NBA Showdown
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NBA Showdown is a card game created by Wizards of the Coast.
Quick Play Instructions
Start Here! Contained here are all the rules you need to start playing NBA Showdown right out of the box. These are the basic rules, meant to teach you the main mechanics of the game. When you've played a few games with these basic rules, move on to the more advanced rules given in the rulebook. From the starter box, you'll need: the playmat, the player cards, the 20-sided die, and the sliding score marker. Everything else (the strategy cards, the advanced rulebook, and the other markers) you don't need right now.
Game Setup
* Choose 5 players from your team and put each one in a position he can play. * Set aside your 3 remaining player cards, the advanced rulebook, and your strategy card deck for the first game. * Ignore hot and cold markers, assists, and rebounds for your first game. * Put your sliding score marker on the "0" space of your Scoring Track. (It slides along the left edge of the playmat.) * Roll to see who goes first (highest number wins). * Get a pencil and a piece of paper to keep score.
How to Play (Rules)
1. Choose one of your players. 2. Choose Speed or Power for that player. (High numbers are good.)
3. Roll the die.
4. Add +1 to your die roll for every point of Speed your player has more than the Speed of the defender. (You don't have to subtract if your Speed is worse.) If you chose Power, do the same thing with Power instead of Speed.
Example:
* You're about to roll for Player 1 (Speed 17, Power 10) vs. Player 2 (Speed 14, Power 9).
* You choose Speed.
* Player 1 has 3 more Speed than Player 2 (17–14=3).
* So you add +3 to your die roll.
5. Read the chart on your player card to see how many points (PTS) that player scores for the quarter. For now, just ignore assists (AST) and rebounds (REB). You'll learn how to use them later on.
6. Mark your points on the Scoring Track.
7. Turn your player sideways so that you remember you've already used him.
8. Your opponent now chooses one of his or her players, picks Speed or Power, rolls the die, and so on. You each take turns repeating steps 1–7 until all the players have scored their points and are turned sideways.
9. The quarter is over when all 5 players on each team have rolled for their points. Write down the score for the quarter on a piece of paper and set the Scoring Tracks back to 0. Then turn all the players up again and start a new quarter! (Whoever went second last quarter goes first in the new quarter, and so on.)
Now Go Ahead And Play! After you've played a few games like this, try adding in the hot and cold markers, assists, and rebounds. (It's okay to add in these things one at a time.)
Hot and Cold Markers Whenever you roll a 19 or 20 (not counting any bonuses), put a hot marker on your player. Whenever you roll a 1 or 2 (not counting any bonuses), put a cold marker on him. From then on, whenever you roll the die for a player, add an additional +4 for each hot marker and –4 for each cold marker.
(If a player with a hot marker would get a cold marker, remove the hot marker instead, and vice-versa. You can have more than 1 marker of the same type on a player.)
Assists Start the game with an assist marker on the "0" space of each Assist Track (the numbered boxes). Each time you get an assist result (+1, +2, and so on), move your marker up that many spaces. Then, after you make a roll (and add any bonuses), you can also add any number of assists you have to the roll. For each assist you add to the roll, you must move your assist marker down 1 space. Assists carry over from quarter to quarter—you don't reset the Assist Track at the end of the quarter.
Rebounds Start each quarter with the rebound marker at the center of the Rebound Track (the numbered boxes). For each rebound you get, move the marker in your direction by 1 space. For each rebound your opponent gets, move the marker 1 space towards him or her. At the end of the quarter, whichever player has the marker closest to him or her gets the number of points shown in the space the marker is in. Then reset the Rebound Track by moving the rebound marker back to the center of the track.
Advanced Rules Once you've played a few games, you're ready to look in the advanced rulebook for strategy cards, substitutions, and double-teaming.