How it works
Everything on airball.gg feeds one loop: play trivia today, and your player suits up tomorrow. Here is the whole system, start to finish.
Sign your player card
You start as a rookie. Pick a name, number, and position.
Play games - that's training
Daily trivia and ranked Possession earn points and set your form.
Spend points on your card
Boost ratings. Your card is your ceiling in every career match.
Your career plays 2 matches a day
A real 82-game NBA season, live at 00:00 & 16:00 UTC.
Check back, chase the ring
Live tickers, box scores, standings, playoffs. Banners are forever.
Points
Earning points
Points come from playing - only on the day you play. Yesterday's puzzles are gone; there is no backfilling last week. Showing up every day is the whole game.
Daily games - the biggest earner
Every daily game pays accuracy × speed, up to 200 points per game, and seventeen of them run every day. A sharp, fast day clears well over 1,000 points. Bingo pays a +80 bonus for a blackout (all 16 tiles).
Hoop Grid - rarity, not just right
Name a player who fits both categories. Every cell then shows what percentage of today's players named the same guy - lower is better. A pick nobody else made is a unicorn, and the day's rarest grid tops the board. The obvious answer is the safe one; the deep cut is the flex. Rarity scores need an account - signed out, your picks still count toward everyone's percentages, you just don't get scored.
Ranked Possession
150 points a win, 50 a loss - your first 5 finished matches each day. Great for form, but the dailies always pay more.
Spending points on boosts never touches your leaderboard - it only counts what you earned.
My Player
Your card is your ceiling
Points buy boosts on your player card. Ratings decide how hard your player carries in career matches - a better card scores more, defends better, wins more. Boosts are cheap through the 60s, cost real points through the 70s and early 80s, superstar prices from 85, and legend prices in the 90s. Your primary class trains its two stats 20% off, your secondary 10% - and where both classes want the same stat the discounts stack, so it trains 30% off.
Weekly missions pay free attribute points: three drop every Monday, each themed to a stat - finish one and claim the boost on your card or the career hub.
The class ladder beside your boosts hands out titles for your build. Each tier asks you to raise its two signature ratings, then prove it in a match - a big game inside your last handful. Claim it for the flair: bragging rights, not a stat boost.
Your position and classes lock the moment you spend points on a boost - the class discount is what a re-pick could game. Free mission points don't lock anything, so claim away. Every ring your career wins lives on the card forever.
Form
Train today, play tonight
Play anything - one daily game or one Possession match - any time before a match tips, and your player has minutes in it. A morning session reaches the same day's 16:00 UTC game; yesterday's play covers both of today's.
Nothing played from the previous UTC day up to tip, and your player rides the bench: DNP - no training day. Your team plays short-handed. The form number locks at tip, not midnight - play one game to lock his spot in the next tip.
You suit up with nine signed pros - the four who start fill the court around you, the other five ride the bench. Keep them developed and keep showing up - a deeper, in-form roster wins more.
Career
A real season, two matches a day
Your franchise plays a real 82-game NBA season against all 30 teams - two matches a day, at 00:00 and 16:00 UTC (8pm and noon ET). Each match plays out live over 48 minutes, quarter by quarter, with play-by-play. Miss it and the box score is waiting.
Finish top 8 in your conference and you're in the playoffs: best-of-7 rounds all the way to the NBA Finals. Win it all and a championship banner hangs on your franchise - and a ring goes on every card that suited up.
Every playoff team plays its own best-of-7 on the same two-a-day cadence you do, so the rest of the bracket takes real days to settle - and you won't know who you play next until somebody has actually won it. Sweep your series in four while the other side sits at 2-2 and your franchise waits for them to finish. Your matches pause until the matchup is set, the hub says exactly what it is waiting on, and the full bracket - both conferences, every round, updating twice a day - is one tap away the whole time.
When the season ends - champion, eliminated, or lottery-bound - the next one tips off after midnight UTC. Same franchise, fresh 82. Ratings carry over; the history stays on your record.
Your squad
Run the front office
You're the franchise player, so management listens to you. The team page lays your five out on a half-court, by position - sub out exactly the slot you tap, pick the slot when you sub in, or fill an open hole straight from the bench. Position matters: every starter lined up away from his natural spot costs your five -2.5 strength, on every lineup - see how team OVR is calculated. The strength breakdown next to the court itemizes every term the sim counts.
Minutes are yours to spread too - tag each starter heavy, normal, or light (~36 / 26 / 14 minutes) to decide who takes the shots. And spend points to train any teammate's skills right on his row; signature stats train cheaper.
Bench a good teammate too long and he gets restless - first a warning, then he walks. And every so often management finds a prospect who wants in - sign him and pick who makes way, or pass. Want the search to be less random? Send the scouts after a specific class - a report with two candidates lands a few days later.
Every teammate is on a contract - his “signed through” season shows on his card. When a deal is up entering a season, you get a decision window: re-sign him or he walks - and if you ignore it, he walks anyway. Watch the red countdown on the hub.
Need a body beyond the scouts? The recruitment hub has two more doors: the transfer market, where you bid points on pros from other players' franchises (and field bids on yours - you pocket a cut), and the G League board, where fresh legs sign for points and suit up from tomorrow's games.
It all lands in your front-office news feed on the career hub: signings, walkouts, cuts, and the occasional surprise.
Recruitment
Chase one real star
Somewhere out there is a player the league already knows. You hold one at a time - no limit over a career, you just can't have two at once - pick your target on the recruitment page and his front office starts watching. You can switch targets once a day until you commit.
They don't take calls from nobodies. Every target carries a checklist, and the bar scales with who he is - chasing a star means 85 overall, 30 wins, a head-to-head win over his team, and 4,000 points banked. Starters and the under-the-radar tier ask for less. The bars fill as you play; there's nothing to claim.
Clear the checklist and the package builder opens: offer one or two of your own guys plus points, and management rules on whether it clears their asking price. A rejection comes back with what was missing - and their price is re-drawn every week, so the same package can land seven days later.
There is no trade deadline
An accepted deal lands within a day or two, whatever the date - match 3 or match 80. A late-season splash plays your last stretch and the playoffs.
Career Mode is a simulated universe. Trades, matches, and box scores here are fictional and live only in your league; ratings are airball's own assessment.
Friends
Recruit them. Poach them. Watch them.
Add friends on the friends page - by username or a share link. Then hit Add a friend on any roster spot: every friend shows up with the one right move - a free agent gets an in-app invite (they accept from their career hub), a friend on another roster gets a poach offer. Their live card drives the slot: the more they play and boost, the better your team; ghost the app and they're cold on your bench.
Moonlighting pays: a friend earns a cut every match their card suits up - win or loss, just a bigger cut on a win. Your card can ride ONE friend's bench at a time, and every stint is a real contract: locked for 20 matches (a market deal locks for its own term) before you can walk or be poached away. Friends sign through the current season; re-sign them cheap or they hit free agency.
Every offer needs your say-so - a friend only joins when you tap accept. And beware: a friend on your bench can quietly tank your games for a stretch. You won't know until the front office finds out - but once caught, they wear a snake tag everywhere, forever.
The games
Seventeen daily games, plus Possession
Everything you play is training - a fresh slate of seventeen drops at midnight in your local time, and Possession is there whenever you want it. Here's how each one works.
Higher or Lower
Two players, one stat - call whether the second is higher or lower. Ride the streak - you've got five lives.
Who Am I?
A mystery player behind six clues, revealed one at a time. Guess early for more points - you can skip, but not go back.
Connections
Sixteen players, four hidden groups of four. Mistakes are limited - save the trickiest group for last.
Bingo
A 4×4 board; match a player to each tile (tap it for the criteria). Wrong guesses cost you - clear all 16 for a blackout, worth +80.
2 Truths 1 Lie
Three statements about a player; spot the false one. Several rounds a day.
Career Path
Five mystery players, each revealed by the franchises he played for in order. Easy to hard - fewer hints score higher.
Top 10
Name the top ten of a stat category from memory. Correct picks fill the board; your guesses are limited.
Survival
A streak of questions until you miss. Replay all day - only your best run counts.
Scouting Report
One mystery player, eight guesses. Seven attributes - draft year, pick, teams, country, college, rings, All-Star nods - give hotter/colder feedback.
Hoop Grid
A 3×3 grid crossing two categories per cell. Nine guesses, each player once; fill six of nine to win. Rarer picks beat obvious ones - a unicorn is one nobody else made.
Fast Break
A 4x4 board of players and one hidden stat. Pick one per row, moving only to a connected column, in 20 seconds. Three boards a day, easy to hard.
Era Draft
Draft a roster against an era-themed brief, then watch it graded. Two respins, no answer key.
Six Shots
Six guesses at one NBA surname. The board is as wide as today's name, and that width is the only clue you get for free.
Shot Clock
One question, a long list, 100 seconds. Every name you land buys you five more.
Roll Call
One real playoff box score. Name everyone who played in it, both benches.
Deep Cut
One question, five slots, and the obvious answer is worth almost nothing. The rarer the name, the more it scores.
Crowd Favourite
The same shape of question, scored the other way - only the six most obvious answers are on the board, and three wrong guesses end it.
Possession
A replayable head-to-head board game. Ranked play pays 150 a win / 50 a loss on your first five finished matches.
FAQ
Quick answers
Do old games give points?▾
Why did my player DNP?▾
What happens when the 82 games are done?▾
Why has my career stopped playing games in the playoffs?▾
Do I lose my ratings between seasons?▾
Does boosting cost me leaderboard points?▾
When do matches tip off?▾
What happens to my own career if I join a friend's team?▾
Why can't I train the friend on my roster?▾
How many real players can I sign?▾
Why do roster moves take effect tomorrow?▾
How is my team OVR (“plays like”) calculated?▾
- Base - your starting five's overalls, averaged with your own card counted twice (you're the franchise player).
- Skill coverage - do the five cover all eight skills? Five lookalikes bleed strength; a complementary five plays biggest.
- Position - one charge: -2.5 for each starter lined up away from his natural spot, on every lineup - including the one the front office picks for you. Five men each at their own position cover all five spots by definition, so there is no separate coverage charge; if you see a mismatch on the court, fix it.
- Match sharpness - a multiplier for attendance, from ×0.82 when none of the five is sharp to ×1.00 when all five are. Your own daily game keeps your slot sharp; a seeded pro stays sharp on his own unless he is hurt, and a friend slot follows that friend's play.
- Momentum - the hot/cold bump your recent record has earned (see below).
The result is the “plays like” number. It is the same figure your hub shows in tonight's read - one calculation, and it's literally the strength your next match is played at.
It does not include home court. Both “plays like” figures describe the two rosters; the venue is applied afterwards, to the win percentage. See below.
Does playing at home actually help?▾
Yes, and the hub tells you exactly how much. Home court is worth ±1.5 on the gap between the two “plays like” numbers - you get +1.5 at home, -1.5 on the road.
What that's worth in win percentage depends on how close the game is, because the odds curve is steepest in the middle. Between evenly matched teams it swings the number by about 11 points. In a lopsided matchup it's worth as little as 3. There is no single “home court is worth X%” answer, which is why the hub prints the actual figure for tonight rather than a rule of thumb.
The percentage on your hub already includes it. If tonight's read says 7% on the road, 7% is what the sim rolls against - the road penalty is already in it. The bracketed figure beside it is the same matchup at the other venue, so “on the road (11% at home)” means those are the two real numbers, not a discount to apply yourself.
In the playoffs it is the whole reward for seeding. The higher seed hosts games 1, 2, 5 and 7 of a best-of-seven; the lower seed hosts 3, 4 and 6. Your series panel marks every game H or A so you can see the split you earned.
How do hot streaks and slumps change my rating?▾
Right now it's your last five games, worth ±1: go 4-1 or better and your whole team plays a point up, 1-4 or worse and it plays a point down. A 3-2 or 2-3 stretch is flat.
From the matches tipping July 28 that widens to ±3 over three cumulative windows. Counting wins minus losses: +3 or better over your last 5 is worth ±1, +6 over your last 10 adds another, and +9 over your last 15 a third - mirrored for losing runs. They stack, so the full ±3 needs all three to be true at once: winning four of every five across fifteen games (12-3) does it, while a 3-2 week is worth nothing. That also makes it recency-sensitive on purpose - go 12-3 but drop your last three and the short windows stop firing, so the bump falls back to +1. NBA sides run the full rule both ways, so a rival on a heater really is harder to beat - and beating them cools them off.
From the matches tipping August 15 the losing side of that rule stops touching your five: a heater still earns its +1 to +3, but a skid no longer plays your team below its cards - the bump floors at 0 for you. League opponents keep the full two-sided rule.