The Great Cornholio
New member
NSC Football Simulation - Rules and Draw!
Right, we now have 68 teams ready to do battle. I'll make the draw in a while but first, the brain ache bit - the rules! The Overview is just for information - the Transfer section is the bit you will need to try and understand.
1. Overview
This game is a simulation using stats for each team, dice and charts. I will list all of the teams starting stats later. Each team has an attack rating and a defence rating. Subtracting your opponents defence rating from your attack rating decides which "Goal Card" you will use. The idea is that the bigger the difference, the more chance of scoring and scoring big. Each Goal Card has a number of goals based on the total of 2 dice.
Here is Goal Card 0 - the worst for example :-
2 0
3 2
4 1
5 2
6 1
7 0
8 0
9 2 AT
10 0
11 1 P
12 3
So if you get goal card 0 and get a dice total of 1, you score 1 goal for that half. (AT is a goal in added time and P is a penalty in case you were wondering!)
Here is Goal Card 5 - the best available :-
2 2 P
3 0
4 1 P
5 1
6 2
7 2
8 1
9 3
10 1
11 0 MP
12 4 AT
It will be very rare to use this card - Man U playing Torquay in the cup maybe. But it illustrates the general idea - the bigger difference between attack and defence, the better goal card you get. But you could get Goal Card 5 and roll 3 for 1 half and 11 for the second half - scoring 0 goals in the game. The goal crads also have values for away teams which adds a slight bias to home teams.
You don't need to understand this as I will deal with all of this - but I thought it might be of interest.
Before each game, each team rolls 2 dice. In their stats, they have a number for injuries and a number for suspensions. So, for example, if Arsenal's injury number is 3 and a 3 is rolled, they will suffer an injury. Further dice rolls will decide the stats of the player and the length of the injury. So they could lose an attacker rated 5 for 4 weeks. This will degrade Arsenal's attack rating by 5 until the player returns. Suspensions are handled the same way.
Again, I will handle this part of the game but it shows how good teams can be devalued through suspensions and injuries.
2. Transfers
The last stat each team has is money. This enables teams to sign players at certain intervals. I have set transfers to happen every 3 to 4 game weeks - not realistic but recommended by the games manufacturers to increase enjoyment and realism.
Each time a transfer window occurs, each team rolls 2 dice. The outcome of this is checked against a chart. Some rolls will indicate SELL. This has to be actioned. Further dice rolls will decide the rating of the player and the transfer fee. The team in question will have their ratings decreased and their money increased by the relevant amounts.
Some rolls will indicate that a player is available to buy. Further dice rolls will show the player's probable rating and the asking price. The manager of the team in question will then have the chance to decide whether or not to buy the player. If they decide to buy, a further dice roll will decide if the player's probable rating is right or goes up or down slightly. This increases realism as you only find out after buying a player if he is right for your team. So you could buy a player with a probable rating of 5 but end up with a player of rating 3.
To help you decide whether or not to buy a player, here is an a quick description of player ratings and transfer fees.
A player probable rating can be from 1 to 7 (1,6 and 7 being relatively rare). A further dice roll reveales the 'multiplier value'. This ranges from a Bosman free to 5x. If you get a player of 3 and a multiplier of 5, this player would cost 15 money points which represents a very bad deal. An average multiplier is about 1.5 so an average value for a player of value 3 would be 4-5 money points.
Money points will translate differently depending on the division. In the Premiership, 1 point will be £1 million. In the Championship it will be £100000 and in League 1 it will be £10000.
Here is an example to try and describe it better. Arsenal are offered an attacker with a probable value of 3 for £5 million. If their manager decides to buy, the players true value will be decided. We will assume it goes up to 4. Arsenal's attack rating will then increase by 4 and their money will decrease by 5.
If the multiplier had come up as 5x, the above player could have cost £15 million which would represent a very bad deal. By the same token, they could have come on a Bosman and Arsenals Attack rating would have gone up at no cost to them.
Going back to the transfer dice roll, there are also rolls that do nothing, meaning the team in question cannot buy or sell a player during that transfer window.
To make this game more suited to NSC, I have introduced 2 extra rules. When a player is offered for sale, the manager has until the next transfer window to decide to buy the player. This should help managers who can't check NSC every day.
The second rule is for managers who get desperate. At any time, you can ask me for a guaranteed player purchase. But this is very risky - you will get what the dice come up with. You might get a bargain, you might get an Akinbyi. This is probably best to use when you are crippled by injuries or struggling for results.
3. Cup games
Finally, to enable an FA Cup style competition, I need to introduce a new rule for cup games. The problems arises in that the top team in League 1 has similar stats to the top team in the Premiership which would not be realistic. So, to compensate, the higher league team will have their attack rating increased by 10 and their defence increased by 7 for each division difference. So Man U would get 20 extra attack points and 14 extra defence points if they draw Torquay in the cup.
I think that is it. I'm sure some peoples heads are spinning and I probably haven't explained it that well. The thing you need to understand is the rating and value of players to buy. I don't want you buying a donkey for £15 million!
Any questions, please feel free to ask - either by this thread or by PM.
I will now proceed with the draw for teams and then run the pre season transfer details. If time allows, I will run some pre season friendlies so you can see how it works.
Good Luck to all!
Right, we now have 68 teams ready to do battle. I'll make the draw in a while but first, the brain ache bit - the rules! The Overview is just for information - the Transfer section is the bit you will need to try and understand.
1. Overview
This game is a simulation using stats for each team, dice and charts. I will list all of the teams starting stats later. Each team has an attack rating and a defence rating. Subtracting your opponents defence rating from your attack rating decides which "Goal Card" you will use. The idea is that the bigger the difference, the more chance of scoring and scoring big. Each Goal Card has a number of goals based on the total of 2 dice.
Here is Goal Card 0 - the worst for example :-
2 0
3 2
4 1
5 2
6 1
7 0
8 0
9 2 AT
10 0
11 1 P
12 3
So if you get goal card 0 and get a dice total of 1, you score 1 goal for that half. (AT is a goal in added time and P is a penalty in case you were wondering!)
Here is Goal Card 5 - the best available :-
2 2 P
3 0
4 1 P
5 1
6 2
7 2
8 1
9 3
10 1
11 0 MP
12 4 AT
It will be very rare to use this card - Man U playing Torquay in the cup maybe. But it illustrates the general idea - the bigger difference between attack and defence, the better goal card you get. But you could get Goal Card 5 and roll 3 for 1 half and 11 for the second half - scoring 0 goals in the game. The goal crads also have values for away teams which adds a slight bias to home teams.
You don't need to understand this as I will deal with all of this - but I thought it might be of interest.
Before each game, each team rolls 2 dice. In their stats, they have a number for injuries and a number for suspensions. So, for example, if Arsenal's injury number is 3 and a 3 is rolled, they will suffer an injury. Further dice rolls will decide the stats of the player and the length of the injury. So they could lose an attacker rated 5 for 4 weeks. This will degrade Arsenal's attack rating by 5 until the player returns. Suspensions are handled the same way.
Again, I will handle this part of the game but it shows how good teams can be devalued through suspensions and injuries.
2. Transfers
The last stat each team has is money. This enables teams to sign players at certain intervals. I have set transfers to happen every 3 to 4 game weeks - not realistic but recommended by the games manufacturers to increase enjoyment and realism.
Each time a transfer window occurs, each team rolls 2 dice. The outcome of this is checked against a chart. Some rolls will indicate SELL. This has to be actioned. Further dice rolls will decide the rating of the player and the transfer fee. The team in question will have their ratings decreased and their money increased by the relevant amounts.
Some rolls will indicate that a player is available to buy. Further dice rolls will show the player's probable rating and the asking price. The manager of the team in question will then have the chance to decide whether or not to buy the player. If they decide to buy, a further dice roll will decide if the player's probable rating is right or goes up or down slightly. This increases realism as you only find out after buying a player if he is right for your team. So you could buy a player with a probable rating of 5 but end up with a player of rating 3.
To help you decide whether or not to buy a player, here is an a quick description of player ratings and transfer fees.
A player probable rating can be from 1 to 7 (1,6 and 7 being relatively rare). A further dice roll reveales the 'multiplier value'. This ranges from a Bosman free to 5x. If you get a player of 3 and a multiplier of 5, this player would cost 15 money points which represents a very bad deal. An average multiplier is about 1.5 so an average value for a player of value 3 would be 4-5 money points.
Money points will translate differently depending on the division. In the Premiership, 1 point will be £1 million. In the Championship it will be £100000 and in League 1 it will be £10000.
Here is an example to try and describe it better. Arsenal are offered an attacker with a probable value of 3 for £5 million. If their manager decides to buy, the players true value will be decided. We will assume it goes up to 4. Arsenal's attack rating will then increase by 4 and their money will decrease by 5.
If the multiplier had come up as 5x, the above player could have cost £15 million which would represent a very bad deal. By the same token, they could have come on a Bosman and Arsenals Attack rating would have gone up at no cost to them.
Going back to the transfer dice roll, there are also rolls that do nothing, meaning the team in question cannot buy or sell a player during that transfer window.
To make this game more suited to NSC, I have introduced 2 extra rules. When a player is offered for sale, the manager has until the next transfer window to decide to buy the player. This should help managers who can't check NSC every day.
The second rule is for managers who get desperate. At any time, you can ask me for a guaranteed player purchase. But this is very risky - you will get what the dice come up with. You might get a bargain, you might get an Akinbyi. This is probably best to use when you are crippled by injuries or struggling for results.
3. Cup games
Finally, to enable an FA Cup style competition, I need to introduce a new rule for cup games. The problems arises in that the top team in League 1 has similar stats to the top team in the Premiership which would not be realistic. So, to compensate, the higher league team will have their attack rating increased by 10 and their defence increased by 7 for each division difference. So Man U would get 20 extra attack points and 14 extra defence points if they draw Torquay in the cup.
I think that is it. I'm sure some peoples heads are spinning and I probably haven't explained it that well. The thing you need to understand is the rating and value of players to buy. I don't want you buying a donkey for £15 million!
Any questions, please feel free to ask - either by this thread or by PM.
I will now proceed with the draw for teams and then run the pre season transfer details. If time allows, I will run some pre season friendlies so you can see how it works.
Good Luck to all!