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.

1

Sign your player card

You start as a rookie. Pick a name, number, and position.

2

Play games - that's training

Daily trivia and ranked Possession earn points and set your form.

3

Spend points on your card

Boost ratings. Your card is your ceiling in every career match.

4

Your career plays 2 matches a day

A 40-game Circuit season to start; the Majors are 82. Live at 00:00 & 16:00 UTC.

5

Check back, chase the ring

Live tickers, box scores, standings, playoffs. Banners are forever.

23 topics

Start here

3 topics
Points

Earning points

Only the day you play counts. Seventeen games a day, and each pays accuracy x speed.

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 135 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.

Your Player

Your card is your ceiling

Points buy boosts, and your card is your ceiling in every career match.

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.

Go to your player →

Form

Train today, play tonight

Reps inside the window set the rung you suit up at 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.

How many games you finish in that window is its own visible term from September 22, 2026 - the prep ladder in The night, below.

Your career

4 topics
Career

A real season, two matches a day

Two matches a day at 00:00 and 16:00 UTC, each live for a full game.

Your franchise plays a full season two matches at a time, at 00:00 and 16:00 UTC (8pm and noon ET). A new career opens in The Circuit on a 40-game season; the Majors run 82 games against all thirty NBA clubs, two promotions up. Each match plays out live over 48 minutes, quarter by quarter, with play-by-play. Miss it and the box score is waiting.

Make your tier's bracket and it is a knockout to the title: best-of-5 rounds in the fictional tiers, best-of-7 through to the Finals in the Majors. Win it all and a banner hangs on your franchise - and a ring goes on every card that suited up.

Every playoff team plays its own series 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 - 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, a fresh schedule. Ratings carry over; the history stays on your record.

Go to Career →

Your squad

Run the front office

Yourself plus nine, and every front-office move lands the next day.

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 Farm 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

As many real stars as you like over a career - but only one at a time.

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.

Any of your nine slots can be a friend. There is no separate cap.

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. A handful of players on your friends list carry a snake tag - they were caught tanking a friend's games back when that was possible. The tag is permanent; the trick is not, and nobody can pull it on you now.

The night

4 topics
The night

Tonight, in sixty seconds

One decision before each match, and the four things to read before it.

Two matches a day, and one decision before each of them. The hub leads with tonight's tip: who you play, where, what your five plays like against theirs, and YOUR CHANCE - how often you win, counting the calls the two tells say they are likely to make. Your chance before their calls is pinned before tip and never moves afterwards, because it is what your night is graded and paid against.

From September 22, 2026 you call a GAME PLAN before every tip, and it locks there. There are 6 of them:

Balanced

Run the offense - no special emphasis.

Run & Gun

Push the pace - more points, more swings.

Mud Ball

Slow it down, lock in on D, protect the lead.

Iso

Clear out - get your star the rock.

Let It Fly

Hunt threes - boom or bust.

Full-Court Press

Gamble on D - force chaos.

A plan's fit with your five is worth up to +5 points of win probability, and a misfit costs up to the same. Beat the plan the opponent called and the COUNTER pays up to +5 points on top of your plan's fit, less when your chance before their calls is already near the top; call it wrong and it takes up to the same off.

The counter is not in the pinned number, deliberately.

The pinned number - your chance before their calls - is what your grade, your cover and your league table all read, so it carries your plan's fit and nothing about your opponent's call. Your chance on the hub does count the calls they are likely to make, read from the two tells; the call they actually make shows up in the result.

Two TELLS on the card say what tonight's opponent leans on. The FILM ROOM shows the whole mixture, and against a human their last five picks - free, for both tips. It is worth about 0.43 points of win probability on its own, plus whatever the counter is worth tonight, at most +5 points. A decision for the table, not a sink.

PREP is the other half of the night, from September 22, 2026. A rep is a daily game you finished inside the form window; a day with any ranked Possession is one rep for that day; a Chalk Talk counts only alongside 2 site games. Extra play can never lower a rung.

Cold

-1.5

No games yet.

Warm

0

One or two.

Full

+0.5

3 or more. This is the rung that counts as PREPARED.

Hot

+1

6 or more, with 6 of them at 80% accuracy or better.

Full or Hot is PREPARED, and prepared is the gate on almost everything the night can pay: the objective, a development tick, the Envelope roll on a win, the huddle and Season Pass XP. From the same day you always suit up - your attendance is this one visible term instead of two hidden charges.

One PREP PASS per ISO week lets a single match play as though you had prepped - a Full - used before tip. It moves the team's strength for that night and nothing else - no pay, no Envelope, no tick, no XP - so a week you could not play does not sink a match you cared about.

The COACH'S OBJECTIVE is one ask a match. Before tip you see only its family; the exact number lands when the match resolves. Hit it and it pays +30 points and one development tick. Two of every three read the team's box and the rest read your own line. The families are Scoring, Rebounding, Playmaking, Defense, The result.

The DEVELOPMENT METER turns good nights into free ratings, from September 23, 2026. A prepared night ticks it for an owner efficiency grade of B+ or better, an objective hit, a league fixture won, or a 6 of 6 Chalk Talk. 8 ticks buy one attribute point, placed on the result card, and a season pays at most 16 points a season this way - somewhere between six and eleven weeks of showing up.

Your team's night is graded against your pinned number rather than the scoreboard: a win at 20% is an A, a loss at 80% an F, a loss at 15% a C. Beating your number is the skill, and it is what a league week ranks on.

And a brand-new franchise does not wait to see any of it. From September 22, 2026 the sign-up wizard sims one SCRIMMAGE on the spot - a full box score with your name in it, everybody sharp, against a bottom-of-table club. It is labelled as an exhibition, pays nothing and counts for nothing; it is there so your first match is not sixteen hours away.

One gotcha: a plan locks at tip and cannot be changed afterwards, and an unprepared night earns no objective, no tick and no Envelope however well it goes.

The ladder

Circuit, Regional, Majors

Circuit, Regional, Majors - the tier sets your season's length and what a win is worth.

From September 22, 2026 a career has a tier, and the tier decides who you play, how long your season is and what a win is worth.

The Circuit

40 games against 14 fictional clubs of our own. Playoffs are the top 8, best of 5. Pays 100 a win and 45 a loss.

The Regional

60 games against 16 fictional clubs of our own. Playoffs are the top 8, best of 5. Pays 120 a win and 45 a loss.

The Majors

82 games against the thirty NBA clubs. Playoffs are the existing bracket, best of 7. Pays 160 a win and 45 a loss.

A new career opens in The Circuit. Finish in the top 4 and promotion is OFFERED at the season boundary; finish in the bottom 2 and so is relegation. Neither is ever forced, and careers that already existed stay exactly where they are.

The two lower tiers are our own clubs - invented places, invented trades for nicknames, our own crest monograms. No league marks anywhere, and no tier below the Majors calls its final the Finals. Their strength is pinned to the Majors' own mean, so "meaningfully easier than the Majors" stays true when the real league is re-rated.

The gotcha is the pay: the tier is a fact stored on each match, so a promotion raises what your NEXT season's wins pay and never re-prices the season you already played. The margin bonus on a big win survives in every tier.

Leagues

Two fixtures a week, against real people

A table of real managers, with a head-to-head every Thursday and Sunday.

From September 22, 2026 your career can sit in a LEAGUE: 2 to 10 careers on one shared clock. A league season is 6 ISO weeks - five weeks of fixtures, then the bracket. Your own season carries on underneath it: a fixture is an overlay and never one of those matches.

You can make one and invite people, or be seated. PUBLIC leagues seat by activity rather than by signup: every day at 00:00 UTC, careers with a prepared night in the last 7 days and no league are seated together, and you can opt out. A public league's name is generated, and its last word says how often its members were playing when they were seated: Nightly for a prepared night on 11 or more of the last 21 days, Regulars for 4 or more, Casuals for fewer. Go 14 days with no prepared night and you move to the STANDS - your fixtures become byes, your seat refills, and your next prepared night puts you back, with no message and no stigma. Leaving on purpose carries a 7-day cooldown, so a table you do not like cannot simply be rerolled.

Fixtures tip at 00:00 UTC on Thursday and Sunday, drawn fresh each week over whoever was seated on Monday. Odd numbers mean byes, and a bye costs nothing and earns nothing.

A fixture is a handicap match.

Only 25% of what your roster BOUGHT reaches the line, while preparation, traits and attendance count whole. A three-week-old career can beat a collection, which is the entire point: the table is meant to rank how you played, not what you own.

You FIELD a team by being prepared for the tip: reps on the form date or the 4 days before the tip day - four days ending the day before, fixed, so the draw cannot stretch the window for you. Before tip you see the opponent's roster and a roster-only line labelled "before plans"; their fit, their pull and both counters are disclosed after it.

A fixture pays 120 a win and 45 a loss, plus a development tick on a prepared win. There is no cover on one - a handicap means there is no real underdog to pay for.

A walkover pays, and credits nothing.

The fixture always sims and always pays its money. A side that did not field takes a counted loss. A side that DID field, against somebody who did not, is credited nothing at all: no win, no projection, no tick, and the table shows WO. You take 45 for turning up and that is the whole of it - which is why nobody can hand a friend a table position by staying away.

A fixture's LINE is the sim's own read on your chances from what both sides bring to the tip, and it never moves once fixed. The table ranks on fixture wins MINUS losses, then on projection beaten - the sum of (result minus line, or minus your pinned number) over the week's fixtures and career matches - then on your mean team night grade. A week only exists at all when at least 3 members were prepared at tip for one of that week's fixtures, and the week's winner takes an Envelope and a crest laurel.

Week 6 is the bracket: the top 4 seeds, semi-finals on Thursday's fixture and the final on Sunday's, one game each. It needs 4 members who played - below that the week stays an ordinary round-robin week, because two people cannot stage a final and call one of themselves champion.

A prize needs QUALIFIED members, and qualification is in-season: 40+ completed daily games inside the 6 weeks, and prepared at tip for at least 50% of your own fixtures. Fewer than 3 members qualify and there is no prize and no title at all.

3 to 4 qualified

Champion: Rare claim + 250. Runner-up: an Envelope.

5 to 7 qualified

Champion: Epic claim + 500. Runner-up: Rare claim + 100.

8 to 10 qualified

Champion: Legendary claim + 750. Runner-up: Epic claim + 250.

A CLAIM is a discount, not a gift: it buys one lot of that rarity at half its reserve - 300 for a Rare, 600 for an Epic, 1,500 for a Legendary - and your own points still burn. It is valid 7 days, non-transferable, one per member per league season, and its price is stored when it is issued so a later move of the ladder cannot re-price it.

The HUDDLE, from September 22, 2026, is the one line of income you cannot earn alone. On a day when at least 60% of the members with a rep in the last 14 days are prepared for either tip, every prepared member takes +50; when every one of them is, +100. Unprepared members get nothing, and with fewer than 3 prepared members it does not pay at all, whatever the percentage says.

A league-mate riding your bench who prepared is worth +0.5 strength to your five from September 22, 2026 - the TWO-WAY contract, itemised on your breakdown and capped at +1 however many of them there are, which is exactly what your own best week is worth. It is the only term in this sim another person can improve for you.

Private leagues get chat: 500 characters, 50 a day, a slur filter, report, per-person block, a commissioner 24-hour mute and 30 days of retention. Public leagues get the 6 reactions on any table row or fixture, and no chat until September 22, 2026 - a room of strangers waits until the moderation tools have carried real traffic for a quarter. Nudges and friendlies work either way.

A commissioner can rename the league, set its seats, rotate the invite code, opt into Rivalry Weekend, and kick - with 24 hours of notice posted in the chat, and never in the last 2 weeks of a season, which is when a kick would be worth a title. A kicked member's results and any seed they clinched stand; only their future fixtures become byes.

Outside the draw there is the FRIENDLY: a one-off fixture against any friend, or anybody else whose team page invites one. No points, no table, no tick - just a rivalry record between two people who chose each other. A fixture's live page is one URL both sides watch, with a reactions rail down it.

The gotcha most people meet first: preparation is read AT TIP, from the four days before. Playing hard on Monday and Tuesday does not field you on Sunday.

Classes

Chemistry, and the five with a name

Your five are scored on their PAIRS, not on how many labels they carry.

From September 22, 2026 your five are scored on their PAIRS rather than on how many different labels they carry. All ten pairs among the starters are added up and clamped to plus or minus 3. It is the first term in this sim that can go below zero, so a badly assembled five is a real cost now instead of merely a missed bonus.

A creator beside somebody to create for, or the defensive spine together, is worth +0.3 a pair. The weaker complements are worth +0.2. Two men of the SAME class cost -0.5, and a man with no card carries no class at all, so he is worth nothing either way rather than counting as a stack.

And from September 22, 2026 an exact composition has a NAME. Field one of these behind its plan and it adds up to +5 points of win probability on top of that plan's roster fit - as much as the best-shaped five can earn on any plan with a shape, and less for a five already near the top of the scale - and the hub says which one you built.

Tempo (Run & Gun)

a Floor General and two Slashers - you are running

Rain Line (Let It Fly)

three Sharpshooters and somebody to find them

The Cage (Mud Ball)

a Lockdown, an Enforcer and a Rim Anchor - nothing easy

The Trap (Full-Court Press)

two Lockdowns and a Floor General - hunting turnovers

Hero Ball (Iso)

a star well clear of four who can still play

Positionless (Balanced)

five different jobs, nobody duplicated

Hero Ball is the only one that reads ratings instead of classes: your star at least 8 overall above the mean of the other four, and those four averaging 76 or better. That floor is what stops Iso being the right call for a roster nobody ever developed.

Every class, its portrait, its signature ability and the tree it advances along are on the classes page, with the cards on your roster that hold each one.

A system is read over the five who actually FIELD. A short-handed night fields no system at all, whatever your roster looks like on paper.

Cards and economy

7 topics
Minted cards

A card that is yours, and nobody else's

Unique, one trait, one owner - and the seat decides whether the trait fires.

From September 23, 2026 you can own MINTED cards: globally unique fictional players with a serial, a rarity, exactly one trait, a rating band and one owner. Everything the sim reads about the man derives from his key, so a rating is not a number anybody can edit - and a card that changes hands is the same player on both sides of the trade.

Legendary

Legendary 88 to 94, trains to 99.

Epic

Epic 78 to 87, trains to 92.

Rare

Rare 73 to 77, trains to 86.

Common

Common 63 to 72, trains to 80.

The training caps overlap the band above on purpose, so improving a cheap card is worth doing - but a Common can never reach a Legendary's floor, which is why rarity still matters after any amount of work.

They live in your VAULT: unlimited holding, no upkeep, no timers, no auto-listing, and 6 for the showcase on your public profile. Serials are assigned in draw order at the end of the week, so a fresh card reads serial pending until then - a serial is a claim about order within a week, and the order is not known until the week is.

Fielding a card is a front-office move, so he plays tomorrow.

You book him into a slot and he joins your five the NEXT day, never tonight - the same one-day delay every signing takes. He is also never lost to the sim: a morale walkout, a free-agency raid, a contract running out and an event departure all return a mint to your vault instead of taking him away.

Training travels with the CARD and not with the seat, so a card you buy arrives carrying every step its last owner paid for, and one you sell leaves with them.

The auction is the price-setter. From September 22, 2026 its bands ARE the rarities, and the board runs 1 Legendary a week plus that week's Epics. Nothing reserves below its rarity's floor on the Trade Block, so there is no arbitrage between the two channels.

Epics and Legendaries are budgeted weekly, and the sheet shows what is left. A short line pays an IOU rather than something else - see The Envelope for exactly what that means.

Minted players are fictional, and every match their numbers come from is simulated. The ratings are airball's own.

Traits

Sixteen traits, and what each one is worth

Sixteen traits, each with its measured effect - and four that do not need a starting slot.

A minted card is a player you own outright, and every one of them carries exactly one of the sixteen traits below. The card decides which: the rarity you pulled picks the pool of four, and the card itself picks one of them, the same way it decides his ratings. They sit in your vault until you put one on the floor.

A trait fires from a starting slot - except the four that are not win-probability effects.

Put a Legendary in a bench seat and the effects that move a match stay quiet: strength and the line read your five, so which slot you give him is half the decision. The four are Sixth Man, which pays ONLY from the bench, Cast Iron and Early Bird, which read the seat and the card rather than the lineup, and Mentor, whose training discount reads your whole roster - though his doubled A-night tick still needs a starting slot. Traits start changing matches on September 23, 2026 - a match whose form date is before that plays with no trait effect at all.

Every number below is measured, not promised. Each trait was run on its own over 9,984 simulated matches across 32 night shapes, on a roster of 77.2, against a control five that won 46.2% of the same nights. What a trait is worth is how far it moved that number.

Four of the sixteen are not paid in win probability at all: an availability rate, two training prices and a development tick. Those four read in amber, and each says what it is worth in its own currency instead. Rounding them to nothing would advertise four good cards as worthless.

Legendary

Four traits

Do-It-All

Your roster balance always reads as full coverage.

Measured at +7.62 points of win probability a match.

Closer

+5 points of win probability at 60% or worse.

Measured at +3.64 points of win probability a match.

Ring Chaser

+2 strength in every match he starts.

Measured at +6.15 points of win probability a match.

Mentor

Every other card on your roster trains 10% cheaper, and an A night he starts ticks twice.

Not a win-probability effect: it is cheaper training for the rest of your roster, and a second tick on an A night he starts.

Epic

Four traits

Traveler

Cancels the road edge when he starts. One per lineup.

Measured at +2.24 points of win probability a match.

Cornerstone

Carries more of the load as your prep rises, without hogging the box.

Measured at +3.52 points of win probability a match.

Rim Deterrent

The opponent plays like a point worse.

Measured at +3.18 points of win probability a match.

Floor Raiser

Your weakest starter plays six points better.

Measured at +3.81 points of win probability a match.

Rare

Four traits

Instant Offense

+1 strength in the day's second match when he started the first.

Measured at +1.54 points of win probability a match.

Utility Man

Counts as two classes for chemistry. Never for a system.

Measured at +1.66 points of win probability a match.

Clutch Gene

+3 points of win probability in a game that was already close.

Measured at +1.53 points of win probability a match.

Hot Hand

+2 momentum whenever you are already rolling.

Measured at +2.17 points of win probability a match.

Common

Four traits

Cast Iron

Unavailability events targeting him fire at half the usual chance.

Not a win-probability effect: it halves how often he is unavailable.

Glue Guy

+0.5 chemistry when your five carry 4 or more distinct classes.

Measured at +1.52 points of win probability a match.

Early Bird

Training steps on this card cost 15% less.

Not a win-probability effect: it takes 15% off this card's training.

Sixth Man

+1 development tick on a prepared win he came off the bench for.

Not a win-probability effect: it is 1 extra development tick.

They do not simply add up. Across your five, trait strength is capped at +4, probability effects at +5 points, and opponent effects floor at -1.5 - each in its own unit, not in the column above. Four Epics and a Legendary is a five somebody will assemble, and the caps are the answer to it.

All of this happens inside the career sim. Minted players are fictional, the matches these numbers were measured on are simulated, and the ratings are airball's own.

The Trade Block

Selling a card to another player

Cards change hands for points; a listed card cannot take the floor.

From September 23, 2026 minted cards can change hands for points. List one with an ask; a buyer can BUY NOW at it, or BID under it. Either way their points go into escrow for 48 hours and come straight back if the deal dies. At most 10 open bids at a time, a listing lives 30 days, and for the first 7 days only your own league can see it.

Only minted cards are tradeable. Real players and the house nine are not listable at all, and neither is a card on your five - bring it home to the vault first.

Legendary

Legendary 3,000 to 6,000 points.

Epic

Epic 1,200 to 3,000 points.

Rare

Rare 600 to 1,500 points.

Common

Common 300 to 600 points.

Every price sits inside its rarity's band, and the floors are the auction's own reserves - one ladder for the whole site, so no channel can undercut another.

The tax is by relationship, and a trade pays the worse of the two rates.

A trusted account pays 15%, an aged one without the history pays 30%, and anybody else pays 50%. AGED means 30+ days old with 100+ games finished; TRUSTED adds 3+ distinct counterparties inside 90 days who are themselves aged. A trade between an inviter and an invitee is REFUSED rather than taxed - either direction, any hop.

The caps: 12,000 net received per seller per rolling week; 10,000 gross and 2 transfers per 30 days between any two people, counting both directions; and 5 sales and 5 purchases a week each. Moonlighting shares that pairwise pool, so it cannot become the door these rules push you through.

Trading at all needs 7 days of account age and 20 completed daily games. A card cannot move again for 7 days after it changes hands, or for 30 after an auction win settles.

A THREAD opens on an offer once the seller has replied to it once: 280 characters, 20 messages, the two of you only, filtered, with block and report, kept 30 days. A WATCHLIST remembers a card you cannot afford yet, and gives you no priority of any kind when somebody else can.

SWAPS open later, from September 24, 2026: 1 to 3 cards each way, escrowed for 48 hours. Only the side receiving the greater floor value may add a SWEETENER, and never more than 30% of the floor value it receives - taxed, and counted as a sale and a purchase against every cap above. The floors are frozen when the swap is proposed, so a band move cannot re-price a deal both sides already agreed to.

The gotcha: the tax comes off the SELLER's proceeds, and the worse of the two standings decides it - so a trusted seller dealing with a brand-new account pays the new account's rate.

The Envelope

One gacha, and the odds are published

Published odds, and a Legendary is pity only - it never comes off the draw table.

From September 22, 2026 the Envelope is the whole site's gacha - the old cosmetic codes fold into it, one draw table and one reveal. Envelopes are EARNED by playing and queue without expiry - however many you earn, you can open up to 3 a day.

Points, 50 to 150

45.3%

A cosmetic - a duplicate becomes Shine

10%

A boost token: +2 strength for one match, armed before tip

20%

A training voucher: 30% off the next 5 cast steps

12%

A Common minted card

8%

A Rare minted card

3.5%

An Epic minted card

1.2%

A Legendary minted card

pity only

Three PITY counters run independently and all three are shown: a Rare or better by the 15th draw without one, a Epic or better by the 60th draw without one, a Legendary on the 200th draw without one. A Rare is not evidence that an Epic is coming, so being paid one never pushes the others back.

Where they come from, and every one of them is gated on play: a 4 of 6 Chalk Talk on a day that also carries 2 site games; a prepared match win, at a 25% chance and at most one a day; your 7th consecutive prepared day; the week your league wins; referral milestones; the Season Pass; and events.

If your queue is empty you can buy one - the scout's tip - for 400 points, at most 3 a week. A bought Envelope never advances a pity counter and never resets one, so nobody buys their way to a Legendary.

A short week pays an IOU, and nothing else.

Epics and Legendaries are budgeted weekly. If the line is empty when you draw one, the sheet tells you which rarity you are owed and that it lands by the following Monday; your pity counter resets as though it had paid, and the IOU is filled first out of the next budget. Never a lesser rarity, never points, never a spare Envelope - so holding your opens for a quiet week buys you nothing.

A duplicate cosmetic converts to SHINE, a cosmetic-only dust banked on your card, worth what the tier that produced it is worth: Brick 5, Solid 15, Heater 40, Ring Night 120. Shine buys cosmetics and nothing else. It is never points, and no minted card is ever points either.

The published table is the table the wheel walks, and the site measures itself against it over hundreds of thousands of draws. Points carry the small remainder the percentages above do not allocate, which is why they read as they do rather than as a round number.

Chalk Talk

Forty-five seconds, six calls

Six calls before tonight tips - four right earns an Envelope on a day you also played site games.

Chalk Talk is the career-only daily. 6 rounds, each offering 6 calls of which two or three are right: an opponent's tells and your own five's shape, and what you would call against them. Every wrong option is a real plan, a real system or a real trait - a daily whose wrong answers are obviously fake is answered by elimination in four seconds.

4 of 6 earns an Envelope. 6 of 6 earns an Envelope and one development tick. It pays no points directly, and it is not one of the site's daily games - it has no slot on the grid and no place in your sweep.

It is never a forty-five-second Envelope on its own.

The Envelope lands only once that day carries 3 reps - the Chalk Talk plus 2 site games, counted on your own day rather than on UTC. Played before 16:00 UTC it counts toward today's matinee; played after it, toward tomorrow's midnight tip, because the window it could have informed has already closed.

Go to Chalk Talk →

Season Pass

Thirty rungs, free, every league season

A free ladder every league season, with a card waiting on two of its rungs.

30 rungs of 25 XP each, one ladder per 6-week league season. Every rung costs the same, so "three more reps is a rung" is always true. Free, with no paid track, ever.

XP comes from four things: 2 a completed daily game (up to 3 a day), 5 for a Chalk Talk however it scored, 8 for an objective banked, and 10 for a match or fixture you were prepared for at tip BY PLAY. A day is worth at most 30 XP, a little over one rung, so the whole ladder is about 25 full days out of forty-two - a committed season finishes it, and a patchy one still reaches the Rare.

Every 3rd rung

An Envelope.

Rung 20

Rung 20 is a Rare minted card.

Rung 30

And rung 30 an Epic - the thing the ladder is for.

Everything else

Cosmetics, boost tokens, training vouchers and points. A cosmetic you already own pays 200 points instead.

One points rung a day. The rest keep until the next UTC day.

Points rungs pay on the day you claim them, and a day's career income has a ceiling - so a stack of them claimed in one sitting would mostly be clipped. The board marks the ones waiting with the day they come back - "Tomorrow", or "Later today" if the next UTC midnight falls on your own date. A rung you have earned is never lost, however long it waits, and every other kind of rung can be claimed as fast as you reach it.

The gotcha: a match that simmed while you were away earns no XP, and neither does a match played on a prep pass. The Season Pass counts nights you were prepared for by PLAYING.

Referrals

Bringing somebody in

Every share link carries your code, and a career made from one remembers.

Every share link carries your code, and a career created from one records who sent it. Nothing at all is paid for signing up - both halves of the bonus vest on nights somebody actually played.

The invitee earns a 500-point signing bonus, vested 100 a night over their prepared nights from the 3rd to the 7th - counted from the night their franchise existed, not from the night they happened to play. The first two nights pay nothing on purpose: those are the ones a farm can produce cheaply, and they are also the ones a real newcomer plays before deciding.

You get an Envelope at their 3rd prepared night, and +250 at their 14th day once they have 20 completed daily games and one league fixture they were prepared for. You have to meet the trading gate yourself, and at most 10 invitees per 30 days are ever paid for.

Your referral page prints whichever condition is still outstanding - "needs a fixture: they are not in a league" - rather than a bare "not yet", so it is always something you can act on.

The long game

3 topics
The event

A fortnight, once a quarter

A fortnight once a quarter that pays a league for being alive, not for winning.

From October 5, 2026 there is one 2-week event a quarter, and it rewards a league for being ALIVE rather than for winning. A league qualifies when 5 members each clear the bar: 10+ prepared nights out of 14, the trading gate, and a card at 68+ overall.

The prize is a Legendary claim at half reserve - 1,500 points, and a separate allowance from the league season's one claim - drafted among the qualifying members by a lottery weighted on prepared nights and fixture record, plus an ordinary Envelope for each of them. A bare qualifier can win it: ten nights out of fourteen is the work the event is for, and the draw is a lottery rather than a coronation.

RIVALRY WEEKEND closes the fortnight. Leagues are paired by size and played member against member; the winning league takes a pennant and +100 each for its prepared members. Public leagues are in by visibility, private ones opt in through their commissioner, and only public usernames ever cross over.

There are recruiter boards too, league- and friend-scoped, for the invitees who qualified inside the fortnight. The top recruiter in a league gets a crest border.

Chapters

Six chapters, and a legacy score

Six chapters, in order, each paid once for as long as the account exists.

Your own card carries six CHAPTERS, in order, each paid once for as long as your account exists. They are counts of things that already happened, so there is nothing to claim and nothing to miss - and they are awarded in sequence, because a Superstar who is not yet a Starter is a bug you can see.

1. Rookie

A-grade nights, team or your own

3

objectives banked

5

overall

68

+400 points.

2. Starter

fixture wins

10

a season at a B average

1

overall

74

+600 points, and the captain patch on your card.

3. Franchise Player

league weeks won

1

a playoff win

1

overall

80

+800 points, and a trait slot on your own card.

4. Superstar

league titles

1

league weeks won

5

overall

85

+1,200 points, and your trait slot upgrades to the Epic list.

5. Legend

rings

1

games played

200

legacy

600

+1,500 points.

6. Hall of Fame

legacy

1000

+3 attribute points at next season's camp, and a gold border on your crest.

LEGACY is one number, and it adds up what is hard: 2 a prepared game, 5 a league week won, 40 a league title, 25 a playoff series won, 150 a ring, 1 a perfect Chalk Talk, plus whatever the development meter overflows once you are at 99 everywhere. Legend needs 600 of it and the Hall of Fame 1,000.

A ring is worth seventy-five prepared nights, which is the ranking on purpose: legacy has to be reachable by turning up, and still move when something rare happens. Your league's trophy room keeps the rest.

The day ceiling

What one day can bank

Career income is capped per day. Your daily-game points never are.

From September 22, 2026 career income is capped at 2,000 points per UTC day. It sums the streams career mode pays: match rewards and their covers, objectives, Envelope points, the huddle, fixtures and their covers, Rivalry Weekend, and a vested invitee bonus.

Three things sit outside that sum. Your DAILY-GAME points are not career income and are never touched by it. TRANSFERS - a card sale, Moonlighting rent, market vesting - are points that already existed somewhere else, and clipping one would destroy a seller's points after a buyer had already paid. And a few streams are named EXEMPTIONS: each chapter, once per account; the inviter's +250; and a league champion's and runner-up's points, once per league season.

A day that does everything can just exceed it, and that was accepted.

Raising the cap is the change that would re-price days already banked, so the cap stays and the clip is printed instead: your receipt says the day was clipped and by how much. Nothing an ordinary good day earns comes near it - the largest career day in the site's history is a fraction of the number above.

Reference

2 topics
The games

Seventeen daily games, plus Possession

Seventeen daily games plus ranked Possession, fresh at your local midnight.

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. Five 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

Thirty-five answers, from DNPs to the day ceiling.
Do old games give points?▾
No. Points are only earned on the day you play. Each daily game counts once per day, and ranked Possession counts your first 5 finished matches. Come back tomorrow for the next slate.
Why did my player DNP?▾

On a match from September 23, 2026 he did not: you always suit up. A night with no reps is a COLD rung on the line - a real cost, read on your breakdown - rather than a missing row in the box. A DNP row on one of those matches belongs to a teammate on the bench who sat, resting or cold.

Before that date he could, and the older matches in your history still show it: a career match's lineup was set by who played anything from the previous UTC day up to the moment of tip, and nobody training in the window meant nobody dressed.

The window itself has not changed. Play one game today and you are in both of tomorrow's matches - play before the 16:00 UTC tip and you make today's match too.

What does “prepared” mean exactly?▾

Reps in the form window, at the Full rung or better: 3 finished daily games, or 6 with 6 of them at 80% accuracy for Hot. A day with any ranked Possession counts as one rep; a Chalk Talk counts only alongside 2 site games.

It is read AT TIP, not at midnight, and for a league fixture the window is the 4 days ending the day before the tip day. A prep pass makes a match play as though you were prepared, but it never makes you prepared for a pay: the objective, the tick, the Envelope and Season Pass XP all read what your reps actually bought.

What happens when the regular season is done?▾

Your tier's bracket. It is best-of-5 rounds in the Circuit and the Regional, and best-of-7 through to the Finals in the Majors. Miss the bracket or get eliminated and the season ends; the next one tips off after midnight UTC with the same franchise and a fresh schedule.

Promotion or relegation, if you earned either, is offered at that boundary - and never forced on you.

Why has my career stopped playing games in the playoffs?▾
Because your next opponent hasn't been decided yet. Every team in the bracket plays its own series at the same two matches a day you do, so if you close your series out early you wait for the other side to finish theirs - two or three more slots, sometimes a full extra day. Nothing is broken and nothing is lost: your streak, your points and your daily games all carry on as normal, and the countdown comes back the moment the matchup is set. Open the bracket from your hub to watch the series you are waiting on.
What is a walkover?▾

A fixture where one side was not prepared at tip. It still sims and it still pays: the side that did not field takes a counted loss, and the side that DID field takes 45 points and nothing else.

Nothing else means nothing else: no win in the table, no projection beaten, no development tick, no fixture win toward a chapter. The row reads WO. It works that way so that nobody can hand a friend a table position by quietly staying away, and so that skipping a rep cannot dodge a loss you were going to take.

Why didn't my minted card play?▾

Most likely he only joined today. Fielding a card is a front-office move like every other signing, so he takes the slot from tomorrow, and tonight still fields the man he is replacing. Your team page names the first match each pending move affects.

The other two cases: a card in a BENCH seat plays and gives you his ratings, and his trait mostly stays quiet - the strength and line effects read your five. Two work off the bench anyway: Sixth Man, which ONLY works there, and Mentor, whose training discount reads your whole roster (his doubled A-night tick still needs a starting slot). And a card that is listed on the Trade Block is spoken for and cannot be fielded at all until you pull the listing.

Can I bench my own card?▾
No. You are the franchise player and you always suit up - your card is in the five every night, and from the prep ladder your attendance is a visible strength term rather than a seat you could give away. What you choose is the four around you, their positions and their minutes. If your own prep is what is hurting the team, the fix is a game, not a substitution.
Why can't I sell a card that's on my five?▾

Because a sale hands over the man, and the man is playing. A listing moves the card out of your vault and marks it as spoken for, and the sim reads your roster from the same place - so a card could otherwise be sold at 23:50 and still take the floor at midnight for somebody who no longer owns him.

Recall him to the vault first. That is a front-office move like any other, so it lands the next day, and the card is listable once it has.

What does a prize claim cost?▾

Half the reserve of the rarity it is for, in your own points: 300 for a Rare, 600 for an Epic, 1,500 for a Legendary. A claim is a discount, never a free card.

The price is stored on the claim when it is issued, so a later move of the price ladder cannot re-price something you are holding. It is valid 7 days, it is not transferable, and you get one per league season - a champion claim you decline or let lapse replaces the runner-up's rather than adding to it.

How do I get a Legendary?▾

Three ways, and the wheel is not one of them. A Legendary is PITY ONLY in the Envelope: it never comes off the draw table, and it lands on the 200th draw without one. Buying Envelopes never advances that counter, so nobody can buy their way there.

The other two are the auction, which runs 1 Legendary a week and is the price-setter for untrained ones, and a claim - a league championship with 8 qualified members, or the Expansion Draft's lottery - which buys one at 1,500. And the Trade Block, if somebody will sell you theirs.

Why am I owed a card?▾

You drew an Epic or a Legendary in a week whose budget for that rarity had already run out, so you hold an IOU instead. The sheet says which rarity you are owed and that it lands by the following Monday, and it is filled first out of the next budget - then the card appears in your vault with a push.

Your pity counter reset as though it had paid, and you got nothing else: no lesser rarity, no points, no spare Envelope. That is deliberate, so that WHEN you open an Envelope is never worth thinking about.

What is the huddle?▾

Your league's shared payday, and the one bit of income you cannot earn alone. When at least 60% of the league's active members are prepared for one of the day's tips, every prepared member takes +50; when all of them are, +100.

Unprepared members get nothing, however good the day was, and it needs at least 3 prepared members in absolute terms - so a league of one cannot be "100% prepared" and pay itself every day. Members who have not played in 14 days are not counted in the percentage at all, which means a drifting league-mate cannot hold the rest of you below the bar.

What is Shine?▾
Cosmetic dust. When an Envelope hands you a cosmetic you already own it converts to Shine instead, banked on your player card and worth what the tier that produced it is worth: Brick 5, Solid 15, Heater 40, Ring Night 120. Shine buys cosmetics and nothing else - it is not points, it never reaches your balance, and it cannot buy a card.
What happens when I leave a league?▾

Your results stay in the table you played in, and your remaining fixtures become byes for the people who would have faced you. You keep your Season Pass XP - it is keyed to you and the season, not to the league - and your rivalry records survive, because those belong to the pair of you.

Leaving on purpose carries a 7-day cooldown before public seating puts you anywhere else, so a table you do not like cannot be rerolled. A private-league invite moves you straight out of a public league, with no cooldown at all. And going quiet is not the same as leaving: 14 days without a prepared night moves you to the stands and your next prepared night brings you back.

Why was my day clipped?▾

Career income is capped at 2,000 points per UTC day, and your receipt prints the clip with the amount whenever it bites. It sums match pay and covers, objectives, Envelope points, the huddle, fixtures and their covers, Rivalry Weekend and vested invitee points.

Your daily-game points are not in that sum and are never clipped. Neither is a card sale, Moonlighting rent or market vesting - those are points that already existed, and clipping one would take a seller's points away after a buyer had paid. Chapters, the inviter's +250 and a league champion's points are named exemptions. Practically nothing an ordinary day earns gets near the cap; a day that does absolutely everything can just exceed it, and that was accepted rather than raise a number that would re-price days already banked.

Do I lose my ratings between seasons?▾
Never. Ratings, rings, and season history are permanent. Only the win-loss record resets.
Does boosting cost me leaderboard points?▾
No. Leaderboards count points earned. Spending is a separate ledger - boost freely.
When do matches tip off?▾
00:00 and 16:00 UTC, every day - 8pm and noon ET. Each match is live for 48 minutes. League fixtures tip at 00:00 UTC on Thursday and Sunday.
What happens to my own career if I join a friend's team?▾
Nothing - your card moonlights. You keep running your own franchise; your card just also plays on their bench. You can walk out any time from the friends page.
Why can't I train the friend on my roster?▾
Friends level up their own card - that's the deal. Your points train your seeded teammates; theirs sharpen the card that plays on your bench. Bug them to play more instead.
How many real players can I sign?▾
As many as you like over a career - but only one at a time. To land a new one he has to go the other way in the deal, or you let your current guy's contract run out. Pick your target, meet his checklist, and build a package that clears his price - any week of the season, there is no deadline.
Why do roster moves take effect tomorrow?▾
Every signing, cut, and walkout lands the next day. Games already played never change - the drama only shapes what's ahead.
How is my team OVR (“plays like”) calculated?▾
Six terms, in this order - and the breakdown box on your team page shows every one of them, so the column always adds up:
  1. Base - your starting five's overalls, averaged with your own card counted twice (you're the franchise player). Two things usually pull that average down, and the breakdown box prints each on its own line:
    • Injured starters count at the rating they actually play at. A man carrying a knock shows his full card on the roster - that's still what he's worth - but the game is played at the lower number, and his status chip says by how much.
    • Cold starters count for less in the average: a teammate who hasn't played carries 40% of his normal weight. Match sharpness below is the rest of the same charge. You are not counted here. Your own attendance is Your prep, below - one line, charged once.
  2. Your prep (from September 22, 2026) - how many games you finished inside tonight's window, as one visible term. It used to be two invisible ones: your card counted for 40% in the average above and you counted as a missing body in sharpness, about four points between them with nothing on screen to say so. Now you always suit up, and the ladder is the whole of it:
    • Cold - no games yet: -1.5
    • Warm - one or two: 0
    • Full - 3 or more: +0.5. This is the rung that counts as prepared.
    • Hot - 6 or more with 6 of them at 80%+ accuracy: +1
  3. Skill coverage - do the five cover all eight skills? Five lookalikes bleed strength; a complementary five plays biggest.
  4. 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.
  5. Match sharpness - a multiplier for attendance, from ×0.82 when none of the five is sharp to ×1.00 when all five are. A seeded pro stays sharp on his own unless he is hurt, and a friend slot follows that friend's play. Your own slot always counts as sharp - your attendance is Your prep above.
  6. 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.

Chemistry, a named system, traits and a two-way league-mate all land in the same column once their gates open - see Classes, Traits and Leagues above. A league FIXTURE is scored differently on purpose: only 25% of the roster term reaches its line, and momentum is left out of it entirely.

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 a dozen points. In a lopsided matchup it's worth only a few, and once both venues sit at the same ceiling it is worth nothing. 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, 2026 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, 2026 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.

League fixtures ignore momentum on both sides - a fixture is read from the rosters, the plans and who prepared.

Does updating my roster change my lineup right now?▾
It depends which thing you changed. Re-arranging the five you already have saves itself instantly and applies to the next match that hasn't tipped yet - the lineup locks at tip, so a change made before then plays tonight. Bringing in someone new - a recruit, a signing, a friend joining, a minted card - is a front-office move on a one-to-two-day delay, so tonight still fields the man he's replacing. Your team page spells out which game each pending move first affects.
How many friends can I have on my roster?▾
You carry yourself plus nine, and every one of those nine slots can be a friend - there is no separate cap. Recruit your whole group chat if you can. (Real NBA players are their own rule: one at a time - see above.)
Why isn't every star on their real team's roster?▾
Because an opponent's roster is who actually played for them in the most recent season, not who is on the team on paper. That cuts both ways: a rookie who has only just debuted is already in the lineup, while a star who missed the whole season injured isn't there at all - he has no games on that team's books to be ranked by. Same rule for all thirty teams, so nobody gets a phantom lineup: every name you face is a player who really suited up.
Why doesn't the opponent's number match their five's average?▾
Because it's weighted, not flat. An opponent's strength starts from the star-weighted mean of its starting five's overalls, where the team's star counts twice: (2 × star + the other four) ÷ 6. So a five averaging 78.8 behind a big-name star shows as 80 - nothing was added, the star just carries more of the weight. There is no hidden stretch on that mean, no depth bonus and no clamp, so you can recompute it yourself straight off their scout card. Note the star is the franchise's marquee name, which isn't always their highest-rated man. From the matches tipping July 28, 2026 a regular-season opponent also carries a swing of up to three points either way for their recent league form, so a team on a heater plays a little above their card and a slumping one a little below; playoff opponents use the mean on its own. Your own side is scored differently - it starts from your five's ratings and then adds coverage, out-of-position, form and momentum on top.
Do I need an account?▾
No - you can play every game signed out. An account adds stat tracking, streaks that follow you across devices, and your career season. It's free, with no paywall.
How do streaks work?▾
Play at least one game a day to keep your streak alive; miss a day (your local midnight) and the current streak resets to zero. Your best is saved, and each game also keeps its own streak.
Do my stats sync across devices?▾
Once you're logged in, yes. Signed out, progress lives in your browser's local storage - clear it or switch browsers and it's gone. Only a completed game on an account is saved for good.
When do the daily games reset?▾
Midnight in your local timezone - everyone gets the same puzzles each day. (Career matches are the exception: those tip on UTC, at 00:00 and 16:00.)
Something's broken, or I have an idea?▾
Refresh or try another browser first. Then find us on our Discord or email support@hi.airball.gg - game and feature suggestions welcome.

That's the loop

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