21 × 11 squares on a 94 × 50 ft court, so one square is about 4.5 ft. Gulls attack the right basket, Foundry attacks the left. Zones use the real geometry: 23′9″ three-point arc, 22′ corners, 16′-wide lane.
Drag a player card to a lit square to move him. Double-click a teammate to pass. Double-click your ball handler, then click the basket, to shoot. Drag a card from your hand onto the court to play it, or onto a specific player for targeted cards (power-ups, Dinner's Served, Steal). Reaction cards light up when they apply. Esc cancels a shot or lob.
The offense gets a 6-action shot clock (about 4 seconds per action). Each action is one move, one pass, one screen, or a shot. After every offensive action the defense makes exactly one reaction: move one defender, swipe at the ball, play a defensive card, or hold. Run out of actions and it's a shot-clock violation.
After a made basket or a violation the ball is dead: both teams reset to formation and substitutions open. After a steal or defensive rebound the ball is live and everyone stays where they are, so transition matters.
SPD 85+ adds a square, SPD 93+ adds another. Tired players lose one. Line movers can't jump over other players.
PG reaches 2 squares in every direction. SG covers adjacent squares plus 2 on the diagonals. SF covers all adjacent squares. PF covers adjacent straight squares. C only picks off passes thrown through his own square. Passes through a zone can be intercepted; a defender whose zone covers the ball handler can swipe.
Rim 40% + INS×0.32 · Paint 30% + INS×0.25 · Midrange 18% + MID×0.28 · Three 8% + 3PT×0.30 (−6% past 28 ft). Each adjacent defender takes 4% + DEF×0.08 off; defenders 2 squares away take 2.5%. Wide open +6%, catch-and-shoot +4%, tired −6%.
d100: roll at or under the percentage. d20: the percentage is rounded to the nearest 5% first.
On-court players lose 2 + (100 − STA) × 0.12 energy per possession. Bench players recover 8. Below 45 a player is tired. Six fouls and he's out.