Select a piece to see its spot
3 pts
Defensive Scheme
If ball handler shoots:
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Play-by-Play
How to Play
▾The Goal
First team to 21 wins. Threes get you there faster — 7 corner threes wins; a paint-only team needs 11 makes.Turn Structure
Each team gets 3 action points per turn, spent across any of your 5 players. Offense acts → Defense reacts → repeat. Unused points are lost.The Shoot Rule
You can only shoot as the very first action of your turn. Build the look one turn; cash the shot the next.The Ball
One offense piece is the ball carrier (orange dot). Only the ball carrier shoots or passes. Pass moves the ball — defenders in the lane can deflect for a steal.Fast Pieces ⚡ + Stamina
⚡ pieces can burst 2 tiles (gold tiles) for 1 stamina. Stamina refills each possession.Zone Values & Difficulty
| Zone | Points | Need | Paint Bonus |
|---|---|---|---|
| Paint | 2 | 4+ | +1 die |
| Dunker Spot | 2 | 5+ | +1 die |
| Elbow L/R | 2 | 5+ | — |
| Corner L/R | 3 | 4+ | — |
| Wing L/R | 3 | 5+ | — |
| Top of Key | 3 | 6 | — |
| Half Court | 3 | 6 | — |
The gold line on the court is the 3-point line — outside it scores 3.
Shot Quality → Dice
Dice = coverage (tile distance to nearest defender) plus the paint bonus, capped at 4:| Coverage | Base | Paint Total |
|---|---|---|
| Wide Open (3+ tiles) | 3 | 4 |
| Open (2 tiles) | 2 | 3 |
| Contested (0–1 tiles) | 1 | 2 |
Only Paint & Dunker get the +1 at-rim bonus. Clock ≤ 6 → −1 die (min 1).