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NBA All Star: Officially Licensed Board Game thumbnail

NBA All Star: Officially Licensed Board Game

NBA All Star: Officially Licensed Board Game Rulebook

Table of Contents

Table of Contents

  • Components
  • Aim of the Game
  • How to Play
  • Preparing the Game
  • Beginning the Game
  • The Match
  • Miniatures' Movements
    • Team in Possession of the Ball
    • Defending Team
    • Free Movements
  • Losing the Ball
  • Passing the Ball
  • Screening
  • Scoring
  • Stealing the Ball
  • Illegal Defenses
  • Time Play Management
  • Special Cards
    • Card Effects

Components

1 board, 2 baskets, 1 semi-spherical ball, 10 miniatures, 2 six-sided dice (1 red, 1 green), 1 twelve-sided die, 2 shot clock tokens, 1 time marker, 2 score markers, 24 special cards, this rule-book.

Aim of the Game

Two teams (East and West) face on the court to win the All Stars' game. Every team must score the most. Depending on the position of the miniature that scores, 1, 2 or 3 points are assigned. The game is played in shot clocks in a series of 3 turns of attack-defence actions. These turns represent the shot clock of 24 seconds in real basketball. The match is divided into 4 quarters (game periods); you can play all of them or decide to play one only. One quarter lasts for 48 game turns.

At the end of each shot clock, the time marker has to be moved to a number of squares corresponding to the number of turns used in that particular shot clock (1 to 3). The time marker moves forward along the two lines of numbers at the side of the court. When it reaches the square with the number 48, the period gets to the end.

1 shot clock = 3 turns = 24 seconds 48 game turns = 1 quarter Match: 1 up to 4 quarters

The team with the highest score at the end of the match is the winner.

How to Play

The game is played with 1 team against another. Each team is made up of 5 miniatures of 1 role each: Play Maker, Guard, Small Forward, Power Forward and Center. The attacking team is the one in possession of the ball; the defending team is the one without the ball. According to their role, miniatures have 2 specific values (Table 1):

  • maximum speed (values 2 to 5) = maximum number of consecutive displacements per turn
  • pass ability (values 4 to 7) = maximum number of squares covered by the ball after the ball handler decides to pass.

Table 1

#RoleEast SpeedEast PassWest SpeedWest Pass
5Center2425
4Power Forward3534
3Small Forward4544
2Guard5555
1

During their turn, players move the miniatures and pass the ball according to the values in the table. The team owning the ball can play 3 turns of actions on the shot clock (the timer marking the 24 seconds on the board through the tokens) and will try to move one of its miniatures to the best possible position to score points. The opposing team will have to try to stop it by an effective defence. When time has run out on the shot clock at the end of the 3 attacking turns, the team with the ball must try a shot: either it scores a basket or there is a rebound, a new shot clock will start.

Shot clock = tokens indicating the turns

Preparing the Game

  1. Open the game-board and set the two baskets in the proper place. The court is divided into 84 squares in which the miniatures and the ball are placed.
  2. The teams take the court. The player that last watched a match of NBA arranges his team first in the squares as he likes (one miniature per square). The only exception is the Centers, who must be placed one in front of the other in the middle of the board for the throw of the ball, the first playing action, the so-called "tip-off".

Beginning the Game

Each player rolls a die. The player with the higher score catches the initial tip-off and starts the game with the ownership of the ball. The player moves his shot clock token on his own number 1. The Center that wins the ball must pass it to a mate according to its pass ability. This pass does not count among the number of allowed passes. The match starts.

Warning! Before the tip-off, place a mate on a close enough square to get the Center's pass.

The Match

The match takes place in turns. The turn starts with the attack that rolls both dice (red and green) to move its miniatures and finishes with the defence that rolls the green die to place its own. During the attack move, the defence can reply by moving one of its miniatures immediately after the movement of the attacking miniature (which will have to wait for the replying move of the defence, before proceeding with its own). The attacking turn develops with the alternation of one attacking move and one defensive move. When the attack ends its moves, the defence starts its own move: it rolls just the green die and moves its miniatures with no attacker being able to reply to these moves. Once this turn ends, the second turn will start. The attack moves on 2 the shot clock token and moves its miniatures. The attack has 3 shot clock available turns to score.

Miniatures' Movements

The miniatures move from one square to the other. Every move from one square to the other counts one. Every miniature can move on all orthogonal and oblique directions (see image). A miniature cannot go through or stay on a square occupied by another miniature.

Team in Possession of the Ball

The turn starts. The team in possession of the ball rolls the two dice:

  • green: gives the number of movements of the miniatures without the ball. The die's value can be used for one miniature only (if its speed value allows it) or for up to all the 4 miniatures (the miniatures without the ball). Example: the result is 4. Attack can decide to move only its Guard (having maximum speed 5 it can use the 4 movements suggested by the die) or divide the 4 on more miniatures trying to move the whole team so as to develop the action toward the basket at the best.
  • red: gives the number of movements of the ball handler. Also in this case the value can be shared among more miniatures. It is sufficient, in fact, to pass the ball twice to change 3 ball handlers in that action and divide the value of the red die among the 3 ball handlers. Example: the die's result is 4. The attack can decide to move only its Play Maker (that having maximum speed 5 can use all the 4 movements suggested by the die) for a personal action, or to divide the 4 among more miniatures. The Play Maker is moved 2 (waiting both times the reply of the defence) and then it passes the ball to the Small Forward, which is then moved 1. After the defence's opposing move, the ball is passed to the Center in the area near the basket. One move for the Center is left.

It is not compulsory to use: a. all the die's value: the team can choose to move a number of squares lower than the die's result; b. all the result of one die in a row. As soon as a die's value is used, players lower the die's face number in order to remember the remaining moves.

The maximum speed value indicates a miniature's maximum number of consecutive allowed moves per turn. It is possible to use the same miniature more than once during the same turn, spacing out its movement with other miniatures of the same team. Example: The green die marks 5. The Center moves 2 squares (its maximum speed has been reached). Then the Forward moves 1 and at this point it is possible to move the Center again 2. The total moves of the Center in the turn have been 4; however, not being this total reached in just one consecutive move, the Center's maximum speed of 2 has not been violated.

Defending Team

After each attacking team's unitary movement (either with the green or the red die), the attack has to respect the reply of the team in defence. In this way, the turn develops with the alternation of an attacking move and a defending move. The defending team can reply by moving one of its miniatures 1 square (alternated move). The rule of the maximum speed must also be respected in this case. Example: red die 5, the team handling the ball moves its own Play Maker 5 consecutive times (it is possible because the miniature's maximum speed is 5). Each time the defending team can displace 1 miniature of one square to mark the Play. If the Center has already been used, the team will not be able to use it again after the third Play's movement, because its maximum speed is 2. Another miniature must be used to keep on marking the opponent Play.

It is very important not to mistake the marking when defending.

The defence cannot steal the ball when using its alternated move.

Free Movements

Every team in each turn has 2 "free" movements available. 2 miniatures positioned in their own half court can be taken and placed on any free square among the 7 first line's squares in the opposing half court, without minding about the limitations of displacement and without using the die. During the turn, the free movements can be realized by the attack whenever desired, and the defence can reply with a free alternated movement (the defence can only respond to the free movement, and cannot decide to do it).

Free movements are extremely effective in making all the miniatures attack and defend over all the basket court without letting any of them in useless parts of the court.

Losing the Ball

Every time the combination of the dice is 2:2, 3:3, 4:4, 5:5 or 6:6, the ball is lost for an error and it is placed in the square in front of the ball handler in the direction of the opposite basket. No movement is made and the defence rolls the green die trying to reach the loose ball with one of its miniatures.

If the defence reaches it, it wins the ball and will be able to proceed dribbling for as many eventually left over squares as it had after reaching the ball (example: green die 5: 3 to reach the ball and 2 to proceed dribbling according to the miniature's value). It then gets its own turn of ball ownership. After updating the shot clock and the time marker, the defence will roll the 2 dice.

If the defence does not reach the ball, the team which lost the ball rolls the green die and tries to reach the ball in the usual way, and so on until one of the two teams gains possession of the ball.

Attention. The miniature which loses the ball in the restart cannot take it; another miniature must get it.

Passing the Ball

The ball moves in the same directions as the miniatures: diagonally and orthogonally. The only difference is that the ball can move through the squares already occupied by the miniatures. The maximum range of the pass is determined by the pass value of the passing miniature.

The pass rules are:

  • a. it is allowed to pass the ball only twice per turn, and in any moment of the turn;
  • b. the pass takes place in one single movement (it cannot be divided as for the miniatures);
  • c. the defence cannot reply to the pass with an alternated movement;
  • d. when the ball is restarted, it is not allowed to make two consecutive passes.

Screening

A miniature (attack or defence) sets a screen when it moves into an opponent miniature's square. Only 2 screens are allowed in each turn.

  • The miniature suffering the screen: a. must stay still in that turn (it is allowed to move from the next turn); b. cannot receive the ball nor shoot.
  • The screener: a. cannot receive the ball on the square in which the screen is set, but b. it can move during that turn to another square and is free to receive the ball and shoot (pick and roll).

Scoring

  1. The ball handler can decide to shoot at the basket and score points any time. Points are assigned depending on the distance of the attempt from the basket. If the ball is shot from the dark squares, 2 points are scored (2-points field goals); from the light squares, 3 points are scored (3-points field goals). Every miniature has a specific shooting ability (see Table 2). The 12-sided die is rolled. There is a score if the die's result is equal to or smaller than the value on the table.

    If the miniature shoots: a. from the light squares in the opponent's court side, it scores a 3-points field goal; b. from its own side of the court, 1 is the only good result for a shot.

    If the ball handler finds a marker in front of him (see figure for the marking areas), its abilities are reduced by 1.

    Table 2

    RoleEast 2-ptEast 3-ptWest 2-ptWest 3-pt
    5 Center6273
    4 Power Forward10374

After each score, players mark the points on the scoreboard and the ball is put back into play. The team that just scored (the new defence) places its miniatures first; then it is the other team's turn. One of the new attacking miniatures is placed outside the court near the basket for the restart, and its player rolls the red and green dice for a new shot clock.

  1. In case of foul by the defence (see Stealing the Ball), 2 free-throws are awarded to the miniature that suffered the foul. The fouled miniature is placed on the free-throw line and two miniatures of both teams are placed as shown in the figure (dark jersey: offensive team; light jersey: defensive team). The remaining miniatures are placed at will.

    After placing the miniatures, the 12-sided die is rolled. For every successful shot, 1 score point is assigned. The 2-points field goals column, from Table 2, is consulted for the free-throw, adding 1 to the value. If the first throw fails, the second is shot. If also the second one fails, a 6-sided die is rolled to see where the ball rebounds.

    Die result1–45–6
    Consequenceball to the defenceball to the attack

    The attacking miniatures can only move (they cannot shoot or pass) if they get into possession of the ball after this rebound.

Stealing the Ball

When the attacking team has ended its movements, the defence rolls the green die and moves its own miniatures. The attacking team cannot move its miniatures and the free movements are not allowed. It is an occasion for the defence to steal the ball. A defensive miniature enters the ball handler's square and, in order to establish if it wins, the 12-sided die is rolled.

Die 1–3Die 4–8Die 9–12
WinLoseFoul

The 1–3 winning range is valid if both the miniatures have the same speed; otherwise the range is increased or lowered. Example: a Play Maker with speed 5 tries to steal the ball from a Center with speed 2. The speed gap of 3 is added to the winning range, which will be 1–6, and the losing range will be 7–8. If the Center tries to steal the ball from the Play Maker, the negative speed gap of -3 reduces the winning range to 0.

If the defence:

  • a. wins: the shot clock is set at zero and the time marker is updated;
  • b. loses: the ball handler can be regularly moved in the following turn;
  • c. commits a foul: it is penalized by 2 free-throws.

We suggest that you never dribble with the Center during a defensive move.

Illegal Defenses

Only 4 defensive miniatures can stay in the 6 closest squares to the basket (the basket square included) at any time.

Time Play Management

Every time the shot clock switches team, the played turns are counted and the time marker is moved along the time squares. When the marker reaches number 48, a quarter or the entire game ends. Therefore, the players can manage the time game.

If you are catching up, we suggest that you score in 1 or maximum 2 shot clock turns in order not to waste time.

If you are on the lead, we suggest that you use all the 3 available turns to spend more time and give less to the opponents.

Special Cards

When the first shot clock starts, each team draws 3 face-up cards of its own team. The remaining special cards are placed in an own face-down deck on the side of the basket court. Players must place the special cards in front of them, well visible to the other players. Every card provides a special effect a player can use any time during the shot clock (altogether in case of double effect). There are two kinds of card effects. Some:

  • a. can only be played if the miniature has the same role as the one indicated by the card. "Forward" is considered valid both for Small and Power Forwards, and "Guard" is considered valid for both Play Makers and Guards. Example: when the Center shoots a 2-points field goal, the Dirk Nowitzki card provides a temporary +2 shooting ability.
  • b. have an impact on the whole team. Example: the Steve Nash card allows increasing the number of passes from 2 to 4 in that shot clock turn.

Once a card has been played, it must be discarded face-up on a deck next to the own face-down one. Every player must always hold 3 cards: as soon as a card is played, a new one is drawn. At the end of each quarter, both teams can change all of the 3 cards. If the whole deck has been drawn, all of the face-up cards are shuffled and a new face-down deck is made available.

Card Effects

The rulebook prints the effect of each card, grouped by team and by position.

East

PositionPlayerEffect
CenterAl Horford-2 to the opponent's shoot in defence
CenterDwight HowardRebound to the Center wherever it is, if in the 2-points field goals
ForwardKevin GarnettRebound to the Forward wherever it is, if in the 2-points field goals
ForwardChris Bosh+2 to the Forward in case of 2 & 3-points field goals
ForwardGerald Wallace-2 to the opponent's shoot in defence
ForwardLeBron James+4 to the Forward in case of 2 & 3-points field goals, AND 1 more pass during the action
GuardAllen Iverson+2 to the Guard in case of 2 & 3 points field goals
Guard

West

PositionPlayerEffect
CenterDirk Nowitzky+2 to the Center in case of 2-points field goals
CenterPau Gasol-2 to the opponent's shoot in defence
CenterTim Duncan-3 to the opponent's shoot in defence
ForwardAmare StoudemireRebound to the Forward wherever it is, if in the 2-points field goals
ForwardCarmelo Anthony+3 to the Forward in case of 2 & 3-points field goals
ForwardKevin Durant+2 to the Forward in case of 2 & 3 points field goals, AND 1 movement without defence replying move
ForwardKobe Bryant+4 to the Forward in case of 2 & 3-points field goals, AND 1 movement without defence replying move
Play Maker
5
6
5
7
3 Small Forward85104
2 Guard9796
1 Play Maker9595

If the shooter:

  • 1. scores: the score is updated, the time marker is moved a number of squares equal to the played turns in that shot clock, the turns are set at zero and the miniatures are placed back in position as at the beginning of the game for a new shot clock.

  • 2. fails: the ball rebounds. The defence places it at will on one of the 5 squares adjacent to the square under the basket. If the chosen square is:

    • a. occupied by a defence miniature, this one will grab the ball on rebound. The defence wins the ball and for this reason a new shot clock begins.
    • b. free, and the attack did not use all of its green die's value, the attack can try to get the ball on rebound. If it succeeds, it will gain 3 new turns; otherwise the defence will try with the green die. In both cases, a new shot clock starts: before starting a new action after the rebound, the time marker is therefore moved by a number of equal squares and the shot clock turns are set at zero.
  • 3. rolls 12 from the die and the shooting miniature has a defender marking it (see figure for the marking areas), the ball is blocked. The ball ends in the hands of the blocking miniature.

    Figure of the marking areas. The defenders that occupy a square with the arrows are marking the attacking miniatures that occupy the squares indicated by the same arrows, so reducing their shooting ability of 1.

  • The ball handler enters the square under the basket and a dunk occurs. The assigned score is automatically 2 without the need of the die's roll.

  • Derrick Rose
    3 passes during 1 action
    GuardDwyane Wade+3 to the Guard in case of 2 & 3-points field goals
    GuardJoe Johnson+2 to the Guard in case of 2 & 3-points field goals
    GuardPaul Pierce+2 to the Guard in case of 2 & 3-points field goals
    GuardRajon Rondo3 passes during 1 action, AND 1 try to steal the ball with the defensive move
    ForwardZach Randolph-2 to the opponent's shoot in defence
    GuardBrandon Roy+2 to the Guard in case of 2 & 3-points field goals
    GuardChris Paul3 passes during 1 action
    GuardDeron Williams3 passes during 1 action
    GuardSteve Nash4 passes during 1 action