Steve Carey - 05:04pm Jan 3, 2000 PST (#107 of 120) Have Games, Will Travel Randy, some IRONMAN FOOTBALL questions (don't know if we were playing it right, but all of these questions actually came up during a game): 1) Cards which extend credit...can a player take part of the loan now, and more later if needed? Or must a single decision be made on how much to borrow? 2) Verify that each involved team draws a card after a completed game (so if you pass, no card), then every player gets a card at the end of the week (regardless of pass or play)? 3) Does a 0-0 record count as '.500 or above' for the attendance modifier? 4) A player can roll more than 5 dice with a modifier card, correct? So, if I was an 'A' offense (5 dice) and played 'Innovation 3' (+2 dice to OFF roll), I'd get 7 dice? 5) Can I play a negative action card against my opponents when I'm not involved in the game? For instance, 2 other players just completed a game, and one did not make payroll...can I slap a 'Weekday Jobs' on him? 6) How do NPLT's handle action cards that involve money payments (e.g. Agent Influence) since they don't track funds? 7) Does the 'Travel' card apply just to the team that holds it when they go on the road, or can it be used to reduce expenses (like for NPLT's) for each and every game? 8) I'm sorry, but we're still confused on travel expenses and such involving sandlot and NPLT's...could you provide a walkthrough example (from start to finish) of a game involving a player and a NPLT? Thanks in advance...we really enjoyed our first session. Randy Moorehead - 04:33pm Jan 6, 2000 PST (#108 of 120) http://members.tripod.com/SimulationsWorkshop/index.html Steve, Glad you liked it. I have been out for a few days, and spending much time playtesting the 3-player version of Rus' just one more time ;-) 1) Cards which extend credit...can a player take part of the loan now, and more later if needed? Or must a single decision be made on how much to borrow? A player may borrow up to as much as the card allows. They may borrow some now, and more later. Just keep track of the total amount borrowed, which cannot exceed the amount listed on the card. Calculate the interest at the end of the season, based on the total amount borrowed. 2) Verify that each involved team draws a card after a completed game (so if you pass, no card), then every player gets a card at the end of the week (regardless of pass or play)? Oops! In 4.2, first paragraph, third sentence, replace the word "game" with the word "week" so that it reads "After each week is completed," The intent is spelled out correctly in 4.2 F, so that each player gets one card per week, regardless of pass or play. 3) Does a 0-0 record count as '.500 or above' for the attendance modifier? No. Use the "+2 Season Opener for Home Team" instead. Randy Moorehead - 05:00pm Jan 6, 2000 PST (#109 of 120) http://members.tripod.com/SimulationsWorkshop/index.html 4) A player can roll more than 5 dice with a modifier card, correct? So, if I was an 'A' offense (5 dice) and played 'Innovation 3' (+2 dice to OFF roll), I'd get 7 dice? Right. A team may never go above an "A" rating, but certain cards will give extra dice (like Innovation) to a specfic roll. 5) Can I play a negative action card against my opponents when I'm not involved in the game? For instance, 2 other players just completed a game, and one did not make payroll...can I slap a 'Weekday Jobs' on him? No. In rule 7.4, first paragraph, second sentence, change this to read: An action card may be played at any time during your turn, or during a game in which your team is involved. 6) How do NPLT's handle action cards that involve money payments (e.g. Agent Influence) since they don't track funds? The nominated player (the one temporarily running the team) may choose to use any card in the hand, including those involving money. Track the amount spent until after the game is concluded. The NPLT must include these amounts spent in the payroll total. If the team cannot "make payroll" (which now includes the extra money spent) then follow the procedure listed in 6.2 C. Remember that if the NPLT has a Finance/Credit Action card, then it makes payroll automatically. 7) Does the 'Travel' card apply just to the team that holds it when they go on the road, or can it be used to reduce expenses (like for NPLT's) for each and every game? It applies only to the franchise that holds the card. If that franchise is a NPLT, then it could use it (to help make payroll). Randy Moorehead - 07:32pm Jan 6, 2000 PST (#110 of 120) http://members.tripod.com/SimulationsWorkshop/index.html 8) I'm sorry, but we're still confused on travel expenses and such involving sandlot and NPLT's...could you provide a walkthrough example (from start to finish) of a game involving a player and a NPLT? The Canton Bulldogs (Rick) decide to play a game against a NPLT, in this case the Rochester Jeffersons. Rick nominates Bill to run the Jeffersons. It is the first game of the season, and the NPLT will be visiting. Rick shows his cards. His team card is OFF=C, DEF=D, SPT=C and Payroll = $1000 He also has Jim Thorpe and Dutch Sternaman in the backfield, as well as a Weekday Jobs card he plans on using if need be. Bill turns over the Jeffersons pile of cards to reveal a team card of OFF=D, DEF=D, SPT=C and a Payroll of $900. He also finds Fritz Pollard and Paul Robeson available, as well as a Detectives Card and a Penalty Card. Rick calculates his team strength for the game. His offense has a base of C, and adding Thorpe (3) and Dutch (1) make it 3+1=4, divided by 2 yields a 2, so the C becomes an A for the offense. His defense is a D, plus Thorpe (1) and Dutch (2) make it 1+2=3, divided by 2 yields a 1, so the D becomes a C for defense. His special teams are a C plus Thorpe (2) and Dutch (1) make it 2+1=3, divided by 2 yields a 1, so the C special teams become a B. His payroll will be $900 plus Thorpe ($300) and Dutch ($150) yields a total of $1350 for the game. Bill calculates his team strength. His offense has a base of D, plus Pollard (2) and Robeson (2) make it 2+2=4, divided by 2 is a 2, so he D becomes a B offense. His defense is a base of D, and Pollard (2) and Robeson (1) make it 2+1=3, divided by 2 is a 1, so the D becomes a C defense. His special teams are a base of C, with Pollard and Robeson not contributing enough to change (1+0=1, divided by 2 is a 0). His team payroll is $900 plus Pollard ($150) and Robeson ($150) total up to $1200. Rick begins by rolling for weather. He rolls Clear, so none of the ratings will change. The first quarter begins. Rick has an A offense, so he picks up 5 dice and rolls. His 5 dice total 16 (2+3+3+3+5). Bill checks that his defense is a C and so rolls 3 dice. His total is a 13 (2+5+6). The rolls are compared. 16 vs. 13 is a difference of 3, and so the Bulldogs have scored 3 points (a field goal). Now the Jeffersons take the offense, and roll 4 dice (B rating). Bill rolls a 17 (1+4+6+6). Rick checks that his defense is a C and so rolls 3 dice. His total is an 8 (1+2+5). The rolls are compared. 17 vs. 8 is a difference of 9, which means the Jeffersons have scored 9 points (field goal, touchdown, and missed the extra point). Each player now rolls a special team roll. Rick rolls 4 dice (a B) while Bill rolls 3 dice (a C). Rick's roll of 19 (1+6+6+6) while Bill rolls a 4 (1+1+2). The difference is 19 vs.4 which is 15 so the Bulldogs should score 7 points. Bill decides his roll was crap, and plays the Penalty Card. This forces Rick to reroll his last roll. Rick rolls again, and this time the total is 8 (1+1+2+4). 8 vs.4 is a difference of 4, so there is no special teams score. The Penalty Card is discarded, and the First Quarter is over. The score stands Bulldogs 3 and Jeffersons 9. Randy Moorehead - 07:32pm Jan 6, 2000 PST (#111 of 120) http://members.tripod.com/SimulationsWorkshop/index.html This is repeated for each of the remaining quarters. Remember that matching rolls on any series will mean a injury check. The final score is Bulldogs 17 and Jeffersons 15. Rick now calculates the gate. There were 4 named players in the game (Thorpe, Sternaman, Pollard, and Robeson). The modifiers will be +2 for Home Season Opener, and Rick rolls 3 dice. His roll is a 10 (2+4+4) which is up to a 12 because of the modifiers. Consulting the Game Attendance chart, the roll of 12 is cross referenced with the 3-4 column, to reveal a gate of $2700. Since the Jeffersons are a Non Player League Team (NPLT) they cannot negotiate the split (which, between two Player Teams would have been concluded prior to the game). The NPLT always take 50% of the net. So, Stadium costs are $405 (15% of $2700) and travel costs are $500, for a total of $905 . The net is $2700 - $905 = $1795. This is split 50/50 between the Bulldogs and the Jeffersons, each getting $898. Neither team can make payroll. The Bulldogs needed $1350 and only got $898. They pay the team card first, leaving zip for the stars (quite a difference from today, eh?). Rick would roll for Thorpe and Sternaman. The team survivability rating is an 8, modified by +3 for the Weekday Jobs and +3 for Thorpe as Player Coach. There is no way he can roll greater than a 14 on two dice, and so doesn't bother rolling. They automatically pass, and the Canton Bulldogs are 1-0 after the first game. The Rochester Jeffersons will not be so lucky. Since they are a NPLT, their survivability is only a 7. Bill rolls two dice, and rolls a 9 (4+5). The team folds. Pollard and Robeson are placed in the Available Pool. A new NPLT is drawn and dealt cards to bring the number of active teams up to 8. Non League Teams (Sandlot teams) differ in that they do not have named players, and use their base ratings (Offense, Defense, and Special Teams). When calculating costs after a game against one of them, take the gate total and subtract 15% for stadium costs, a flat $250 for travel expenses, and a payroll amount dependent on the chart (between $400 and $800). The remainder goes to the League Team that played them. Play these guys early in the season to pad your record. Why would you choose to travel to play a NPLT? Only if you have a travel card and don't have to pay expenses.