Roll 20-sided die for position on chart below, and 6-sided die to see if he gets it (if within his 1-6 range on Off Reb or 1-6 on Def Reb).

**If 20-sided die is 6-9 after missed free throw, ignore 6-sided die and defensive Power Forward (4) gets rebound. If 16-19, Defensive Center (5) gets rebound. If Off C or Off PF misses FT, then 20-sided gives them chance at rebound (roll of 1-3 or 4-5),Off SF has chance instead.**__Following italics ONLY for MISSED FREE THROWS.__1 | Offensive C (bottom of 5 players) | 11 | Defensive C (bottom of 5 players in game) |

2 | Offensive C | 12 | Defensive C |

3 | Offensive C | 13 | Defensive C |

4 | Offensive PF (4th player in game) # | 14 | Defensive PF (4th player in game) |

5 | Offensive PF | 15 | Defensive PF |

6 | Offensive SF (middle of 5 players) | 16 | Defensive SF (middle of 5 players) |

7 | Offensive SF | 17 | Defensive SF |

8 | Offensive SG (2nd from top) | 18 | Defensive SG |

9 | Offensive PG (top of 5 players) | 19 | Defensive PG (top of 5 players) |

**10 or 20:**Check all 5 Offensive Ranges of 1-6 for team that shot, and all 5 Defensive Ranges of 1-6, and highest range of all 10 players gets rebound (offense gets tie).

If missed shot or free throw occurs on odd numbered possession (43, 41, 39 … 3) except for final “1”, then ignore chart and instead score as defensive team rebound.

The Offensive Point Guard (or Off PG) above refers to the "1" or top player of 5 cards of the team that missed the shot. The Offensive Shooting Guard (Off SG) is the "2" or 2nd card of the shoting team, the Offensive Small Forward (Off SF or "3") is the middle of 5 cards, the Offensive Power Forward (Off PF or "4") is the next to the bottom card, and the Offensive Center (Off C or "5") is the bottom of the 5 cards.

Likewise the Defensive player at each of these five positions are the same positions top (1, Def PG) to bottom (5, Def C).

Once you are familiar with the game, you will probably only
need to look at the rebound chart above during the game, but for your first
couple of games we spell out the various dice results for all four dice.

The rebound chart above is actually the 5th of 5 steps in the game. We put it at the top because to play the game the rebound chart down is the first thing you need visible, followed by 2) a score sheet, and 3) 5 player cards visible of the players in the game from top (1) to bottom (5). You also need a 20-sided die, 8-sided die, and two 6-sided dice of different colors to get a roll of 11-66. You roll all 4 dice to start the game with the visitors 44th possession (counting down to the end of the game with the home team’s first (1) possession.

When the 8-sided roll is 1,2,3,4 or 5 the ball goes to that player - 1 to the top player, 5 to the bottom.

For rolls of 6,7 or 8 refer to any players who have either a “6 7” or just a “7” in the lower left corner - some players will have just a 1, 2, 3, 4 or 5 for their recommended position (you can play anyone in any of the five), but after that one number some players have an extra "7" or an extra "6 7." At the beginning of the game and anytime the line-up changes, check all five players bottom left corner to determine which scenario applies whenever you roll a 6, 7 or 8.

6 = Roll again

7= Roll again

8 =Roll again

6 - Player with 6 7 gets ball

7 - Player with 6 7 gets ball ignore 11-66 and use his 20-sided die

8 - Ball goes to player nearest top of 5 with a 7, if none of other 4 have a 7 then roll again

6 - Player nearest the top of 5 players with a 7 gets ball

7 - 2nd player from top with a 7 gets ball, if only one player has a 7 roll again

8 - 3rd player from top with a 7 gets ball, if only 2 players have 7 then roll again

If roll again appears a second time on the same possession, score as a turnover (shot clock violation), record no points scored that possession and roll for the team.

**Official rules of Value Add Basketball**The rebound chart above is actually the 5th of 5 steps in the game. We put it at the top because to play the game the rebound chart down is the first thing you need visible, followed by 2) a score sheet, and 3) 5 player cards visible of the players in the game from top (1) to bottom (5). You also need a 20-sided die, 8-sided die, and two 6-sided dice of different colors to get a roll of 11-66. You roll all 4 dice to start the game with the visitors 44th possession (counting down to the end of the game with the home team’s first (1) possession.

**Step 1 (player card column 1, bottom): who gets the ball (look at 8-sided die):**

When the 8-sided roll is 1,2,3,4 or 5 the ball goes to that player - 1 to the top player, 5 to the bottom.

For rolls of 6,7 or 8 refer to any players who have either a “6 7” or just a “7” in the lower left corner - some players will have just a 1, 2, 3, 4 or 5 for their recommended position (you can play anyone in any of the five), but after that one number some players have an extra "7" or an extra "6 7." At the beginning of the game and anytime the line-up changes, check all five players bottom left corner to determine which scenario applies whenever you roll a 6, 7 or 8.

*Scenario 1: No player has “1” OR if none of the 5 players have either a 6 7 or a 7*6 = Roll again

7= Roll again

8 =Roll again

*Scenario 2: any player has 6 7*6 - Player with 6 7 gets ball

7 - Player with 6 7 gets ball ignore 11-66 and use his 20-sided die

8 - Ball goes to player nearest top of 5 with a 7, if none of other 4 have a 7 then roll again

*Scenario 3 - If no 6 to 7, but at least one player has a 7*6 - Player nearest the top of 5 players with a 7 gets ball

7 - 2nd player from top with a 7 gets ball, if only one player has a 7 roll again

8 - 3rd player from top with a 7 gets ball, if only 2 players have 7 then roll again

*(note if 4 or 5 players all have 7s then the player or players at the bottom including the center my will never get the ball in a roll of 6,7 or 8, but they get the ball more in offensive rebounds)**Roll again*- if the 6,7 or 8 roll results in a roll again then the shot clock is running low. Roll all 4 dice again using the same chart but with the following adjustments:If roll again appears a second time on the same possession, score as a turnover (shot clock violation), record no points scored that possession and roll for the team.

**Step 2: 11-66 results (check defender's card on 11-36 or player with ball 41-66)**

*Note from above (if "7" on 8-sided die and a player with "6 7" is on court, skip to Step 3)*

**11-16**– if in defender's steal range then steal, if not go to 20-sided die. Note that steal range on card is sometimes adjusted:

*If offensive team’s dunk range is 51-57 or 51-58 then all defenders’ steal range is lowered by 1.*

*If offensive team’s dunk range is 58 or higher then all defenders’ steal range is lowered by 2.*

*If roll occurs with a roll of 6, 7 or 8 roll (instead of 1-5 below) then all defender’s steal range is cut in half and rounded DOWN, so 11-11 becomes no steal, 11-12 or 11-13 becomes 11-11, 14-15 becomes 11-12 etc.*

**21-26**– if in defender's block range then blocked shot, if not go to 20-sided die. Note that steal range on card is sometimes adjusted.

*Use same three possible reductions to block range as you make to the steal range above.*

**31**– If any of 5 defenders on court have steal range of 11-19 after any adjustments above, defensive player steals the ball no matter which player has it.

**32**– If any player has block range of 21-29 or higher after any adjustments, he blocks the shot and check for rebound if an even numbered possession as you would any missed shot.

**33-36**– If falls with defenders foul range he commits foul for at least two shots. This is the one case in which you use both the 33-36 range on defense AND the 20-sided die. Player normally gets two shots, BUT if occurs on 3-point shot made or 2-point shot made he gets the score and gets one free throw. If fouled on missed 3-points shot then he gets three free throws.

**41-46**– If player with ball has turnover range that die roll falls within, mark as team turnover with no points scored that possession then roll all dice for other team’s possession.

*If teams’ offensive dunk range is 51-58 or 51 -59 then lower turnover range by 1. If range is 51-60 or higher, then lower turnover range then lower turnover range by two.*

**51-66**– If falls within offensive dunk/layup range minus the defender's adjustment, then scores 2 points,

*but if 20-sided die indicates a 3-point shot made then he makes a 3-pointer instead.*

*Since all players on a team have the same dunk range and all their defenders have the same adjustment range for their dunk range, it is easiest to write each dunk range on the scoresheet at the beginning of the game. Assume the following dunk ranges and adjustment to dunk ranges:*

*Step 1:*

*Find below middle column*

*Team A. Team B*

*Dunk range. 51-56. 51-52*

*Adjust dunk. -2. 2*

*Add\subtract opp 2nd line. 51-58. 51-50*

*Step 2*

*The LOWER player's dunk range minus opponent's adjustment must always be between 51-50 (no dunks) and 51-53.*

*Scenario A - in the caee*

*above the lower range is 51-50, so no further adjustment is needed and those two ranges will be used for the whole game with Team A never getting a dunk and Team B scoring a dunk of layup on any roll of 11-58 (really 11-56 since there is no 57 or 58).*

*Scenario B - if instead Team A's range calculated to 51-54, it would need to be lowered by 1 to 51-53, and thus Team B would also be decreased by 1 to 51-57.*

*Scenario C - if Team A's range were instead 51-46, then it would need to be increased by*

*4 to 51-50 and Team B would.likewise be increased by 4 to 51-62.*

*Step 3 - because their are really no rolls of 57, 58, 59 or 60 on the two 6-sided dice, a team in those ranges instead lessens the chance of a steal or turnover.*

*If team B's dunk range is 51-57, then write above team A "-1 from all steals."*

*If team B's range is 51-58, then also write "-1 from all turnovers" above team B."*

*If team B's range is 51-59, so both but make it "-2 from all steals" over team A."*

*If team B's range is 51-60 or higher, then also write "-2 from all turnovers" above team B.*

*So in scenario C above where Team B has a 51-62, any of their players score immediately on a roll of 51-62, but also anytime a team A player has a chance for a steal it is lowered by 2 (e.g. a steal 11-15 becomes 11-13) and any time the Team B player might turn it over it is lowered by two (e.g. a 41-44 becomes 41-42).*

If the 11-66 roll does not fall into the relevant player
range above, then proceed to the 20-sided die.

**Step 3: 20-sided die for shot or fouled while shooting**

If nothing on the 8-sided die or 11-66 roll ends the action, then the player gets off a shot. Refer to the 20-sided die for the result of that shot.

If a team had to roll again on the same possession because the first roll included a 6, 7 or 8 that did not match a player, then all odd numbered rolls of the 20-sided die (1, 3 ... 19) become missed shots and the defense gets a team rebound. In all other cases, simply read the result and apply one of five results:

If a team had to roll again on the same possession because the first roll included a 6, 7 or 8 that did not match a player, then all odd numbered rolls of the 20-sided die (1, 3 ... 19) become missed shots and the defense gets a team rebound. In all other cases, simply read the result and apply one of five results:

**3-pt made range:**add three points to the team’s score on the running score on the possessions and if scoring players add three points to his total.**2-point made range:**add two points, otherwise same as above.

**Fouled, 2 shots:**take two fouls shots as noted in Step 4 below.

**Misses 3:**Shot is missed, odd numbered possessions except for final “1” possession record that no points were scored and record defensive team rebound. On even numbered (shaded on scoresheet) or last “1” possession, go the rebound chart at top.

**Misses 2:**same as above for misses 3. The only reason we break down whether it is a missed 3 or missed two is in case the player is also fouled on a 33-36 roll and we need to know if he gets 2 or 3 shots.

__Only if playing a game with players from different teams__- A roll of 19 or 20 is a missed shot. However, if you are playing a team of different players like an all-conference team or mix and match, look for any player on the court with an A: 19-20 (Ethan Happ of Wisconsin or Ja Morant of Murray State) or an A:20. These indicated those rolls for any of their four teammates are changed to a 2-point basket. Do NOT use this when playing a team, because the great assists player is already built into their cards shooting.**Step 4: Free Throws (roll 20-sided die only and refer to FT)**

If in players “Free Throws” range in bottom right, free throw is made, if not, missed.

If last free throw is missed, roll 20-sided die again and use chart above but note # and @ results of 6 to 9 and 16 to 19 go directly to defensive PF or C regardless of 6-sided die (in games, offense only gets 14% of missed free throws, less than half of 29% of missed shots).

**Step 5: Check for Rebound (back to top)**

If a player misses a shot or the last free throw, check to see who gets the rebound.

1. If the miss occurs on an odd numbered possession (39, 37 ... 3) except for the final "1" possession, then record a defensive team rebound and no points for the offense on that possession.

2. If the miss occurs on the even numbered possession (shaded on the score sheet) or on the final "1" possession, then roll the 20-sided die and one 6-sided die and refer to the Rebound Chart at the top of this blog.

3. If the miss occurs on an even numbered possession but on a free throw, use the rebound chart but note rolls of 6-9 or 16-19 always go to the defense on a free throw.

At the end of a possession record the team's new score - adding 3 for a 3-pointer, 2 for a 2-pointer, 1 for each free throw, but leaving the score the same if the possession ends with a defensive rebound, turnover or steal.

1. If the miss occurs on an odd numbered possession (39, 37 ... 3) except for the final "1" possession, then record a defensive team rebound and no points for the offense on that possession.

2. If the miss occurs on the even numbered possession (shaded on the score sheet) or on the final "1" possession, then roll the 20-sided die and one 6-sided die and refer to the Rebound Chart at the top of this blog.

3. If the miss occurs on an even numbered possession but on a free throw, use the rebound chart but note rolls of 6-9 or 16-19 always go to the defense on a free throw.

At the end of a possession record the team's new score - adding 3 for a 3-pointer, 2 for a 2-pointer, 1 for each free throw, but leaving the score the same if the possession ends with a defensive rebound, turnover or steal.

*However, if the possession continues after a score because a player scores and is fouled, or gets an offensive rebound off a free throw after shooting, we recommend writing a small 1, 2 or 3 in the corner to note that many points already have been scored but that there could be more points scored before the possession is over and you write the new score.*If you use google sheets and google docs and want all components of the game including players in one google sheet, just click here.

Player cards are now broken into conferences to make printing easier:

Big 12 cardsBig Ten cards

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