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Board
Game Manual (1980 to present) |
STRAT-O-MATIC PRO BASKETBALL BOARD GAME
INSTRUCTIONS FOR BASIC VERSION
(Black print side on all cards)
You have in your possession a basketball game which contains all the
features of professional basketball. In Strat-O-Matic, pro basketball
players will perform realistically according to their actual records and
assisted by your coaching decisions. All rules of pro basketball apply.
Each coach selects his team and plays five men, one for each position, in
his starting lineup. A player’s position is found at the top right side of
player card underneath “rebounding.” Some players play more than one
position. Two guards, one center and two forwards, comprise the starting
lineup. Place each starting player in the area marked for each position
adjacent to the playing board. Guards can play either guard positions.
Designate one team to be “home team” and the other team to be “visitor.”
When both coaches have placed their starting lineups in positions, each
pair of players playing the same position are considered “matched up” for
defensive purposes. If there is disagreement regarding a matchup, the home
team’s coach’s intention has priority. Each coach places his team’s
defensive card in a convenient place. Punch out the basic action decks
cards and place in deck form to side of the game board.
Prior to the start of each period, shuffle the action deck and count off
10 cards from the top. Place these down and place the two-minute card
faceup on top. Then cont down 20 more cards and insert the six-minute card
on top of the deck. Place the remaining action cards son the deck. A
period is completed when all basic action deck cards have been discarded
faceup. Extract all possible activity from the last action deck card.
To begin the game, roll two white dice and refer to the jump ball section
of the playing board to find out which team will be on offense. To
illustrate, let’s assume that Philadelphia, the home team, has won the
jump against visiting New York. AS THERE ARE NO DISCARDED OR USED CARDS,
the coach on offense (Philadelphia) then draws the top card of the basic
action deck and refers to the section marked “control.” For example, if
the card to the left (No. 3) is drawn and discarded faceup, the control
section indicates that the left guard has control of the ball. Once the
identity of the player in control is established, the coach on offense
(Philadelphia) draws the next basic action card (discard faceup), and
refers to either the home or visitor’s section of the card, whichever
represent his team. In this example, the coach on offense (Philadelphia)
represents the home team. Referring to the home section of the card (No.
49) found above, we find a reading of “shot.” The player in control, in
this instance the LG, therefore has a shot. Roll all three dice, reading
the black die separately from the white dice. If the black die’s reading
is D, refer TO THE OPPOSING TEAM’S DEFENSIVE CARD (NOT the opposing
defensive player’s card). If the black die results in no reading (blank
result) or an X, refer to the controlling offensive player’s card. The
white dice total is used by referring to the series of numbers (2-12)
located on both the offensive player and team defensive cards. For
example, if
the black die reads D and the white dice total 4, refer to the
DEFENSIVE CARD OF THE TEAM presently playing defense (New York –
illustrated on page 2) to the number 4. The result is an X, indicating the
shot is good. In another example, if the black die yielded an X or no
reading with the white dice totaling 4, the Philadelphia coach (coach on
offense) refers to his left guard’s card (see Andrew Toney – illustrated
on page 2) to number 4. As nothing is located opposite number 4, you will
notice that other readings also occur. The meanings of these readings will
be discussed later. For now, let us assume that Toney’s shot was good. The
visiting New York Knicks would then assume the offense.
The New York coach initially must determine the identity of the Knick
player in control. AS THERE ARE DISCARDED OR USED CARDS, HE DOES NOT DRAW
THE NEXT BASIC ACTION CARD. INSTEAD, HE LOOKS AT THE CONTROL SECTION OF
THE LAST DISCARDED BASIC ACTION CARD. Referral to our last discarded BASIC
ACTION card’s control section (see card No. 49 on page 1) indicates that
the RF has
control. The Knick coach then draws the top basic action deck
card and refers to the visitor’s section of the card. Assuming the card to
the left (No. 20) was drawn, the RF (player in control) has an open shot.
Whenever the ball changes hands, the team gaining possession must always
refer to the last discarded action card for player control. The next
action card is then flipped over for play results. The dice are then
rolled resulting in an X-9 reading. Refer to the Knicks’ RF player card
(see Campy Russell – illustrated on page 3) to the number 9. The result is
an O indicating success for an open shot only. Successful OPEN SHOTS occur
when the player card or defensive card reading is X or O. Successful SHOTS
occur when the player or defensive card reading is X. An O reading for a
SHOT results in an unsuccessful attempt.
REBOUND
SITUATION
Assume, with Russell shooting, an X-4 is rolled. As nothing is located
opposite number 4, the shot is no good. Therefore, a rebound occurs. Refer
to the rebound section OF THE LAST DISCARDED BASIC ACTION
CARD. Use the
first reading to determine the rebound outcome. Refer to the designated
player’s rebound rating found at the top of his card (offensive and
defensive rebounding). In this example, the last discarded action deck
card (No. 20) indicates a possible rebound for the offensive RF if his
rating is 2 or more. Russell, the offensive RF, has a rating of only 1
and, therefore, does not get the rebound. In this instance the rebound is
automatically captured by the defensive RF (indicated in the rebound
section of the last discarded action card No. 20 by the phrase “If not –
opposing right forward”). If Russell’s rating is 2 or more, HE WOULD
CAPTURE THE REBOUND AND AUTOMATICALLY ATTEMPT AN OPEN SHOT. ALL REBOUND
SHOTS ARE OPEN.
In a given rebound situation, if a second rebound outcome result is
necessary (caused by a missed shot), refer to the second rebound reading
of the last discarded action card to determine possession. If a third or
more rebound outcome result is necessary in a particular sequence, draw
another basic action card and refer to rebound section’s first listing. A
rebound reading may be used only once. If a defensive player or the
defensive team gains possession, refer to the last discarded action card’s
control reading and proceed. Occasionally, a rebound reading such as “any
offensive player, 7 or more-if not – defensive team rebound,” will appear.
The offensive coach checks his lineup to see if any player has an
offensive rebound rating of 7 or more. If two or more players exceed the
rebound reading, credit the rebound to the player with the higher rating.
If two or more players have the same qualifying rating (say 9) arbitrarily
credit the rebound to one player. If the offense does not have any players
with a rebound rating equal to or exceeding the rebound reading, the
defense captures the rebound and refers to the control section of the last
discarded action card. Whenever the ball changes hands, the team gaining
possession always refers to the last discarded action card for player
control and then must flip over the next action card for play results.
THIS IS ALWAYS A TWO-STWP PROCEDURE. Rebound situations occur after all
missed field goal attempts and missed foul shots not followed by
additional foul shot attempts. The identity of the rebounder and player in
control will usually be different. Assume that the rebounder passed off to
another player with the controlling player eventually receiving the ball.
Readings from the basic action deck will result in additional outcomes.
Below is an explanation for each of these additional outcomes:
R OR REPLAY – Indicates that the offensive
team’s attack has broken down. Offensive team retains possession and
refers to control section of last discarded action card. Play then
proceeds normally. If three replays transpire before a shot is attempted
or a foul is drawn, a 24-second violation occurs.
STEAL – PASS TO HIGHEST RATED SHOOTER FOR SHOT –
The controlling player’s opposing defensive player has stolen the ball
from him and passes to the highest rated shooter on his team for a shot.
If two or more players have identical highest rating, the coach
arbitrarily selects one. The shooting rating is found in the middle upper
portion of each player’s card under “shooting.”
OPPONENT DEFENSE – SHOT ATTEMPT RESULTS –
Please note that his is the only situation in which a roll of the dice is
not necessary for a shot. Refer to the controlling player’s opponent’s
defensive column to the indicated number found on the action deck card. A
reading of either god or no good is indicated. Good indicates a successful
shot attempt. No good indicates an unsuccessful shot attempt. To
illustrate, let us assume that home team Philadelphia’s Andrew Toney is
controlling the ball and is guarded by Campy Russell. Car No. 20 is
selected. The reading is opponent defense 20 – shot results. AS RUSSELL IS
GUARDING TONEY, refer underneath Russell’s defensive column to 20. The
result is an unsuccessful shot.
PASSING –
Refer to the controlling player’s passing column to the number indicated
on the basic action deck card. A reading of either turnover or pas to
highest rated shooter for shot occurs. For example, with Campy Russell of
the visiting New York Knicks controlling the ball, card No. 3 is selected.
The reading is passing 28. Refer to Russell’s passing column to 28. The
result is a turnover.
OPPONENT DEFENSE – Refer to the
controlling player’s opponent’s defensive column (similar to above
opponent defense – shot attempt results) to the indicated number found on
the basic action deck. Several possible readings from the defensive column
may occur. Some with explanations are listed below:
Steal Take Open Shot
– Defensive player steals ball and attempts an open shot.
Steal – No Shot, Look At Control
– Defensive player steals ball, no shot is attempted. Defensive
team gains possession and refers to control section of the last discarded
card.
Pass To Any 1+ For Shot
– Controlling offensive player passes ball to any teammate with
a shooting rating of 1 or better who then attempts a shot. If no teammate
possesses a 1 rating, a replay occurs causing the offensive team to refer
to the control section of the last discarded action deck card.
Shot –
Controlling offensive player attempts a shot.
INTERPRETATION OF READINGS
ON PLAYER AND DEFENSIVE CARDS
OFFENSIVE FOUL – Controlling player of
offensive team is guilty of a foul and gives up possession of ball. No
foul shot is attempted.
F(1) OR F(2) – Controlling offensive
player has been fouled by defense. A personal foul is charged against the
defensive player who is guarding him. F(1) indicates a one-shot foul and
F(2) indicates a two-shot foul. When a foul shot is to be attempted, roll
the two white dice and refer to upper left-hand portion of offensive
player’s card. Numbers following phrase “foul shooting” represent
successful foul shots. Numbers not appearing are missed foul shots. Due to
NBA rules, if foul shot is not attempted, team fouled takes ball out of
bounds. This is accomplished by referring to the control section of the
last discarded. Card.
X + F(1) – Indicates that shot is good and
offensive player was fouled in the act of shooting.
X ONLY IF PLAYER IS NOT GUARDED –
Indicates that field goal is good only if defensive opponent of offensive
player attempting shot is double teaming or guarding another offensive
player.
TURNOVER – When this reading occurs, team
on offense has committed a violation and loses possession.
SPLIT NUMBER –
When a reading such as X, 1-8 occurs, refer to the number found at the
bottom of the last discarded basic action deck card. If it falls between
one and eight, the shot is good. If it is a nine or greater, the shot is
no good. An O split reading (for example, O, 1-13) is significant only for
an OPEN shot.
POSSIBLE INJURY – This rating occurs only
with a dice roll of X-12 for all players. When the offensive action is
completed, refer to the number found at the bottom of the last discarded
basic action deck card. Refer to possible injury section of playing board.
If a player injury takes place (only players on team attempting shot can
be injured), refer to the action card prior to the previous basic action
deck card for number, and refer to number of games out of lineup column to
determine extent of injury.
ADDITIONAL
BASIC GAME RULES
DOUBLE TEAMING – The forward and guards
may double team any opposing player with whom they are directly connected
on the playing board. For example, the right guard may double team the
right forward and the left guard. However, he cannot double team the left
forward, as he is not connected to that particular player. All guards and
forwards may double team the center. The center is not eligible to double
team. When a defensive player double teams an offensive player, the
following changes are imposed upon the DOUBLE TEAMED OFFENSIVE PLAYER:
Reduce his shooting rating to 0; if a basic action deck card reads
“opponent defensive – (No. 16 to 25) shot attempt results,” the shot is
automatically no good; if the double teamed offensive player attempts a
shot and the black die reading is D, the shot is automatically no good.
Incidentally, the double teamed offensive player must always shot.
If the UNGUARDED PLAYER attempts a shot, it is automatically an open shot
for the unguarded shooter. In instances of basic action card readings of
“opponent defense – (No. 16 to 25) shot attempt results,” the shot is
automatically good. To signify a double team, the defense places two discs
on the playing board – one indicating the player double teamed and the
other indicating the double teaming player. A double team may be called or
taken off during a stoppage of play or after a basket is scored by the
opposing team. A double team does not affect a player shooting a rebound
or a steal shot. When a defensive foul occurs in a double teaming
situation , charge the double teaming defensive player with a personal
foul.
ASSISTS – For those individuals who enjoy
recording assist statistics, SELECT THE NEXT TO LAST DISCARDED basic
action card and refer to the “assist” portion of the control section.
Credit an assist to the player in the first indicated position providing
his assist number (found at the upper left-hand corner of his card) equals
or exceeds the first basic action deck card number. If it dos not, refer
to the second assist reading. If neither reading can be matched or
exceeded, no assist is credited. An assist does not occur on rebound
baskets, steal baskets or baskets in which an assist has been previously
awarded. If the position of the player indicated in the first action deck
reading is identical to position of player scoring field goal, use the
second assist reading. Assists are awarded automatically when a pass
thrown by a player leads to a basket.
THREE-POINT SHOT – May be attempted simply
by rolling three dice and referring to the player’s card (upper left-hand
corner) or the opposing team’s defensive card. If the dice roll number
appears on the card, the attempt is good; if it does not appear, the
attempt is unsuccessful.
MISCELLANEOUS DATA
LG = Left
Guard Off. = Offensive
RG = Right
Guard Def. = Defensive
C = Center
Reb. = Rebound
LF = Left Forward
RF = Right Forward
STRAT-O-MATIC PRO BASKETBALL BOARD GAME
INSTRUCTIONS FOR ADVANCED VERSION
(Blue
print side on all cards)
It is
advisable to play the basic game before playing the advanced version. To
begin the advanced game, each coach selects his team. Two guards, one
center and two forwards, comprise the starting lineup. For most realistic
results, place your better playmaking guard at right guard and your
stronger rebounding forward at left forward. Right forward and left guard
should be your shooting forward and shooting guard, respectively. Although
there are exceptions to this rule, we suggest placing your players in this
fashion. It is permissible to interchange your guards for defensive
reasons.
Designate
one team to be “home team” and the other to be “visitor.” When both
coaches have place their starting lineups in position adjacent to the
playing board, each pair of players playing the same position are
considered “matched up” for defensive purposes. If there is disagreement
regarding a matchup, the home team’s intentions assume priority.
To set up
offensively, both coaches must position their players “outside” or
“inside.” A maximum of two players may be positioned inside, or close to
the basket. Any number of players may be positioned outside. To position
inside, simply place a disc over the area marked inside, located next to
his position on the playing board. It is advisable to place a forward or
guard inside offensively only when they have a decided height or weight
advantage on their defensive opponent; when they have inside scoring
ability; or when their opponent is weak defensively inside.
After the
starting lineups are placed opposite each other adjacent to the playing
board, each coach selects one of his team’s defensive cards: “close,”
“normal,” or “sag.” A close defense reduces the offensive team’s outside
shooting efficiency and increases its penetration effectiveness. A sag
defense increases the offensive team’s outside shooting efficiency and
restricts its inside effectiveness. A normal defense is an all-purpose
defense that does not weaken itself in one area in order to stop a
specific type of sot or player. Both coaches then designate one player on
defense to play inside. The player with the highest block rating (found at
the top left corner of each player’s card) is recommended to assume this
role. The positioning of a player inside defensively is not related to the
positioning of a player inside offensively.
The
advanced game has a separate deck of 60 action cards. Prior to the start
of each quarter, shuffle the action deck and cont off 10 cards from the
top. Place these cards face down, and place the two-minute marker faceup
on top. Count off 20 more cards, and insert the six-minute marker faceup
on top of the deck. Place the remaining action cards on the deck. The
action deck is now set for play. The quarter is over when the 60 action
cards have been used. When an action card is used, discard it faceup as
additional information on crucial plays and player control for the next
shot will be obtained from that card.
To begin
the game, roll two white dice and refer to the jump ball section of the
playing board to find out which team will be on offense. As there are no
discarded or used cards, the coach on offense selects the top advanced
action car. Assuming both teams are playing a normal offense rather than a
fastbreak offense, refer to the “normal control” section of the action
card. Either a passing reading (example – RG pass to LG), or a
“one-position control” reading (example – LF) will occur.
“POSITION CONTROL” READINGS
A
“one-position control” reading is dealt with in the same manner as in the
basic game (see basic game instructions) with one exception: Upon
selecting an advanced action card and referring to “home” or “visitor”
section, a
double reading may occur. Apply only that part of the reading that
pertains to the positioning of the involved player. For instance, if the
player is stationed inside, use only the “inside” section of the reading.
See “visitor” section of the advanced action card illustrated on page 7.
Different rules apply for two-positioned readings. Assuming a pass reading
of LG passing to RG is indicated, select another action card. DO NOT REFER
TO THE HOME AND VISITOR SECTION OF THIS ACTION CARD, BUT INSTEAD REFER TO
THE NUMBER FOUND AT THE BOTTOM OF THE CARD. Use this number to refer to
the passing player’s “passing” column. A shot is then attempted by the
player
receiving the pass providing that a turnover did not occur. Please not
that there are two sets of passing numbers found in the passing column of
each player card. The first set is used for normal play, and the second
set is used for fastbreak play (to be discussed later).
For
example, let us assume that Philadelphia’s coach, playing a normal
offense, obtains a LG pass to RG reading. The Philadelphia coach then
draws the next action deck card, which indicates a 5 value at the bottom
of the card. He refers to his LG’s (Toney’s) “normal passing” column to
the number 5. The result is a “T,” or a turnover. However, if the
Philadelphia coach refers to a reading in the control section of the
action card indicating a “LG pass to any player for position shot (flip
next card)” Toney, his LG, automatically throws a pass to any player
selected by the Philadelphia coach for a positioned shot (to be discussed
later). The next action deck card is automatically added to the discarded
pile faceup, (without initially referring to any of its readings), and the
dice are rolled for a shot attempted by the selected shooter.
READINGS OCCURRING IN PASSING
COLUMN OF PLAYER’S CARD
STOLEN – Ball is stolen from passer by
opposing defensive player (except in fastbreak situation to be discussed
later). No shot is attempted as defense assumes offensive posture, and
refers to control section of last discarded action deck card.
POSITION SHOT – Controlling player has
position shot. If he is positioned outside, he may shoot a three-pointer,
an outside shot or penetrate. If he is positioned inside, he may ONLY
shoot an inside shot.
OPEN POSITION SHOT – Pass results in an
open position shot to player receiving the pass. For example, with Toney
playing LG, assume a pass reading of LG to RF. Selecting the next card, a
number 18 is drawn. Referring to 18 under Toney’s passing column, an open
position shot is accorded the player receiving his pass, in this instance,
the RF.
T(LF) – Turnover, charge left forward with
a turnover.
T(C’) – Turnover, charge center with a
turnover.
FB SHOT – Fastbreak shot for receiver of
pass (to be discussed later).
DAZZLER – An automatic successful field
goal for receiver of pass. A DICE ROLL IS NOT NECESSARY.
ADVANCED ACTION DECK READINGS
NOT PREVIOUSLY DISCUSSED IN
BASIC GAME
SWITCH-DEFENDER – A switch always
results in an attempted OPEN shot, and a change in defensive players
guarding the shooter (whose identity has been established by the control
section of the last discarded action card). The shooter is allowed to take
any open shot (outside, penetration or inside) regardless of where he is
positioned offensively. Please note that two defensive positions are
listed after a switch. Use the first defensive position if it causes a
change in defensive assignments. If it does not cause a change in
defensive assignment, use the second position reading. Using the
illustrated action card, for example, refer to the switch reading under
home. If the LG, Toney, is the shooter, he would be guarded by the center.
OUTSIDE SHOT ONLY FOR PLAYER POSITIONED OUTSIDE –
Player positioned outside must ONLY shoot an outside shot or three-point
shot.
INSIDE SHOT ONLY FOR PLAYER POSITIONED INSIDE –
Player positioned inside must ONLY shoot an inside shot.
REPLAY UNLESS 2 OR 3 SHOOTER IN LINEUP – A
replay occurs only if none of the offensive players have a shooting rating
of 2 or better. If one or more shooters have a rating of 2 or more, select
one (the player controlling the ball has first priority providing he
qualifies) for a position shot.
POSITION SHOT FOR 2 OR 3 SHOOTER – A replay
occurs only if none of the offensive players have a shooting rating of 2
or better. If one or more shooters have a rating of 2 or more, select one
(the player controlling the ball has first priority providing he
qualifies) for a position shot.
SHOOTING
In
regards to the use of the action deck readings, there are many
similarities between the basic and advanced game. However, the shooting
aspect of the advanced game differs greatly from the basic game. Note that
Toney’s card is divided into four shooting columns: “outside,”
“penetration,” “rebound and inside,” and “fastbreak.” A “three-point
shot,” found at the tope left-hand corner of Toney’s card, is another
available shooting option. A coach’s shot selection for Toney is
restricted by Toney’s positioning, as well as the team’s offensive style
of attack. A PLAYER POSITIONED INSIDE IS LIMITED TO AN INSIDE SHOT ONLY,
UNLESS HE IS INVOLVED IN A SWITCH. A PLAYER POSITIONED OUTSIDE MAY ALWAYS
SELECT AN OUTSIDE SHOT OR THREE-POINT ATTEMPT, MAY SELECT A PENETRATION
SHOT WHEN NOT RESTRICTED TO AN OUTSIDE SHOT ONLY, AND IS ALWAYS RESTRICTED
FROM SHOOTING INSIDE EXCEPT IN A SWITCH SITUATION. FASTBREAK SHOTS MAY BE
SELECTED ONLY IN STEAL SITUATIONS, AND OCCUR AUTOMATICALLY IN FASTBREAK
OFFENSES.
As in the
basic game, three dice are rolled. If the black die yields a blank
reading, refer to the combined number total of the white dice reading to
the column on the shooting player’s card that accurately describes the
shot attempted. If the black die yields a D reading, refer to the opposing
team’s defensive card to the column that accurately describes the shot
attempted. If the black die yields an X, refer to the X column of the
defensive player guarding the shooter. If you examine the X column of
Toney’s card, you will note the letters “O” (outside shot), “P”
(penetration shot), “I” (rebound or inside shot) and “F” (fastbreak shot).
When an X is rolled on the black die, a player’s defensive ability is
being challenged. Use his outside rating (O) if the attempted shot is an
outside shot. Use his penetration rating (P) if the attempted shot is a
penetration shot. Use his inside rating (I) if the attempted shot is an
inside, or rebound shot. Use his fastbreak rating (F) if the attempted
shot is a fastbreak shot. When referring to a player’s defensive rating,
if the white dice total falls among the indicated numbers, the shot is
good. If the white dice total does not fall among the indicated numbers,
the shot is missed. A column void of numbers indicates that all field goal
attempts for that particular shot are no good. For example, with Toney
playing defense, his opponent attempts an inside shot, rolling an X-3.
Refer to Toney’s I segment of his X column. As three is among the listed
numbers, the shot is good. If you are keeping blocked shot statistics,
after a missed shot, you would refer to the block section of that
particular shot in the X column. If the white dice total appears in this
section, the missed shot was also blocked. A rebound occurs after a
blocked shot. Several players’ I portion of the X column contains a double
reading. Apply the upper segment of the I column when this player is
defensively playing a forward or guard position. Apply the lower segment
when this player is defensively playing center.
Basic game
procedure applies to a three-point shot attempt with one exception: If the
black die reads X, the shot is automatically not good.
As
indicated previously, each coach should designate a player to assume the
role of the defensive inside man. However, a coach may refrain from such
action. If a player on defense assumes the inside man role, he concedes
all outside shots attempted by his opposing offensive player to be open
shots. However, he is in position to potentially block and spoil shots
attempted by other offensive players.
READINGS TO BE FOUND ON
PLAYER CARDS AND DEFENSIVE
CARDS NOT PREVIOUSLY
DISCUSSED IN BASIC GAME
GOOD ONLY IF SOMEONE ELSE IS 2-TMD – Shot
is good only if another player on your team is being double steamed.
BL – Located in 9th number of penetration
and inside columns (see Toney’s card) for most players. If you are not
keeping block statistics, the shot is missed and a rebound occurs. If you
are keeping block statistics, the shot is missed, and a possible block of
the shot by the inside defensive man may occur. Refer to the inside man’s
block rating (found at the upper left-hand side of his card), and the
number found at the bottom of the last discarded card. If the number falls
among the block rating range, the shot is blocked. If the number does not
fall within the block rating range, the shot is no good, but not blocked.
Normal rebound procedures follow whether the shot was blocked nor not.
INSIDE MAN-NO GOOD
NO INSIDE MAN-GOOD – If the defense has
designated a player to assume defensively the inside position, the shot is
not good. The shot is automatically good if no defender has assumed the
inside defensive position. This reading is found on No. 10 in the
penetration column of all team defensive cards.
INSIDE MAN’S BLOCK RATING APPLICABLE AGAINST OTHER
POSITIONS
INSIDE MAN’S BLACK RATING NOT APPLICABLE
AGAINST OWN MAN – SHOT MISSED – This double reading may be found on
No. 7 in the penetration and rebound and inside columns of all team
defensive cards. If the defense dos not have an inside defender, the shot
is automatically good. However, if the defense does have an inside
defender, use the following procedure: If a player other than the opposing
offensive player of the defensive inside man attempts a shot and this
reading occurs, refer to the inside man’s black rating and the number from
the last discarded action deck card. Let us assume, for example, that the
center defensively is the inside man, with a block rating of 1-5, and a
shot is attempted by an opposing guard. If the referred number is 4, the
shot is blacked and a rebound occurs. If the referred number was 7, THE
SHOT IS NOT BLACKED AND IS GOOD. However, if the player that the inside
defensive man is guarding (in this instance, the opposing center) attempts
a shot, the shot is NOT BLACKED AND IS NO GOOD. A rebound situation
automatically occurs. An explanation regarding this reading in a switch
situation is located on the last page of the instructions.
READINGS FOUND IN DEFENSE
COLUMN
STEAL – The ball was stolen by a
defensive player guarding the controlling offensive player. The defensive
coach has two options: He may attempt to score off of the steal. He may
also decide not to attempt a shot, In this instance, he refers to the last
discarded advanced action deck card’s control section. If his team is in a
normal offense, he refers to “normal” control. If his team is in a
fastbreak offense, he refers to “fastbreak” control.
PASS TO ANY 1+ SHOOTER FOR POSITION SHOT –
Controlling offensive player passes ball to any teammate with a shooting
rating of 1 or better for a position shot. If no teammate possesses a 1
rating, a replay occurs, causing the offense team to refer to the control
section of the last discarded action card.
FASTBREAK SHOT – Controlling offensive
player has a fastbreak shot. Refer to fastbreak column for results.
T – Turnover
FASTBREAK OFFENSE
As an
additional option to playing a normal offense, a coach may elect to play a
fastbreak offense. He notifies his opposing coach of his intentions by
simply placing a disc on the fastbreak circle found on the playing board.
A fastbreak situation occurs after all missed field goals where the
defensive team controls the rebound, except if the defensive team is
credited with a team rebound. Instead of referring to the “normal” control
section of the action card, refer to the “fastbreak” section (located to
the right of the “normal” control section) for player control. Two
readings can occur: 1) A designated offensive player will attempt a pass.
For example, the defensive right forward has controlled the rebound after
a missed field goal and his team is playing a fastbreak offense. Refer to
the fastbreak section for control (see illustrated action card). The
reading is pass RF to RG. Draw another action card, and refer to the
number found at the bottom of the cad. Refer this umber to the passing
player’ FASTBREAK SECTION of his passing column for results of play. 2) An
automatic fastbreak shot could result. Let us assume a reading of “FB shot
LF – roll dice.” In this situation, YOU DO NOT DRAW ANOTHER ACTION CARD.
Simply roll three dice, and refer to the fastbreak column of the shooter
(LF) for results.
Never use
a fastbreak control reading more than once. If a second fastbreak control
reading is needed before the need to draw another action card, the offense
team would be considered out of the fastbreak offense for that particular
play. Refer instead to the “normal control” section for player control.
During
normal play, players are matched up defensively by positions except in
switch situations. In fastbreak play, however, refer to the “fastbreak
defender” section for all matchups (found at the lower right corner of
action deck card). If a foul is committed, or the dice roll yields an X on
the black die, the “fastbreak defender” section of the last discarded
action card determines which defensive player is involved in the play.
As only a
fastbreak alignment may be implemented after a missed field goal attempt,
much of your offense is still regulated according to a normal offensive
mode. Please not, if a player is positioned at offense is still regulated
according to a normal offensive mode. Please note, if a player is
positioned at RG and his passing reading is followed by a question mark,
ignore the reading and assume pass to be a turnover. Remember, the
question mark takes precedence only if the player is stationed at RG.
PRESS DEFENSE
A press
defense is implemented, or terminated, during any stoppage of play. A
coach notifies his opposing coach of his “press” intentions simply by
placing a disc on the press circle found on the playing board. The press
is in effect after every successful field goal, and when the last
attempted free throw by the team playing the press defense is successful.
The team being pressed refers to the press section (located to the left of
the normal control section of the advanced action deck card) for player
control. If the press section establishes the identity of the offensive
player being pressed, an action card is drawn, and the “press reading”
section is referred to for results. If the press section indicates a pass
(RF to LF), draw the next action deck card, and REFER TO THE NUMBER FOUND
IN THE “PRESS READING” SECTION. Use this number to refer to the FASTBREAK
SECTION of the passing column of the passer for results, in this instance,
the RF. The press defense is only in effect during the use of one action
card. Once the result from the action card is obtained, the press is off
until another press situation arises. The defensive matchups for a press
defense are the same as in normal play.
DOUBLE TEAMING
Double
teaming may not be used by a team that is in a press defense, or when the
opposing team is in the midst of a fastbreak, steal, or rebound shot. Any
defensive player may double team, except the designated inside man. If a
center is not the designated inside man, he may double team any player.
The forwards and guards may double team any opposing player that they are
joined with directly on the playing board. All guards and forwards may
double team the center. When a defensive player double teams an offensive
player, the following rule changes are imposed upon the double teamed
offensive player: The double teamed offensive player may pass up a shot
(not roll the dice), and accept a replay. If a black die roll reads X or
D, the shot is automatically no good. If the unguarded player attempts an
OUTSIDE or INSIDE shot, it is automatically an open shot. However, this
rule change does not apply to penetration shots attempted by the unguarded
player. An unguarded player’s shot is automatically good if the back die
reads X. A double team may be called, or taken off, during a stoppage of
play, or after a basket is scored by the opposing team.
ASSISTS
For those
fans who enjoy assist statistics, after a successful field goal (except
rebounds and steals) you may determine who assisted on the shot. Assists
are determined in the following manner:
1. Credit
a player with an assist if his pass contributes directly to a successful
field goal from the action card, or the passing column of his card, or the
defensive column of his opponent. However, you may not credit a player
with assist if a dot follows his pass reading. In this case, the pass did
not contribute significantly towards the basket, thereby, disallowing
credit for an assist.
2. Credit
a player with an assist following a successful shot if an assist reading
occurs on that same section of the action card that initiated the field
goal. Refer to “home” or “visitor” section accordingly of the previously
discarded action card. For example, if a reading of RG (LG) (in visitor’s
section of illustrated advanced action deck card) occurs after a
successful outside shot by the visiting team’s LF, credit the RG with an
assist. Please note that there is always a double assist reading
(positions only). If the first reading is the same as the shooter, use the
second reading.
3. Assist
readings on action card may list two positions each followed by a number.
In this case, check the assist rating of the involved position. For
example, if a reading of RG 3, LG 2 occurs after a successful shot by the
LF, check the assist rating of the right guard (found at the top left-hand
corner of his player card). If the RG’s assist rating is equal or better
than 3, he is credited with an assist. A rating of 2 or less would not
result in an assist. However, if the RG had attempted the shot, refer to
the second assist reading (LG-2) for results. The majority of players do
not have assist ratings. Therefore, their cards will show nothing in the
assist area.
4.
Fastbreak assists may be found in the lower right-hand corner of the
action card. A reading of rebounder indicates that the player credited
with the rebound that started the fastbreak receives the assist.
REBOUNDS
Rebounding
rules in the advanced game are identical to those in the basic game with
one reading exception. A reading similar to the following: “any offensive
player 15 or more – if not any defensive player 15 or more – if not – team
defensive rebound,” is interpreted as follows: The offensive coach checks
his lineup for a player with a rebound rating of 15 or more. If he has
such a player, this player shoots an open rebound shot. If not offensive
players have this rating, the defensive coach decks hit lineup for a
defensive rebounder wit a 15 or more rating. If his lineup does not
include a player with the qualifying rating, the rebound is awarded to the
defensive team as a team defensive rebound. As in the basic game, an
offensive rebound always results in an open inside shot for the rebounder.
When a reading of “offensive team rebound” occurs, in lieu of a shot
attempt, refer to the normal control section of the last discarded action
card.
SHOOTING TENDENCY
* Strictly an outside shooter.
** Shoots most frequently
outside, but may penetrate.
*** Equally adept at outside
shooting as well as penetrating.
**** Most frequently penetrates,
but has some outside shooting potential.
***** Strictly a penetration
shooter.
I – Shoots from the inside position.
MISCELLANEOUS DATA
Whenever
the ball changes hands, the team gaining possession must refer to the last
discarded action card for player control. The next action card is then
flipped over for play results. When all 60 action cards are used, the
quarter is over. However, after the last action card is discarded, pay can
still continue (for example, rebound shot, automatic fastbreak shot). If
such a situation occurs, continue play until another action card is needed
for play results. The quarter is then considered over.
A dazzler
indicates an automatic basket, and therefore, does not necessitate a roll
of the dice. All other shots necessitate a roll of all three dice. Three
replays constitute a turnover. Assists are not credited for successful
rebound shots or steal sots directly shot by the stealer. If a foul is
committed when an offensive player is being double teamed, the foul is
charged to the double teaming defensive player. However, refer all
defensive column readings to the normal defensive player. Rule procedures
regarding injuries are the same as in the basic game. With respect to
situations involving rebounds after missed foul shots, increase the rating
of all defensive rebounders by 2, and decrease the rating of all offensive
rebounders by 2.
If D-7 is
rolled in a switch situation, defensively involving the inside block man,
the shot automatically is not good. For example, assuming a D-7 roll, if
the defensive center is the inside block man, and he defensively becomes
“the player to be worked on” in a switch, the shot is not good. In other
words, if the inside man’s defensive assignment changes because of a
switch, his new opponent is treated exactly in the same manner as his
usual opposing player. HOWEVER, if a D-7 is rolled in switches involving
defensive players other than the inside block man, refer to the inside
man’s block rating for shot results. Assuming a D-7 roll, if the right
guard “is the player to be worked on” in a switch, refer to the inside
man’s block rating with the number found at the bottom of the last
discarded action card. In this instance (a D-7 roll), the inside block man
is responsible defensively rather than the right guard. If you find this
rule difficult to follow, assume the block rating of the inside man to be
applicable in all D-7 roll switch situations.
When
stolen occurs in the Fastbreak Passing column, credit the steal to the
fastbreak defender. No shot is attempted as defense assumes offensive
posture and refers to normal control section of last discarded action deck
card.
In a
double team situation, credit all fouls off the offensive or defensive
card to the double teaming player. If a reading of opponent defense
occurs, credit the foul to the normal opponent. Double teaming is not in
effect during a switch situation.
If a
player misses a field goal during a switch situation and a rebound occurs,
that player is guarded by his normal opponent on any subsequent rebound
shot.
If BAL
appears in the Blocked section of the X Column, assume all missed shots to
be blocked.
ABBREVIATIONS
RG = Right Guard
T = Turnover
LG = Left
Guard Pos = Position
C = Center
FB = Fastbreak
LF = Left
Forward R = Replay
RF = Right
Forward 2-TMD = Double teamed
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