Fast Break - A Basketball Tabletop Game
Fast Break started as a simple Chess-like 3-on-3 tabletop game based on pickup Basketball. The entire first prototype fit nicely on a coffee table. Over time though, this game grew into a larger, greater form enjoyed by many students at DigiPen.
The board is a 7x10 rectangle with a hoop space on either side, starting positions for tokens, a 3-point arc, a center line, and marked corner spaces.
The first set of rules was designed to be simple. However, there were definitely plenty of things to fix.
PROBLEM 1: Defense was way too challenging.
Being able to move and shoot in the same turn was nearly impossible to defend against.
Also, being able to pass the ball twice in the same turn made it difficult for the defense to “read” an offense, and this also contributed to the offense/defense imbalance.
PROBLEM 2: Shooting/Probability of Success.
First of all, the way I described how to calculate the probability of a shot going in was confusing. I was going to have players use d20s to see if their shots go in, so describing the probabilities as actual percentages that have to be converted to dice rolls was unnecessary.
Also, a careful reading of the success probability rules will tell you that a shot from just beyond the half-court line has a 50% chance of going in. This was a huge mistake on my part, and this needed immediate fixing. This is why we playtest.
I addressed these problems quickly with some revised rules. The first major change was this:
At first, the offense would;
Move Phase
Throw Phase (Pass OR Shoot)
In the revised rules, the offense would;
Move Phase
Pass Phase
OR
Spend this whole turn shooting
Unfortunately, this swung the pendulum too far the other way, and now it was suddenly much too easy to defend. Regardless of where and how the offense moved, they wouldn’t be able to get a token into a spot where no defender was adjacent to make a shot more challenging. The only way to reliably score was to move all the way to the hoop for an automatic “dunk”. I didn’t even playtest this revision with other people, I quickly figured this out by testing it alone.
Knowing this, the correct balance of offense and defense would be somewhere in the middle of these two rules;
1) Letting the offense move and shoot in the same turn (too easy to score)
2) Forcing the offense to spend one whole turn on just shooting with no moving beforehand (too hard to score)
Gameplay photograph. Light team scores on their 4th of 6 turns on offense after a roll of 17, hence the green tokens and d20 dice. Two marked Dark team defenders weren’t able to make a stop.
Note the use of d20s for both shooting and for counting score. The Light team’s d20 is set at “2” as they just scored 2 points. The d20 for the Dark team is on “20” because the game is played to 15, so “20” indicates they haven’t scored yet.
At first, certain cards could only be used to SHIFT tokens;
1) STRICTLY BEFORE a MOVE or
2) STRICTLY AFTER a MOVE.
This meant there was a clear procedure of “Before-Shift”, “Move”, “After-Shift”. I figured this would allow me to make a larger variety of card types. But that was unnecessary.
Old version (top) and new version (bottom) of player aid card. The marked up areas of the old version are where I made changes in the newer version. There are still things I forgot to change in the new version that I need to go back and fix.
Improved version with scoring track. First to 11 wins.