ja MorantUse this card on 44-66, Opposing Defender on 11-4220-sided (if 11-66 not in a range)
Murray St.11 to 14: he steals ball1 to 2: 3-pt made
OVC,6-321 to 23: he blocks shot3 to 8: 2-pt made
Value Add: 9.0536 to 36: commits shooting foul, check 20-sided9 to 12: he draws foul, take 2 FT
Playing TimeNo Change when guarding13 to 16: missed three
61When he has ball check 44-6617 to 20: missed two
Gets Ball (below)46 to 56: turns ball overOff Reb: 1-2/Def Reb: 1-2
S-1, 6&8, 8,20=Ast66: he dunks (unless 20-sided gives 3-pt made)1 to 16: free throw good
6. HOME ADVANTAGE - SWITCHING MATCH-UPS. While the game assumes the starting lineups play in their natural 1 to 5 positions as their sheets printout, you can create a home advantage by allowing the home team to change matcups in order to draw or avoid fouls, or use a defender to stop a star.
7. RECORDING STATS. On the scoresheet provided, the only thing you must record to make the game accurate is the running score after each possession - so leaving a teams points at "7" if they fail to score on the possession, or increasing it to "10" if they hit a three-pointer.
However, we include some letters at the top of the scoresheet that you may want to record by each player if you would like to keep some stats. Keep in mind we only record very tough assists and contested rebounds, so there are many in a game that would not be measured in the game,
and most important start each player with one foul so that he fouls out with four.
8. FOULING OR GOING FOR STEAL AT END OF GAME IF BEHIND. If a team is losing going into the final two possessions, they can declare they are going to deliberately foul and thus play four possessions instead of the final two for each team. In that case, roll only the 8-sided die
to see who gets the ball and is then fouled to take the two free throws and the 11-66 dice to see if they get a steal first.
8a. TRYING FOR STEAL BEFORE FOUL AT END. However, if the two dice total an 11-16 there is a chance they got the steal before the foul. The defender who would foul tries for the steal, but subtract 3 from his steal range (a 1-6+++ becaomes 1-6, 1-6++ becomes 1-5 etc.
9. BLOCKS or STEALS from other players. If a player on a team has a Steal 11-16+ or a Block 11-26+ then he can steal or block shots even when another player he is not guarding has it. With one + on a steal roll of 16 on another players card who does not go that high turns into a steal by the 11-16+.
Likewise a 26 roll on a card of a player who does not go up to a 26 on blocks can be blocked by a 21-26+. If there are more than one + marks on either, rather on the same card or on multiple cards, then a block can also occur on a 25 and a steal on a 15 of any teammate.
Charles MatthewsUse this card on 44-66, Opposing Defender on 11-4220-sided (if 11-66 not in a range)
Michigan11 to 16+: he steals ball1 to 2: 3-pt made1 to 4: 3-pt madeif trying for 3-pointers
B10,6-6No blocks3 to 8: 2-pt made
5 to 8: now MISSED 3-pointer
Value Add: 4.8136 to 36: commits shooting foul, check 20-sided9 to 11: he draws foul, take 2 FT
Playing Time41 to 43 = forces miss & gets rebound12 to 14: missed three
51When he has ball check 44-6615 to 20: missed two
Gets Ball (below)51: turns ball overOff Reb: 1-3/Def Reb: 1-3
S - 3, 863 to 66: he dunks (unless 20-sided gives 3-pt made)1 to 13: free throw good
10. If a team is behind late and needs to try for a 3-point shot, they declare it before the roll. When they do this they can ADD ONE 3-POINT MADE number to their card for EVERY TWO 2-point made numbers turn into a missed 3-pointer, AND they can never more than double their 3-pt made numbers.
In the example above, Michigan decides to try for a 3-point shot and then the ball goes to Charles Matthews. He normally makes a 3-pointer on a 1 or 2 and makes a 2-pointer on a 3 to 8.
He can add two made three pointers to make a 1 to 4 all made 3-point shots, which does not go beyond his doublling of the 3-pt made, and lower his 2-point made from 8 down to 4 (removing two 2-pointers made for every 3-pointer added so he now misses on a 5 to 8.
Zion Williamson only makes a 3-pointer on a roll of "1" so he can only make it "1-2" for 3-pointers made because that doubles his three pointers from 1 to 2. His highest two made 2-pts are 10 and 11, so those become missed 3-pointers, but he still makes a 2-pointer on 3 to 9.
11. A team ahead who could only lose by fouling on the last possessions can decide to let the other team score. In that case whichever player gets the ball scores unless he is trying for a 3-pointer and misses, or he turns it over. However, ignore any foul and just score the points.

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