Gamers' Enhanced Rules

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Gamers' Enhanced Board Game Rules

Offensive Rebound Inside Shots

For years we played face to face board games with the understanding that the putback attempt on an offensive rebound was optional, not mandatory. My brother and I both could have sworn that it was written in the Strat rulebook that you could pass up the shot attempt and instead accept a replay. For the life of us, neither one of us can find it in the rulebook now. Maybe it was a suggested rule on one of their roster sheets? Both of us are convinced we read it somewhere though. I can't imagine we would both have made that up. -- Merrymaid

Foul Assignment -- Basic

The biggest tip I can add to the basic are with foul assignment. Don't just give it to the opponent, or you will have alot of guys foul out.

I do 1 die 1-C,2-LF,3-RF,4-LG,5-RG,6-Defender - which gives a spread very close to the advanced game's foul assignment charts.

Also give the guys an option to play safe, just like advanced - if they play safe and they foul someone on thier card (Defense 1-15) then its an automatic basket but no foul. -- Stonewall

Fine Tuning FT Percentage

Correct me if I'm wrong but I think the T'wolves Terrell Brandon is the first 2-12 FT shooter in SOM history. His 98.8 FT% (83-84) is also the highest in recorded SOM lore. Bottom line, he can't miss. Here is a way to make each player truly individual when it comes to the charity stripe - 3 ten sided dice.

Other baseball sims use them, and they are easy to find. You need 3 different colors. I use red, white, and blue. When you roll them, you read them in that order. Less than or equal to a players FT%, the FT is good. Higher than the FT%, no good.

Three T'Wolves players, J. Smith 83.0%, W. Szcerbiak 83.1%, and M. Jackson 82.5% are all 2-9 FT shooters. With Szcerbiak at the line and a roll of RED-8 WHITE-3 BLUE-1, Wally hits the FT while Jackson and Smith would have missed.

The only change in reading the dice is a reading of 0-0-0- is 1.000. My "house rule" for this unique situation is to roll 2 white dice with black square die. If white dice total is 12 & black square comes up X, then that's a missed free throw (in & out). It HAS to be possible for a miss. Even if a player shot 100%, I think there should be the "Strat-possibility" for a miss. -- John McTernan

9 BL Reading

What I do when a 9 BL is blocked and the offense gets it back, I do not allow a rebound shot...I make the offense set up again with a possible shot clock violation about to occur. It makes the 9 BL a bit more important since rebound shots cannot occur after the block. -- Dave Stewart

Randomized Action Deck

I shuffle two action decks and then count off by 5 cards inserting a small homemade card at each minute mark, and then put the others aside. When I finish a quarter, I reshuffle both decks and then count off again for the next quarter. -- Dave Stewart

Recording Player Rest

I like inserting the homemade cards....11 minutes, 10 minutes, 9 minutes, etc. I enjoy watching the clock count down. It also makes it easier tracking playing time. Each starter gets a small s by their name. If he comes out with 8 minutes left in a quarter...he gets so8, meaning he started the quarter and came out with 8 min. left....It works real well even with multiple subs. A starter who comes out with 8 min. left then goes back in with 5 min left and then comes out with 2 min. left......so8i5o2,,,at a glance you can see the player played 7 minutes.....o for out i for in and the homemade minute cards make it easy to keep track of the time. -- Dave Stewart

Substitution Pattern

Rest one starter at the midway point of the 1st quarter or 3 min mark. Usually a couple of subs come in to start the second quarter, soon the first quarter subbed player is ready to come back...then midway through the second , rest the other two starters, bringing them back for the end of the half......Second half, usually rest 2 starters midway through the 3rd quarter, another at the 3 min mark of the third, bring in one more to start the 4th, leaving one starter unless the 3rd Quarter subbed players are rested, then they come back and rest one starter at the midway point of the 4th and bring back late in the game. -- Dave Stewart

Offensive Rebound Shots

We have always played that you can opt not to attempt the putback shots. Most of the time I do, but with some guards who have weak inside columns, I would rather reset the normal offense. -- Merrymaid

3pt Shooting - X Reading

When an X is rolled attempting a 3-pointer, count the X roll against the defender's Outside column & looking at the Team Outside column on a D roll. Since X rolls will count, penalize the offense by consulting the Outside column for a D-rolled 3-pointer, INSTEAD of the Team Defense 3-point column.-- Tom

Field Goal Attempts Adjustment

We've always played S.O.M. with a rule that a split number is never re-used in a quarter. This means that if a pass is thrown (e.g. RG to LG), & the shooter rolls a D-7, necessitating another split reading for the possible Block, we turn over the next card to get the split number. We do the same, logically, for a roll that gives X, 1-11, for example. A few players & team D cards have split readings in frequently-occurring numbers like 7; most do not.

We also don't repeat fastbreak (FB) defender readings. Occasionally you'll take a FB shot & roll X on the black die, then consult the FB defender's FB X defense. Let's say McHale's the Defender, & it's a miss. Then, say the Celtics grab the rebound, are in a FB Offense, & have a "FB Shot for C -- Roll Dice." Parish shoots & also rolls an X on the black die. We don't re-use the "FB Defender" reading, but instead flip over a card to see who was the Defender.

These maneuvers occasionally eat several cards off a Quarter's Action Deck and result in more realistic team field goal attempts. --
Keith Ellis (Archy)

One thing we did in my last league was to only allow running on "clean" defensive rebounds, meaning ones where the initial reading was for a defensive rebounding rating and the rebound was succesful. E.g. If the initial rebound reading was "DC 1", and the center in question in fact got the rebound, then a FB was allowed. If the initial reading was "ORF 4" and the defensive RF got the rebound because the ORF couldn't, NO fastbreak was allowed. -- AD

Here are all the rules I now use and so far the results have been outstanding. I have compared my games to a large number of real life NBA games and the stats are just about perfect. Here are the extra rules I use:
1. Do not use a split number more than once. That is a great suggestion and works perfectly in cutting down a few cards per quarter.
2. Only fastbreak (FB) off a "clean" rebound, see previous reply, and use the FB in a realistic manner according to team tendency. Also, no FB with a 10+ pt. lead in 4th quarter.
3. Next, I rest by 3 min segments, I give each starter an extra 3 min. segment in 1st half. For example a 12 minute rest player will rest 9 minutes in 1st half and 6 minutes in second half. This rule can be bent in a must win playoff game or because of foul trouble, where only extra players are available. Normally though, it keeps playing time realistic. Also in blowouts, I usually sub for starters anyway late in game.
4. Finally, I have added this rule to increase free throws to a more realistic level.
On all offensive rebounds, roll 1 die. If it is a "1," automatic replay, cuts down shot attempts just enough. If it is a "6," check foul assignment chart for a loose ball foul F(1) on the defense, when the bonus is in effect, shoot two free throws. If it is "2-5," use the regular open inside shot rule.
5. I also use the foul assignment chart on all offensive fouls. If it is not the player with the ball, it is a loose ball foul F(1) on the offense -- possible two free throws if in bonus and not a player control foul. --
David Stewart

Team Offense -- Fastbreak -vs- Halfcourt

** Teams That Fastbreak -- I usually fastbreak (FB) at every opportunity unless a team has a 15+ point lead in the second half or are forced to use a player at RG or RF that doesn't run well

Normal: If the RF and RG are acceptable and I want to FB, I roll 1 die as they get a defensive rebound. If it is 1-4, I allow the FB; if it is 5 or 6, I count it as "no outlet pass" or "fastbreak held up."

* Teams That Run Pattern Offense -- If they have a RG and RF that can run and I want to try to run, I again roll 1 die after the rebound ...if it is 1-2, I allow the FB; 4-6 is a "no outlet pass" or "held up." This way a team may want to run, but they are limited if they hardly ever ran in real life.

The extra die roll becomes automatic for me and adds virtually no time to the game as I roll while reading the action deck for the next play. --
David Stewart

What i do on the Fast Break is if a team has * on the roster sheet, allow them to run the fastbreak the first 4 minutes of each quarter, if they have no asterisks and thus ran about 2/3 then I allow them to run the break the first 8 minutes and if they are a ** team or ran a lot I let them run all the time and then in the 4th quarter if a team is up by 10+ I don't allow the FB. -- Cody

After every defensive rebound where a FB is possible, you roll a die to get a 1-6 reading. If the reading is 1-2, you use the tempo your opponent is playing (FB, halfcourt), and if the die roll is 6, you play halfcourt regardless. In a 3-4-5 reading, you use your own preferred tempo. That means, if you have a good halfcourt team and a good defense, you could play halfcourt all game long and "slow down" the opponent, get them to play your tempo more often. It does decrease FB'ing and scoring noticeably, and some games allowed you to completely change the nature of the game. I thought it was realistic, not unlike the MIA and NYK teams and how they killed all flow with their in your face defense. -- D-9

When two pattern offense teams play each other, I roll one die after a defensive rebound. If it is a 1, fastbreak attempt, 2-6 is no outlet pass.
If it is pattern vs. normal, 1-2 team can fastbreak, 3-6 is no outlet pass
         normal vs. normal, 1-3 FB, 4-6 no outlet pass
         pattern vs. fastbreak, 1-3 FB, 4-6 no outlet pass
         normal vs. fastbreak, 1-4 FB, 5-6 no outlet pass
         fastbreak vs. fastbreak, 1-5 FB, 6 is no outlet pass
Teams cannot fastbreak up by 10+ in 4th quarter and can turn down a roll for FB if desired. --
David Stewart

Non-Double Teaming Option

I don't use double teaming, but I also don't want, for example, the Spurs to go to Duncan on every play, but I do still want the chance for that type player to explode for 50 or so. What I do is on a pass to any player for position shot, I roll 1 die. With a “1” reading the pass goes to the LF, a “2 reading to the LG, a “3” reading to the RG, a “4” reading to the RF, a “5” reading to the C, and a “6” reading to any player of your choice. Also, if you roll the number of the player who has the ball you have the choice of just as if a “6” reading occurred. For example, on a “RF pass to any player” where you roll a 4 or 6, you have the choice of the player that will receive the pass. I also use this chart on a “Pass to 1+” or “Shot if 2 or 3 Rated Shooter.”  If I roll a number where a player who is rated 0 you get the ball, then you have a choice again. It makes it more realistic such as real-life NBA game yesterday. The Mavericks’ Najera hit the game winner; certainly not a 1st option! – David Stewart

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