Play onchain
Streetball
Games for Ballerz holders that run entirely on Flow: a daily shootout, 3v3 pickup under a salary cap, H-O-R-S-E challenges, a weekly Rumble and a team season. The contracts read your Ballerz where they sit and keep every score on chain.
What you need
Anyone can watch the court, the shootout board, open challenges, the Rumble field and the standings without a wallet. To play you need a wallet that holds Ballerz and can sign Flow transactions, such as Flow Wallet.
Dapper Wallet can't sign these transactions. If your Ballerz are in Dapper, link it to a Flow Wallet and sign in with the Flow Wallet. Your Ballerz stay in Dapper and play from there: the game reads them through the link. How to link a Dapper Wallet.
Daily shootout
Each Baller takes one rack of ten shots a day. The day's ten best scores make the board, and on a tied score the earlier finish ranks higher. A perfect rack is 25. Defense plays no part.
| Shots | Points each | Chance to make |
|---|---|---|
| 2 dunks | 1 | dunks − 15 |
| 3 midrange | 2 | shooting − 30 |
| 3 threes | 3 | shooting − 42 |
| 2 trick shots | 4 | playmaking − 50 |
3v3 pickup
Field three different Ballerz from one account, each with an optional Sneaker. One squad waits on the court, and the next one to call next plays them. The challenger sees the waiting squad before picking, which is what having next means.
- Salary cap 21, by on-chain overall: 99 costs 20, 95+ 15, 92+ 13, 90+ 10, 88+ 8, 85+ 7, 82+ 6, 80+ 5, 78+ 4, 75+ 3, 70+ 2, below 70 costs 1. Sneakerz don't count.
- Chemistry: a squad from one team gets +1 to every skill. A Captain gives each teammate +1 playmaking and +1 defense.
- 5 games per Baller per day. A waiting squad that sold a Baller or ran out of games is bounced when the next squad arrives.
The game is first to 11 by ones and twos. The contract plays it out possession by possession from the four skills: who handles, whether the defense steals it, the shot, and the rebound.
H-O-R-S-E
Call out one Baller by its number, or post an open challenge anyone can take. Pick one of your Ballerz, an optional Sneaker, and one to three shots you call when you have the ball, in order: dunk, midrange, three or trick. Whoever holds the Baller you called out takes it with that Baller and their own calls.
Whoever has the ball shoots their next call. A make keeps the ball, and the other side has to match it or take a letter. A miss gives the ball up. Five letters and you lose. Shot chances are the shootout's table above, so call your best shot against their weakest.
- One open challenge per Baller, open for three days. You can withdraw it any time before it's taken.
- 3 games per Baller per day. The challenger's Baller and Sneaker are checked again when someone takes it.
- Taking a challenge commits both Ballerz, and one reveal plays the whole game. Every shot is stored, so you can replay any game.
Weekly Rumble
Send one Baller a week into a crowded court. When the week ends, the chain rolls for every entrant at once. Each Baller's score is its four skills added up, Sneaker included, plus a roll of up to 399, so better Ballerz usually go deep but anyone can get knocked out. The highest score is the last one standing, and the page plays back who knocked out whom.
- One Baller per holder per week, and a Baller or Sneaker only once a week, so selling one doesn't buy a second entry. Up to 500 entrants.
- Weeks close Friday 00:00 UTC, Thursday night in the US. After that anyone can close the week and ring the bell.
Team season
Every Baller in a pickup game plays for the team on its jersey: a win or a loss for the team, plus the points that Baller scored. Seasons are fixed four-week windows. Teams rank by win rate, then wins, then points, and a team needs 10 results to finish ahead of teams that have them. Once a season ends, anyone can crown the champion.
Sneakerz as gear
Lace one Sneaker onto a Baller in any mode for a small boost. These are much smaller than the league sim's boosts and use only what's on chain. Skills cap at 99.
- Jump: dunks +1 for every 13 above 60, up to +3
- Rarity: defense +1 for Uncommon, Rare and Custom, +2 Legendary, +3 Iconic
- Enhancement: Bullseye shooting +3, Ankle Breaker playmaking +2, Drive the Lane dunks +2, Stopping on a Dime shooting +1 and defense +1
- Drip: playmaking +1 at 2 or 3, +2 at 4 or 5, −1 at −1
How results stay fair
Every result comes from Flow's own randomness in two steps. Starting a rack, tipping off a game, taking an H-O-R-S-E challenge or closing a Rumble week commits to a block whose randomness nobody can see yet, and a second transaction reveals it. Anyone can send that reveal, so nobody can sit on a result they expect to lose. Limits follow the NFT, so selling a Baller doesn't reset them, and a day is a UTC day.
