Roberto's Games 2  

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SPORTS REPLAYS

 

Roberto Chiavini's SUPERBIKES

 

Roberto Chiavini's TIKA TAKA SOCCER

 

Examples of Play

Basic Game:

For our example, we take 5 drivers from the 1993 season: Slight, Monti, Morrison, Morillas and Schick. For Qualifying, we roll 11 for Slight (3, 6 and 2) and add his value of 3 for a total of 14; for Monti we roll 7 (3, 3 and 1) plus his value of 16 (total 23); for Morrison we roll 17 (6, 6 and 5) plus his value of 14, total 31; Morillas gets 12 (4,4 and 4 we don't use Luck of the Roll in this example, otherwise, you would have rolled on the special table and applied the result) plus his value of 14, total 26; and Schick rolls a 5 (2,2 and 1), plus his value of 17, total 27.

So, our initial grid is Slight (14), Monti (23), Morillas (26), Schick (27) and Morrison (31).

Now we check for retirement: let's say that we have to check for 2 driver retirements. Their basic retire value is, from first to last on the grid, 1-6-3-2-4. The higher value is the second on grid (ie. Monti), so we check for his Retirement: he rolls a 4 on a 10-sided die... is out! Now we check for the second retirement: we roll for value of 4 (the second highest on the grid), ie. Morrison: we obtain a 0, read as 10. He's safe. Then we roll for the value of 3, Morillas: 5. He is safe too. We proceed to 2, Schick and obtain a 7. Safe! Last roll for Slight that has a 1. Only a 1 will eliminate him... 3! He's safe too, we have only one retirement.

We may proceed to Race resolution: we roll 3 6-sided dice and add the Race value of each driver (from top to bottom of the grid 5-8-18-12) and the starting position. Starting from the bottom (for greater suspense) Morrison obtains a 9 (4, 3 and 2) for a total of 26 (9+12+5); Schick rolls a 12 (4,4 and 4 no optional Luck of the Roll rule) for a total of 34 (12+18+4); Morillas rolls 5 (2,2 and 1) for a total of 15(5+8+2); Slight needs an 8 or less to win but he rolls a 16 (6,6 and 4) for a total of 22 (16+5+1) and he finishes second. Morillas gets the win!

 

Advanced Game:

We use the same drivers and grid of the previous example. So we may start with the more complex Race resolution and her three steps. All the drivers are initially in the same class A. But they have different value for their individual classes: Slight is A, Morillas is B, Morrison is C and the other two drivers are D class. During the Start phase: each drivers rolls 3 dice and check to see if he stays in his class or loses something (as they all already starts in class A, they can't gain class during this step). Slight rolls a 7 (2,3 and 2) and gains 2, but stays in class A; Monti rolls a 15 (5,6 and 4) and loses two classes, becoming class C; Morillas rolls a 12 (6,5 and 1) and stays the same; Schick rolls a 5 (2,2 and 1) and gains 1, staying in the same class A, however; Morrison rolls 13 (4,6 and 3) and loses one class, becoming B. So at the end of the Start step, we have 3 drivers in Class A, one in class B and one in class C; no retirements have been checked, as we didn't get any 3 same dice result.

Now we proceed to the Middle step of the Race. We starts from the bottom of the classification; Monti rolls a 6 (2,2 and 2) and has to check for retirement; we roll a single 6-sided die: 5, so he check his retirement with the Accident value: 4; he needs 5 or more on a 10-sided die to stay in this race: 6... he is still with us! Now we read his 6 result on the Race table under column D (remember to check always on his individual class given on the data sheet, not under the column for the class he is racing into in this case, D not C): he gains a class, becoming B. Morrison rolls a 11 (3, 5 and 3) for no variation on his class, remaining B; Schick rolls a 16 (5,5 and 6), loses 2 classes and becomes C; Morillas rolls a 9 (5, 3 and 2) and remains in class A; Slight rolls a 12 (4, 4 and 4) and has to check for retirement; the check has to be made on Retire (he rolls 1 on the 6 sided die): his value is 1, so any result other than 1 leaves him in the race: 4. He is safe and there is no modification in his racing class.

So at the end of the Middle phase, Slight and Morillas are in class A, Morrison and Monti in B and Schick in C.

Let's resolve the Final step: this time you don't roll on the Race table for class modifications, but add the result of the dice to the Final value of each driver. Remember that during this phase you resolve each Class separately: in this case, Schick rolls only for a possible retirement, but as there are no other drivers in his class, he doesn't have competitors, so he is surely the first in his class (or to put it simply, the last of the race, barring possible retirements). He obtains a 17, no retirement check.

For class B, Morrison gets 11 (6,4 and 1) and Monti 4 (2,1 and 1), no retirement checks; Morrison has a total of 22 (11+11), while Monti of 18 (4+14), so Monti wins over Morrison in his class; no we resolve class A: Slight rolls a 10 (4,3 and 3), while Morillas 8 (3,4 and 1), no retirements check; Slight has a total of 15 (10+5) and Morillas 14 (8+6)... Morillas wins by one point! Great race indeed!

Final Classification: Morillas, Slight, Monti, Morrison and Schick.

 

 

Example of play

Here is the match between Milan and Juventus, an Italian derby. First of all, we have to decide how many possible Attack Opportunites the two teams will get for each half of the match.

Milan has a value of 15 in the Shots per Game field plus 11 in the Shot Conceded field, for a total of 26. Juventus has 31 (21+10). So the total 57, halved by two (rounded down) 28 Attack Opportunities for each half of the game.

Now you have to build up the Play Flow Chart for both team. We start with Milan. As usual, you start building the Play Flow Chart with the Wasted Action value (from 01 to the total of Milan's Wasted Chances value plus Juventus Defence); in this case Milan has a Wasted Chances basic value of 09 and Juventus a 44 value for Defence; so Milan has the range 01-53 in his Play Flow Chart occupied by the Wasted Action result. No you have to calculate the Foul Situation range on Milan's Play Flow Chart. This value is the sum of Milan's Foul for and Juventus' Foul against (15+14). So on the Play Flow Chart the 72-00 range is occupied by Foul Situation. This leaves the range 54-71 to Shot Opportunity (remember, there are good chances that also a Foul Situation may result in a Shot Opportunity).

Now, we repeat the same procedure for Juventus. Her Play Flow Chart is as following: Wasted Action 01-55, Shot Opportunity 56-76 and Foul Situation 77-00.

Now we compares the Aerial Superiority: Milan has it for 2 points (13 against 11), so the revised Play Flow Charts are as follows: Milan Wasted Action 0-51, Shot Opportunity 52-71, Foul Situation 72-00. Juventus has Wasted Action 0-57, Shot Opportunity 58-76, Foul Situation 77-00.

We can start the match.

Home team is Juventus, so she has the first chance to get Possession. Juventus Possession value is 49. The roll of the dice result in "42", so Juventus gets the first opportunity. Roll on the Play flow Chart: "33", Wasted Chance (but no Counterattack situation, that would have been triggered by a roll of 11 or less). First Attack Opportunity wasted. For the next one, Milan is the first to roll; his Possession value is 48: "22". Milan's Turn to try to do something interesting with the ball. The roll on the Play Flow Chart is "88" and it determines a Foul Situation. First of all, you have to check for possible disciplinary sanction against the player who made the foul. Juventus Discipline value is 24. You roll a percentage dice and obtain 36. No sanction this time. Now, let's see which kind of Foul Situation is this: You roll a percentage dice: "1-10" result on a Penalty roll; "11-35" is a shot on goal from a Free Kick situation; 36 or plus is a Shot Opportunity. Milan's roll is 65, so we have a simple Shot Opportunity. Milan has a 27 value for Shot on Target. The roll is 15. It is on target! Now we have to see if the shot becomes a goal, or the keeper does his job. Milan's Goal value is 29. The roll is 53. Buffon saves!

Two Opportunities gone, 26 left! The third one sees Juventus as the first team to get the chance, but the roll for Possession is 86, much over her Possession value. Chance could go to Milan, but also is Possession roll of 77 is too high. Opportunity gone for both team.

For the alternate chance of Possession rule, Milan rolls again: 15. He gets another opportunity. Roll of 06. This a Counterattack for Juventus! In the basic game, without optional rules, a Counterattack results directly in a Shot Opportunity for the Counterattacking team. Juventus has a 33 value for Shot on Target: 58. The shot finishes on the stands....

Play proceeds this way for all the Attack Opportunities for each half.