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Basketball Strategy» Forums » Variants

Subject: Basketball Strategy 2.0 rss

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Charles Sutherland
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e a turnover.

Jumpballs are handled per the normal table, once in play the following occures:

A. Defense secretly selects a defense. (Solo roll D10, 10=Man to Man)
B. Offense picks a pace and selects passer and shooter from team.
C. Defense is revealed and the modifiers are combined with the dice roll to see result.
1. On a Turnover consult the Turnover table.
2. Roll shot and consult table for results.
D. If the Offense player scores either by Free Throws or made Shot the defender does one of the following:
1. Picks a Strategy Card by rolling 2xD6 - 5 <= Coach Rating.
2. Places a Strategy Card facedown
3. Flips a Strategy Card faceup
4. Looks at face down Strategy Card
5. Removes a Strategy Card > 32 = 2
Lost Round of 32 = 3
Lost round of 16 = 4
Lost Round of 8 = 5
Lost in finals = 6
Tourney winner = 7 (Also gains a special Cardiac Kids Card Strategy card)
The Coach rating is the number of extra moves you can do per half. (Extra move may be done only during a Time Out by your team or a Foul by other team). The Coaching rating is also the number of cards you may have in your hand at one time.

You will need All Star Replay 4-1 and 4-5 to review before attempting this system there is a link on the BBS page for it.

I'll upload strategy cards and defenses in files section soon



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Chad Smith
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Carmel
Indiana
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Curious as to how many games you’ve played with this system? Just curious how it worked for you... Thanks

CWS
 
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Charles Sutherland
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Basketball Strategy

Alternate play system.

This modification is based on the ASR series by Dennis R. Rose Vol 4, 1 and 5. In the ASR article Dennis converted the system to a die roll event generated system instead of a card based system allowing owners a more solitare friendly game. However the pace of the game was still the issue.

It simply takes to long (real time) to generate a shot or play out a game. I have attempted to shorten the shot event cycle by altering the tables so that a single roll generates a shot attempt with the assumption that several passes took place preceeding the shot. Thus you roll the dice once for each offensive attempt taking a shot at the end of that roll. To make Mr. Rose' tables work in this system I had to remove the pass again and Offense ball events, replacing them with a -2 and -4 guarded shot attempt thus allowing a shot to be attempted after every roll.

Time removed is based on the tempo selected by the offensive coach. Ranging from 4 to 32 seconds time. In some instances of older NCAA games the shot clock was not used. If you are recreating a game from that era you may decline a shot instead and roll again on the table. Also anytime you are playing for the last shot and the number of time elements are not equal to the pace values set your pace to the first item having more time than remaining and declare last shot. Note that if Opponent attempts to foul each attempt takes only 1 time element.

I have redesigned the defensive tables in such a way that you may still use the card system to play a face to face game with the 9 cards representing the 9 defensive tables. Note there are some combination zone and man to man defenses requiring some additional rules. The box and One represents 4 zone defenders and 1 man to man defending. The team defense rating uses the defense of the 4 zone players plus 1/2 the man to man defender rounded up. If the player being guarded by the man to man defender is the shooter the zone defense rating die roll modifer is applied to the man to man rating table. Same is true for the triangle and two defense. If the two man to man defenders are defending the same player then use the double team modification plus the zone defense mods. So if 3 zone defenders are all 3 defense rating and the normal defender is a 2 defense with the double team player a 4, the net modifer would be +1 for the zone, and +6 for the 4 defender rolling on the 2 table for man to man. So a pass to zone A roll of 43 would modify to 54 and be a turnover.

Jumpballs are handled per the normal table, once in play the following occures:

A. Defense secretly selects a defense. (Solo roll D10, 10=Man to Man)
B. Offense picks a pace and selects passer and shooter from team.
C. Defense is revealed and the modifiers are combined with the dice roll to see result.
1. On a Turnover consult the Turnover table.
2. Roll shot and consult table for results.
D. If the Offense player scores either by Free Throws or made Shot the defender does one of the following:
1. Picks a Strategy Card by rolling 2xD6 - 5 <= Coach Rating.
2. Places a Strategy Card facedown
3. Flips a Strategy Card faceup
4. Looks at face down Strategy Card
5. Removes a Strategy Card > 32 = 2
Lost Round of 32 = 3
Lost round of 16 = 4
Lost Round of 8 = 5
Lost in finals = 6
Tourney winner = 7 (Also gains a special Cardiac Kids Card Strategy card)
The Coach rating is the number of extra moves you can do per half. (Extra move may be done only during a Time Out by your team or a Foul by other team). The Coaching rating is also the number of cards you may have in your hand at one time.

You will need All Star Replay 4-1 and 4-5 to review before attempting this system there is a link on the BBS page for it.




 
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