We consolidated all instruction blogs for Value Add Basketball to this Master Instructions Blog.
If a shot is missed on an even numbered possession (44,42, 40 … 2 and thei final “1” possession then roll the 20-sided die and one 6-sided die to determine who gets the rebound.
If a shot is missed on an even numbered possession (44,42, 40 … 2 and thei final “1” possession then roll the 20-sided die and one 6-sided die to determine who gets the rebound.
Offense use players 1-6 range BEFORE / Defense use players 1-6 def range AFTER /
1 Off Center (in 5 slot) 11 Def Center (in 5 slot)
2 Off Center (in 5 slot) 12 Def Center (in 5 slot)
3 Off Center (in 5 slot) 13 Def Center (in 5 slot)
4 Off PF (in 4 slot) 14 Def PF (in 4 slot)
5 Off PF (in 4 slot) 15 Def PF (in 5 slot)
6 Off SF (in 3 slot) 16 Def SF (in 3 slot)
7 Off SF (in 3 slot) 17 Def SF (in 3 slot)
8 Off SG in 2 slot) 18 Def SG in 2 slot)
9 Off PG (in 1 slot) 19 Def PG (in 1 slot)
10 or 20 highest on court - see below
If an offensive player gets the rebound, immediately roll the 20-sided die again and go to the rebounder’s
right (green) column to see the result of his shot or if he is fouled. If he misses a shot after getting the
rebound, then roll the 20-sided and one 6-side die again to see who gets the next rebound.
right (green) column to see the result of his shot or if he is fouled. If he misses a shot after getting the
rebound, then roll the 20-sided and one 6-side die again to see who gets the next rebound.
The 20-sided die determines which player has a chance to get the rebound. If the 6-sided die is within
his range then he gets the rebound, if not then the opposing player at the same position gets it.
his range then he gets the rebound, if not then the opposing player at the same position gets it.
On odd numbered possessions (43, 41 … 3) except for the final possession, automatically record
a defensive rebound without rolling the 20-sided and 6-sided die.
a defensive rebound without rolling the 20-sided and 6-sided die.
On a missed second foul shot, only the offensive C (5th slot) or PF (4th slot) can get a rebound, but if
one of them is attempting the free throw then the offensive SF (3rd slot) can attempt to get an offensive
rebound. If the 20-sided die after a missed free throw indicates an offensive player who cannot get
the rebound, simply record a defensive team rebound.
one of them is attempting the free throw then the offensive SF (3rd slot) can attempt to get an offensive
rebound. If the 20-sided die after a missed free throw indicates an offensive player who cannot get
the rebound, simply record a defensive team rebound.
If 10 or 20 is rolled, review the Off Reb ranges (before dash) Of all 5 players on team who shot, and
all Def Reb ranges of other Team and highest on court gets Rebound (if tie, give to offense).
all Def Reb ranges of other Team and highest on court gets Rebound (if tie, give to offense).
If a roll of 6 on the 6-sided die is outside his range, defense gets ball UNLESS: Any teammate with
an off reb of 1-8/ or Higher gets the rebound. If a roll of 5 on the 6-sided die is outside his range,
defense gets ball UNLESS: Any teammate with an off reb of 1-10/ or Higher gets the rebound.
Off Reb of 1-8 or higher.
an off reb of 1-8/ or Higher gets the rebound. If a roll of 5 on the 6-sided die is outside his range,
defense gets ball UNLESS: Any teammate with an off reb of 1-10/ or Higher gets the rebound.
Off Reb of 1-8 or higher.
Note that at start of game if one team’s dunk/layup range is 51-58 or higher, then
The def reb of every opposing defender Is lowered by 1. (but do not lower anyone
Lower than 1-2).
If the team’s dunk/layup range for the game Is 51-60 or higher, then the def reb of
Every opposing player is lowered by 2 (but Do not lower beyond 1-1.)
No comments:
Post a Comment