Quick games
Arcade
Seven cabinets you can play in a few minutes: King of the Court, 82-0, Streetball, Jam, Triple Threat, Showdown and Posterize. Every one runs on the same four skills as the league sim.
What you need
Most of the arcade is open to everyone. Nothing in it costs anything, apart from the Flow network fee on a Streetball transaction.
| Cabinet | Who can play | Leaderboard |
|---|---|---|
| King of the Court | Holders, with a Baller they own | Yes |
| 82-0 | Anyone. Sign in to save your season | Yes |
| Streetball | Holders, with a wallet that can sign Flow transactions | Yes |
| Jam, Triple Threat, Showdown | Anyone, with any team's Ballerz | No, but every result has a share card |
| Posterize | Anyone, with any Baller | No |
What each cabinet needs
King of the Court
Field one Baller you own and hold the court through ten rounds of 1v1. One loss ends the run, and beating all ten takes the crown. Pick a Sneaker, a build and a position before you start. You scout each opponent before the round and can swap Sneakerz between rounds.
- The climb: rounds 1 to 3 are Challengers, 4 to 6 Contenders and 7 to 9 Royalty, with stronger Ballerz and better Sneakerz at each step. Round 10 is The King, an All-Star.
- Daily: everyone faces the same ten opponents on a UTC day, and a round plays out the same way every time, so a loss can't be replayed into a win. Your best run of the day is the one that counts.
- Endless: a fresh random ladder each run, for practice.
- The board ranks by rounds reached, then the crown, then average winning margin. On a tie the earlier run ranks higher.
Each round is a full game from the same engine as the league sim, so your Baller's traits and Sneaker boosts count the way they do in a season.
82-0
Draft a starting five, then run a full 82-game season and see how close you get to perfect. Each of the five rounds spins a random team and body type, and you pick one Baller from that pool.
- Two re-rolls a draft: one swaps the team and keeps the body, the other swaps the body and keeps the team.
- Positions matter: a pick can only fill its primary or backup position, and you need one Baller at each of the five.
- The league: 46 teams, each with its top five by overall. All-Stars sit out, both as picks and as opponents.
- The same five in the same spots always finish with the same record, so you can't re-run a lineup for a luckier season. Draft a different one instead.
- The board ranks by wins, then average winning margin. Every saved season counts, not only your best.
| Wins | Grade |
|---|---|
| 82 | Perfect |
| 70 to 81 | Dynasty |
| 60 to 69 | Contender |
| 50 to 59 | Playoffs |
| 41 to 49 | Play-In |
| 40 or fewer | Lottery |
Season grades
Streetball
The onchain cabinet: a daily shootout, 3v3 pickup under a salary cap, H-O-R-S-E challenges, a weekly Rumble and a team season, all run by contracts on Flow. It has its own page: Streetball.
Jam
The one you play with your hands: 2-on-2, full court, no fouls. Pick a team and two of its Ballerz, then run against a CPU duo. You control your first pick and the CPU plays your teammate.
- Two 90-second halves with a 24-second shot clock. A tie goes to 30 seconds of overtime, where the next basket wins.
- Lights out: score three in a row and you're on fire, with a better shot and turbo that doesn't run down. It ends when the other team scores.
- Skills: dunks is your jump and dunk range, shooting your jumper, playmaking your speed and handle, defense your steals and blocks.
| Action | Keys |
|---|---|
| Move | Arrow keys or WASD |
| Shoot or jump | J or Space. Hold, and release at the top |
| Pass or steal | K |
| Turbo | Shift |
| Shove | Turbo and K together |
| Pause | P |
Keyboard controls
On a phone, the same controls are buttons on the screen.
Triple Threat
A card game on a 3×3 court. You and the CPU each hold five Ballerz and take turns putting one down. A coin flip decides who goes first.
- Every card has four edges: dunks on top, shooting on the right, defense on the bottom and playmaking on the left, each scaled from the skill to 1 through 10. A 10 shows as A.
- Taking cards: put a card next to one of the CPU's, and every edge of yours that beats the edge facing it turns that card your color.
- Chemistry: a card put down next to one of your own from the same team gets +1 on every edge for as long as it stays on the court.
- Winning: when the court is full, whoever owns more cards wins. The card left in a hand counts for its holder.
- Rookie or Pro CPU: the Pro looks a move ahead and gets a hand as strong as yours. The Rookie's hand is a little weaker.
Showdown
1v1 to 11 by ones and twos. Every possession you and the CPU each make a call in secret, then the calls meet.
| Call | What it does |
|---|---|
| Drive | 1 point, on your dunks |
| Pull-up | 1 point, on your shooting |
| Deep | 2 points, on your shooting |
| Crossover | No shot. Sets up the next one, on your playmaking |
| Wall up | Stops drives, gives up jumpers |
| Close out | Contests jumpers, gives up drives |
| Reach | Gambles on a steal, and leaves the shooter open |
The calls
- A crossover beats a reach outright and sets up a much better shot. You get two crossovers a possession.
- Every shot is weighed against the defender's defense, and a miss can come back to the shooter off the board.
- Three makes in a row and you're on fire.
- The CPU learns your habits, so mix up your calls. Rookie and Pro CPUs are both on offer.
Posterize
Not a game: a studio that turns any Baller into a picture you can download or share by link.
- PFP: one Baller, square.
- Lineup: two to five Ballerz on one poster, with a caption of up to 24 characters.
- Dress up: on a PFP, change the costume, expression, backdrop and frame, plus the hair, face, jersey and more. A dressed-up poster is marked custom. Hand-drawn Ballerz have no layers to dress up.
