The World Gridball Championship

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How does Gridball work?

How does Gridball Work?

Gridball uses random number generation {RNG} to dictate almost every aspect of every player and game but, in order to make the game as realistic and enjyoyable to follow for a spectator, the RNG is incredibly detailed and complex. A follower of the game doesn't need to know the RNG rules but, if you're interested, here is a detailed review of the process that goes into a game of Gridball.
1: Team selection:

Every season of Gridball involves 12 new teams being added to the tournament in order to try and give as much opportunity for supporters to find their area represented. Team selection did not involve RNG but instead used historic population data to try and pick teams that would have been true to the areas that may have been selected, had the game really been created back in the 1940s.

For the first competition in 1951 the UK census of 1931 was used to pick the most populous place in the country. However, a rule was put in place that no team represent an area of more then 2 million people or less than 1 million and would take it's name from any area it represented with a population of more than 150,000 people. The UK was too populous, as was England and England's biggest county, Lancashire but Lancashire's biggest district, Liverpool had a population of under 1 million. With neighburing districts added to bring it up to the required 1 million, the first team was born with the name Liverpool.
2: Nicknames

Having got a team, an American style nickname was decided upon for each team. Nicknames have been carefully chosen to try and reflect something the town, city, county or region is known for, again, trying to replicate what kind of a nickname a real Gridball team may have been given. Some have been easier than others to create and some are more obvious than others. Liverpool was quite easy due to the Liverbird. Two Liverbirds adorn the Liver building in the city and its the symbol of the city itself. It was also the club crest of Liverpool Football Club and had at one time also been a symbol of their city rivals Everton. It would later be used as the name of a 1970s TV show.

When picking nicknames, no existing sports teams names have been used but, if really stuck, names of extinct teams have been adopted or names of teams that dont share the same geographic name but represent the same area. For example, The stand out name for Sheffield would have been the Steelers for its strong links to Steel, but this was already in use by the local Ice Hockey team {albeit they didnt exist in 1949 when the Gridball team would have been formed} Instead of using the same name, the Gridball team were named Steels instead. Likewise Sunderland was difficult to find a name for but they represent County Durham who, in real life have the Durham Wasps Ice Hockey team. Sunderland became the Sunderland Wasps.

In trying to keep with historical accuracy, the UK and Ireland was used until fully represented and then the United States introduced as the most likely nation to have joined in the 1950s. Other nations have then been selected to be added based on a combination of performance by women at the Olympics at that time and the liklihood of franchised professionalism in sport generally in that country.
3: Team colours

Team colours have used a combination of R.G.B computer values and RNG. Every team has their own unique primary colour which has been selected from a list of 100 colours on the colour wheel and assigning each a number, then selected by RNG. Kit design is based on the style of the local sports teams representing the area at the time the team were formed.
4: Players and Coach

Every team needs seven players and they have been created using a mash up of the names of actresses born in the area each team represents at the time of the age of the players. The original seven player's ages are chosen by RNG from 16-36 while all new players after that will usually be under 21 when they join the team. New players are added when required to cover a gap in the team caused by injury or suspension. 

The player's ability is also calculated using RNG but is weighted towards the weaker ratings. Most players will be a 0 {Reserve} when they start out but could be a 1 {Okay}, 2 {Average}, 3 {Good}, 4 {very Good}, 5 {Excellent}, 6 {World Class}, 7 {Star}, 8 {Icon}, 9 {National treasure}.
The decision is made with a 50/50 chance on RNG for each rating. Imagine a roulette wheel wthout a green, just equal red and black and you bet black. You have to spin the wheel until you get a black. This is similar to the generation of ratings, except using RNG 0 vs 1. Every player spins until they get a 1. The more spins it takes to generate a 1, the better that player is.

e.g. the RNG spins 0-0-0-0-1. This player is given a 5 excellent rating.

Finally the player is allocated a position from 1-7. This is merely the position required and will remain that player's position for their career.

Coach's always start at rating 0 {inexperienced} and will improve with positive results.

These ratings are important as they're added together to give each team their overall strength, which in turn helps calculate their chances of winning each match.
6: The tournament

The first tournament was played as a straight 12 team league with the top teams going to the quarter finals, semi finals and final. Subsequent tournaments are played in groups of six teams. The teams are seeded each year based on their performance last season based on the number of groups there's going to be. So if six groups, there will be six number one seeds, all kept apart and placed into one group each. A number two seed is placed with them etc until each group is filled.

Each contest changes based on the inclusion of 12 additional teams but the gist is to get down to a quarter final stage.
7: Calculating results

The most detailed aspect of Gridball is calculating what actually happens in each match. A detailed series of RNG rounds are conducted to decide this.

I: The selection round. Before each game, every team faces a round of RNG to decide if any of their players are unavailable. Gridball always selects the best rated team for every competitior but every team must have one spin on RNG 0-10. If they spin a 10 then any players already injured are passed fit so that they can field their strongest team. 1-9 means nothing. 0 means a player is unfit to play. This sets off a second RNG of 1-7 to decide which player is unfit and then a 50/50 RNG 0-1 decides how long the player will be out for. The best possible reserve is then selected to take their place with a new player being generated if needed.

II: Once the teams are selected, each team has an overall rating. This is made up of the ratings of the seven players and their coach. Every team also has a morale rating, which starts at 0 every season and goes up 1 point with each win and down 1 point with each defeat, but never below 0. Home teams are also automatically allocated 5 points for being at home. This creates a rating number for the two teams. 

III: The score round. How many spins at scoring is dependent on the overall rating of the two teams. The weaker of the two sides gets 1 round. To score goals they face RNG 0 vs 1. The number of goals they score is calulated by the number of consecutive 1s they spin. A 0 stops their round. Then the stronger team does the same. However, if the stronger team is seven or more points stronger than their opponent, they get a second go after spinning 0 for the first time. They'll get a third go if they're fourteen points stronger, a fourth if twenty-one etc. if both sides fail to score they each get one more chance to spin a 1. 

IV: Goal times and scorers. Every goal needs to be scored so to do this, RNG is set at 0-60 which decides when each goal is scored. 50/50 RNG 0 vs 1 decides who scored it with #7 going first until a player in the team spins a 1. This makes #7 shooters the most likely to score goals. No two things can happen in the same minute so the home team goals are positioned and then the away. select a minute that has already got an event and that goal will be chalked off.

V: Shots. To give an impression of how the game is going, efforts on goal are also published. This is done the same as for the goals except this time the stronger team goes first and has four attempts. The number of attempts the weaker team get is reduced for every seven points weaker they are. You can see the two team's strengths in the team news screen on the publshed broadcasts. Again, shots are given times and don't get added if they fall on a minute where an event has already taken place.

VI:  Injury, sin bin or performance increase. RNG 0-10 is spun once for each team at the end of the round to determine if any injury or sin bin happened, or indeed if a player performed so well their rating increased. 1-9 means nothing but a 10 means that a player on that team gets a 1 point increase in their rating. However, a 10 only works if that team won their match. It's ignored for tied and losing teams. Having identified a winning team with a 10, the players face a 50/50 0 vs 1 RNG starting from the weakest rated player, to see who gets the increase. This gets published as a post script on the broadcasts. A 0 spin means a player got injured or sin binned. A further 0 vs 1 RNG decides which. 0 = sin bin, 1 = injured. If it's a sin bin, RNG 0 vs 1 starting from player #1 decides who is sent off. RNG 0-60 decides when. This can have a big impact on the game as every event that happened to the reduced team now faces a 0 vs 1 RNG to decide if it happened at all. Goals could be chalked off and change the result. Furthermore the team with the advantage now have one more RNG 0 vs 1 for more goals but they must then generate a goal time 0-60 after the sin bin time for the goal to count. Likewise for shots. Again, if it falls in a minute where something else has already happened, it doesnt count. 

All this information is then published in the Youtube broadcasts of each round.
8: The points

A win is worth 2 points but win by five goals or more and you earn a bonus point, which is deducted from the losing team
A tie is worth a point but only if there was scoring. A 0-0 tie is worthless
A defeat is also worthless.
Teams on the same number of points are split using goals scored and then goals conceded.
9: Player rating increases

As mentioned in the scoring section, there's a chance for a player's rating to increase in every game, but there are other ways players rating increase during the season.

I: Team of the Week: The team of the week is reported after every round and is worked out based on what happened in each game. #1 will usually be the net minder who made most saves in a winning team without letting in a goal. The rest of the team will be players in each position who scored. there is an element of subjectivity in this section, much like any {most valuabe player} MVP award but it looks at how each game panned out to decide the team of the week. Any player that gets selected five times during the season gets an instant point increase.

II: Top scorers. In any sport its the players who score the points that are the biggest stars. Gridball is no different. Not only does the #7 gets first shout at claiming every goal your team score but when they hit 20 goals in a season, their rating goes up 1 point.
10: Coaches ratings

Coaches ratings can only go up through results. Every coach starts with a rating of 0 and a sub rating of 10. This sub ratng is their reputation and it goes up with wins and down with defeats. If their sub rating hits 20, the coaches overall rating goes up a point and their sub rating is reset to 10 again. However, if their sub rating drops to 0, the coach is fired, no mater what their overall rating is. The coaches rating is added to the team's rating in each match.
11: The end of the season review

At the end of each season every player comes up for review. Their ratings can go up or down, they could move to another team, retire or any number of things. It's decided like this.

I: The Champions. As standard, the seven players of the Champions all instantly increase by 1 point

II: Under 21. All players under the age of 21 get a 50/50 chance to increase by 1 point

III: All over 31s. 50/50 chance they decrease by 1 point. Any player on 0 that gets marked down is equal to retirement.

IV: Every player faces one RNG spin 0-10

10: An instant 1 point increase for that player

9: Becomes an impact player. Impact players have the potential to put in a World Class {6} performance in any game, regardless of their rating. They face RNG 0 vs 1 before every match. if they spin a 1 they rate 6, the more 0s they spin the lower their rating. While this means that in most games they'll be worth their place, they may play a few stinkers too, just like real impact players in sport. Once labelled an impact player, it will stay with them throughout their career and means they will never have the temperament to become a coach.

8: Gets a coaching badge. This is for the future. A coaching badge is worh 5 sub points should that player go on to become a coach in the future and gives them an enhanced chance of seeing their coaching rating increase fast.

7: Gets equally good in two positions: This excludes #1 net minders for whom a 7 means nothing. For the rest of the team it labels them equally good in two positions e.g. #2 and #3 and lasts until such time the player gets a rating increase or decrease.

3-6 means nothing

2: Out for the season: Usually this is reflected as maternity leave or study leave in teenagers but that player won't be available for the entire season. Upon their return, their rating will be reduced by 1 point.

1: Wants to leave: If the player is in the starting seven, this means they're wanting to go to a better team and will be offered a 50/50 RNG to join any better teams. If they spin a 1 they're gone. If they're among the reserves they'll go to any team, starting from the weakest that guarantees them a startng spot. If no team is found for an unsettled player, their rating drops by 1 point instead.

0: Rating drops by 1 point: If the players rating is already 0 then this means theyve retired.
11: Icons and legends

Every team needs it's icons and legends and Gridball is no different. An Icon is any player whose rating reaches 8 during their playing career. However, maintaining that level of performance in every game is incredibly difficult so an Icon faces RNG 0 vs 1 before every game. Each 0 they spin before getting a 1 reduces their ability in that match by 1 point. Icons also transcend the game and at the end of every season they face the temptation of fame, celebrity and stardom outside the game with lucrative movie, modelling and music offers. Eventually an Icon is going to cash in and leave. Every season an icon faces a career decision RNG 0-2. Spin a 0 means retirement to use their fame to make a living outside the sport. 

Retirement turns that player into a legend and their mere celebrity presence at a future game is worth a morale point to the current team. Spinning a 10 in the selection round offers the chance that a legend is in the stands.