The 3-Pt. Frequency ratings for the new 2020 card set are now available in the X Files section. I also included a document explaining how to use the ratings in game play. Enjoy!
Monday, December 21, 2020
Friday, December 4, 2020
"Solitaire Game Play Options" Document is Now Available
My "Strat-O-Matic Solitaire Game Play Options" document is finally available, in the Files section. It took me a lot longer than I anticipated to get this document completed. When you're the one who created them, and simply use them from memory, it all seems pretty easy. BUT, when you actually have to write them out, so that others may have a fighting chance of understanding, and implementing them, well, that was a whole lot harder than I had anticipated.
My next project is to create a YouTube channel, and then make a video, where I demonstrate how these solitaire game play options, as well as the rule adjustments from the "Strat-O-Matic Rule Clarifications and Adjustments" document, actually work during game play. I realized that this was a necessity, after reading through the five pages of rule adjustments and solitaire game play options in the above mentioned documents. If you read through those documents, and are trying to implement all of it into your games, you're probably thinking "WTF? This is WAY too complex! This dude is out of his mind!" But, if you see it applied in actual game play, you will find that these rule adjustments and solitaire game play options are not nearly as complex as they look on paper.
By the way, if you see like four weeks pass, without the afore mentioned video materializing, call me out on it; either via the contact link on the site, or via a message on the Strat-O-Matic Fan Forum. Sometimes I need a good kick in the butt to get me going!
Sunday, October 25, 2020
"Rule Updates and Clarifications" Document Update
I fixed a few typos in the "Rule Updates and Clarifications" document today. Specifically in section 14.3. If you downloaded that document prior to 10/25/20, you will want to go and download the updated version.
I am currently working on the "Solitaire Play Options" document, and hope to have that posted to the Files section in about a week or so.
Friday, August 28, 2020
Determining Shot Attempts in Solitaire Play (Advanced)
I've spent the last several weeks perfecting an all encompassing rule to automatically determine, in most cases, what type of shot a player will attempt in my solitaire games. I really wanted to eliminate having to decide for myself the type of shot players will take in every situation, while still giving me the opportunity to make some of the shot type decisions during play. I also wanted to eliminate having to position players inside/outside on offense, as I like to eliminate as many tactical decisions in my solitaire games as possible. Like I always say, I don't like to try and coach against myself when playing the game solitaire (for some strange reason, I was never able outcoach myself when playing the game solitaire 😉). To that end, I have come up with the following rule, which I have found quite enjoyable to use in my games:
Determining Shot Attempts in Solitaire Play
Using these rules will necessitate rolling two extra dice, a 20-sided die and a colored six-sided die, in addition to the special black die and two white dice. Also, do not position players "inside" offensively (ignore rule 9.3 entirely).
Give each player a 3-pt. Frequency rating by multiplying the actual percent of the player's shot attempts that were three-point shots, by 20, and rounding to the nearest whole number (this information is available at https://www.basketball-reference.com). This will result in a rating between 0 - 20. Players who did not attempt a three-point shot attempt do not receive a 3-pt. Frequency Rating.
Whenever a player is going to attempt a shot (other than a steal shot), refer to the result on the 20-sided die, from the previous roll of the dice. If the number on the 20-sided die is less than or equal to the player's 3-pt. Frequency rating, then the player will attempt a three-point shot.
Players with a 0 3-pt. Frequency rating may only attempt a three-point shot in a switch situation or when receiving a pass from a "[Position] pass to any player..." reading from the Normal CONTROL section of the action card. Players without a 3-pt. Frequency rating may NEVER attempt a three-point shot.
If the number on the 20-sided die is greater than the player's 3-pt. Frequency rating, then refer to the result on the colored six-sided die. If the number on the colored six-sided die is less than or equal to the player's Shooting Tendency rating, then the player will attempt a penetration shot. If the number on the colored six-sided die is greater than the player's Shooting Tendency rating, AND the player is rated to shoot from both outside and inside, then you may have the player attempt either an outside or inside shot, at your discretion. If the player is not rated to shoot inside, he will attempt an outside shot, and if the player is not rated to shoot outside, then the player will attempt an inside shot.
Whenever a player has a shot in a switch situation, or receives a pass from a "[Position] pass to any player..." reading from the Normal CONTROL section of the action card, ignore the result of the 20-sided die and the colored six-sided die, as you may choose to have the player take ANY allowable shot (three-point, outside, penetration, or inside), regardless of the player's 3-pt. Frequency and Shooting Tendency ratings.
If a player has a shot from a reading of "Outside shot only..." / "Inside shot only..." from the Normal CONTROL section of the action card, determine the shot type as follows: if the player is not rated to shoot from inside, then the player will attempt an outside shot, if the player is not rated to shoot from outside, then the player will attempt an inside shot. If the player is rated to shoot from both outside and inside, then refer to the result of the colored, six-sided die. If the number on the colored, six-sided die is less than or equal to the player's Shooting Tendency rating, then the player will attempt an outside shot. If the number on the colored, six-sided die is greater than the player's Shooting Tendency rating, then the player will attempt an inside shot.
Forced Threes: if a team is trailing, with 2:00 or fewer minutes remaining in the game, you may have players "force" three-point shot attempts. In this situation, when the 20-sided die does not indicate a three-point shot attempt for the player, you can still have the player "force" a three-point shot attempt. When a player "forces" a three-point shot attempt, any result of D from the special black die is an automatic miss.
Now, at first read, this rule seems super-complex, coming in at eight paragraphs, and nearly 700 words in length! You're probably thinking "WTF? I don't want my Strat-O-Matic basketball games to turn into Advanced Squad Leader, for crying out loud!" BUT, in practice, once you've played a few possessions using this rule, it really becomes quite easy to master, and won't add any additional playing time to your games.
A player has a position shot. You compare the 20-sided die to the player's 3-pt. Frequency rating. If a three attempt is not indicated, you look at the colored 6-sided die. If a penetration shot isn't indicated, you determine for yourself what type of allowable shot the player will take (outside, and/or inside).
If an "Outside shot only..." / "Inside shot only..." from the Normal CONTROL section of the action card occurs, again you compare the 20-sided die to the player's 3-pt. Frequency rating. If a three attempt is not indicated, you look at the the colored 6-sided die to determine if the player takes an outside or inside shot.
Finally, if a "[Position] pass to any player..." reading occurs from the Normal CONTROL section of the action card, or a Switch reading occurs, you ignore all the extra dice, and you determine for yourself what type of shot the player attempts.
Just like in today's NBA, when using this rule, players will first look for the three, then look to penetrate, and finally take an outside or inside shot, depending on their Shooting Tendency rating (or "work" their man in a switch).
Yeah, clear as mud; I know. So, I have decided that it is time for me to start creating some videos, demonstrating this rule, along with my other solitaire play rules, so you can see how these rules work in actual gameplay.
If a picture is worth a thousand words, then videos must be worth even more! Stay tuned for upcoming video explanations of my various game play options.
Monday, August 10, 2020
How to Eliminate Extra Dice or Extra Die Rolls in Your Games
I know that a lot of solitaire players either roll extra six-sided dice, or make extra die rolls, in order to determine things during play. A good example would be the Super-Advanced "Determining Outside / Penetration Shots" rule. The rule suggests that you "roll 1 die" and compare the result to the number of shooting stars in the shooters' Shooting Tendency rating, to determine if the player will shoot from outside or penetrate. Now, why in the world would I want to add an additional 220 die rolls to a game where you're already rolling the dice almost 250 times per game? I know I wouldn't.
So, the first thing that I, and probably others have done, have been to simply add an extra, different colored, die to your rolls, and use the result from that die, from the previous roll of the dice. Problem solved! No extra die rolls, and you're only rolling one extra die, four instead of three. But, what if you're one of those players that prefer not to roll an extra die during play? Maybe you have small hands, or are a purist, who resists adding an additional die to the special black die and two white dice, to your play. What is one to do?
Well, I've found a little trick, that I've added to my solitaire game play, to eliminate extra die rolls, or adding an extra die to my play, when using rules or play options that require an extra die roll to determine an outcome. What I do, for what I like to call a "decision die," is to simply refer to the white die from the previous dice roll, that came to rest farthest to my left, to determine whatever result I'm trying to get. For example, if I'm using the afore mentioned "Determining Outside / Penetration Shots" rule, I just look at the white die that is left of the other white die to get the needed number, to compare to the shooter's Shooting Tendency rating. Or let's say you're using a rule to determine which 1+ rated shooter gets the pass from "Pass to any 1+ shooter for shot, using a die six result to make the determination (say 1-3 it goes to the 1+ shooter on your left, and 4-6 goes to the 1+ rated shooter that is placed right of the other 1+ rated shooter on the floor), in conjunction with the "Determining Outside / Penetration Shots" rule in conjunction with a rule. Now you need two die six results. No problem! Use the previous result of the white die that that came to rest on your left to determine which 1+ rated shooter gets the pass, and use the previous result of the white die that came to rest on the right to determine if the player will shoot from outside or penetrate.
No extra die rolls, and no extra dice added to your game, while still having the necessary die results to determine whatever action will occur in relation to whatever rules or game play options you happen to be using! Now, you're probably thinking, what to do in those rare circumstances where both white dice land directly above each other? Easy! Use the result from the top white die first, and if necessary, use the result on the bottom die for the second needed number.
Stop making extra die rolls. or rolling extra dice; let the dice you've already rolled do the work for you!
Monday, July 27, 2020
The Gerald Wilkins' Rule
Wednesday, July 22, 2020
Where has the Time Gone?
If anybody is still checking in here, this is what I have going on:
I have just recently completed my "Strat-O-Matic Basketball Rule Adjustments and Clarifications" document, that I will be putting up in the 'Files' section of this site soon. This is a two page document of, well, rule adjustments and clarifications, that I think Strat-O-Matic should make to the current (2014) rules booklet, if they where to release an up-to-date version in 2020.
To fully understand the rule changes and clarifications in this document, you will need to have a copy of the 2014 rules booklet, as this document simply lists changes and additions, that should be made to the most recent 2014 rules booklet.
As a supplement to this document, I will will also be posting a document explaining exactly why these rule adjustments, in my opinion, are necessary in the game.
Monday, June 22, 2020
Alternate Injury Rule (Basic/Advanced)
All-in-all, the original injury rules are pretty good at simulating injuries in the NBA. Over the course of an 82 game replay, for instance, you should see about 6 or 7 injuries occur where a player will have to miss multiple games. That seems pretty realistic. Where the injury system falls short, in my opinion, is that it does not account for all the times players get hurt in NBA games. I intentionally use the word "hurt" here, as there is certainly a distinction between getting hurt, and getting injured.
We see guys get hurt in NBA games all the time. A guy takes an elbow to the face while fighting for a rebound, or bangs knees with a defender while driving to the basket. The player might go back to the locker room for stitches in the latter case, or may walk it off on the sideline in the former case, but in both cases the player will return to the game at some point. The player didn't get injured, he got hurt.
To simulate players getting hurt the board game, I've come up with a simple change to the injury system:
Alternate Injury Rule
On a roll of X-12, if an injury is not indicated from the initial roll on the injury chart, a player may still have been hurt during play. Roll a six-sided die and apply the result to the "Possible Injury" section of the injury chart on the game board. The player at the named position was hurt during play and must sit out the remainder of the quarter, before being able to return to the game. If no player is indicated (a roll of 6), assess a technical foul to the offensive team's coach, resulting in a free throw for the opposing team.
It had always bothered me that when the rare X-12 is rolled during play, 75% of the time NOTHING happens; you interrupt play to roll on the injury chart, only to find that, most of the time, nothing actually occurred. Not fun! Using this rule however, now when an X-12 roll comes up in the game, you know that SOMETHING happens, to the detriment of the offensive team. Be it a player actually getting injured, a player getting hurt and only having to miss the remainder of the quarter, or a technical foul being called.
Wednesday, May 27, 2020
History of the SOM 3-Pt Rule
Friday, May 22, 2020
X Files Section
The first files I've made available are Excel worksheets for keeping season replay statistics for you team. I created these a number of years ago to keep stats for my Boston Celtics replays. I plan on adding more files in the near future, and will post to let you know whenever I've added to files to the section.
Monday, May 18, 2020
Basketball Roster Sheets
In order to find the Roster Sheet Archive section on the Strat-O-Matic Website, you have to click on the site menu icon, and then click on the 'STRAT-O-MUSEUM' link, to get to the 'ROSTER SHEET ARCHIVE' link. From there, you click on the 'Read More' link under the "Basketball Rosters" heading. Not very intuitive, for sure, but they are there to be had. Not only can you print the roster sheets directly from the Website, but you can also download them as well (they're in PDF format). I have included a direct link to the basketball roster sheet section of the Strat-O-Matic Website at the bottom of this post.
As some things can be hard to find on Strat-O-Matic's Website, I'm also including this tip on how to search Strat-O-Matic's Website (or any Website, for that matter), using Google, or your browser's search box:
Type site:www.website.com search term in the search box and hit Enter. For example, if you enter site:strat-o-matic.com basketball roster sheets you will get a direct link to the page with the Strat-O-Matic basketball roster sheets at the top of your search results. Pretty nifty!
As promised, here is the direct link to the basketball roster sheets on the Strat-O-Matic Website:
http://www.strat-o-matic.com/basketball/basketball-rosters/
Sunday, May 10, 2020
Free Throw Problem & Solution
Thursday, May 7, 2020
Variable Rest (Basic/Advanced)
On the other hand, using the Basic/Advanced game rest system can easily result in players getting way more minutes than they did in real life, especially if you're also using the Super-Advanced "Playing Safe" rule in your games. For example, you could easily get a player who averaged 34-minutes per game in real life averaging 40 to 42-minutes per game in your Strat basketball games.
So, I've come up with a simple method of better controlling playing time, which is kind of a happy medium between the Basic/Advanced and Super-Advanced game's rest rules. What I've come up with is this:
Variable Rest
Prior to the start of a game, roll a six-sided die for each player in the starting lineup. If the result of the die roll is 1-3 then use the player's original Rest rating for that game. If the result of the die roll is 4-6 then downgrade the player's Rest rating one level (2 to 6, 6 to 12, 12 to 18, and 18 to 24) for that game.
It is recommended that the Variable Rest rule be used only within a season replay, or when playing games that represent a regular season match-up between teams. When playing playoff or tournament games, you should use the original Basic/Advanced game rule as written, as this will allow the playing of extended minutes by starters, which you would normally see in playoff or tournament games.
I really like the unknown factor that this rule brings to my regular season match-ups; will Jayson Tatum be able to give the Celtics 36 minutes, or does he only have 30-minutes in the tank tonight?
Saturday, May 2, 2020
Big Man Switches onto Steph - UH OH!
So on Steph’s card, even the baseline Penetration shot, where the defender is the Block Man or when the Block Man is 1-20 block, is the best at 189.25 pts, compared to 187.39999 for Outside and 173 for a 3-Pt shot. As many of you probably surmise, it is on the team defense card where the 3-Pt shot makes its comeback.
Outside
|
Penetration
|
3-pt
|
|
Blank v
Utah Favors
|
187.39998
|
196.45
|
173
|
D-Utah
v Favors
|
44.8
|
63.7
|
116.7
|
X - v
Favors
|
24
|
48
|
0
|
TOTAL
|
256.19998
|
308.15
|
289.7
|
Blank v
Utah Gobert (BM)
|
187.39998
|
189.25
|
173
|
D-Utah
v Gobert
|
44.8
|
56.5
|
116.7
|
X - v
Gobert
|
24
|
48
|
0
|
TOTAL
|
256.19998
|
293.75
|
289.7
|
Blank v
Atl Horford
|
187.39998
|
201.25
|
173
|
D-Atl v
Horford
|
35.8
|
64.6
|
105.3
|
X -v
Horford
|
24
|
48
|
0
|
TOTAL
|
247.19998
|
313.85
|
278.3
|
Blank v
Atl Millsap (BM)
|
187.39998
|
189.25
|
173
|
D-Atl v
Millsap
|
35.8
|
52.6
|
105.3
|
X -v
Millsap
|
12
|
36
|
0
|
TOTAL
|
235.19998
|
277.85
|
278.3
|
Blank v
Pho Chandler
|
187.39998
|
204.85
|
173
|
D-Pho v
Chandler
|
46.8
|
73.6
|
128.7
|
X -v
Chandler
|
24
|
48
|
0
|
TOTAL
|
258.19998
|
326.45
|
301.7
|
Blank v
Pho Len (BM)
|
187.39998
|
189.25
|
173
|
D-Pho v
Len
|
46.8
|
58
|
128.7
|
X -v
Len
|
24
|
48
|
0
|
TOTAL
|
258.19998
|
295.25
|
301.7
|