Wednesday, April 24, 2024

Unseld's Louisville Hits Buzzer Beater to Withstand Oakland's 3-point barrage, 75-72

After trailing Wes Unseld's 1968 team 68-58 with fewer than five minutes to play, Oakland 2024's Jack Gohlke and Blake Lampman hit four of five 3-point shots and Lampman added a 2-point shot with 16 second left to tie the game 72-72. However, Butch Beard then hit a buzzer beater 3-pointer - only the second Louisville 3-pointer of the game, pull out a third narrow win for a new team added due to having one of the greatest players of all time over a 2024 team added because their school did not yet have a team but this year they won an NCAA game.

More important, this was the first game in which we used the new dunk rule. It did come into effect on one play, when Lampman drew a "missed 3-pointer" but a 52 dice roll to fall within his dunk range. Under the new rule in this combination of rolls, the player gets a look at an open 3-pointer instead of simply laying the ball in for 2-points. Lampkin's 3-point made range of 1-5 was increased to 1-10, and the roll of "6" on the 20-sided die gave him a 3-point made shot.

Louisville was a 14-point favorite, and dropped from 154th place (-8.0 rating) to 180th place (-6.0) all time with the closer than expected game. Oakland improved from 233rd place (-20.0) to 231st place (-18.0) by almost repeating their real season stunner over Kentucky with an upset of Louisville in this game. A key was holding all-time great Unseld, one of the greatest rebounders of all time at 1-11 in both offensive and defensive rebounds - to only eight rebounds to not let him take over the game.

Advanced Jack Gohlke "Dunk Range" Rule updated in the Value Add Basketball Game

On April 23, 2024, we made an adjustment to the Value Add Basketball Game regarding the result if a roll of 51-66 falls within a players dunk range (or stop range). We call this the Jack Gohlke Rule. You can still use the basic rule, which is that the offense has the option of changing the result of a 20-sided die roll to a "2-point basket made" if the 11-66 dice result in a "Dunk." However, or the more accurate results, follow these instructions for a roll in the dunk range:

In most cases the player has a "Dunk Range" of 51 or higher, which is adjusted by the defenders "Adj" + or minus. So a 51-53 range, and a -1 on the defenders card would be a 51-52 dunk range for the game. If the roll is within the range use this chart to convert the result of the 20-sided die roll:

Result on 20-sided die                             If two 6-sided die falls in players dunk range (adjusted by defenders + or -)      
3-point shot maderemains 3-point shot made
2-point shot maderemains 2-point shot made
FTx2 - fouled and 2 free throwsStill fouled, but 2-point basket good and 1 free throw
Missed 3-pointerDOUBLE 3-point made range (e.g. 1-5 becomes 1-10) and roll 20-sided die again. Result is within doubled range then 3-point shot good, if outside range then 3-point shot missed.
Missed 2-pointer2-point shot made


If the result of the dunk range plus or minus the defenders "adj" is less than 50, then the player instead has a STOP range. This can be found in red on the chart in the instructions, but for every number below 50 a STOP range is created above 50. So a 51-47 and a -1 on defense adds up to a 51-46 dunk range. Since 46 is 4 less than 50, a STOP range of 51-54 is created - but you can look this up on the dunk chart in the instructions rather than try to do the math. If the roll is within a player's stop range, then one of the following two things happens:
 
If STOP Range instead of DUNK RangeIf two 6-sided die falls in players STOP range, which means result of dunk range adjusted by + or - defense is less than 50.
If PG or SG (2 players furthest LEFT on sheet in game)Ignore 20-sided die - result is TURNOVER
If SF, PF or C (other 3 players in game)Ignore 20-sided die - result is missed shot and defender guarding players gets rebound.




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