Half-Court Offense

The Half-Court Offense is the default state of the game.

When entering a Half-Court Offense, both Coaches arrange their players according to their respective Offensive or Defensive schemes. The Scheme will indicate who is the Ball Handler.

Half-Court Offenses always begin with the Offensive coach playing an Action in the 8th second of the Shot Clock, and will continue until the Shot Clock runs out, a basket is scored, or a turnover or dead ball happens.

Fast Break

Fast Breaks are optional game stats that can happen after a turnover or rebound causes the Defensive player to gain Possession of the ball.

Once possession has changed, the Coach must decide if they want to start the Fast Break. If they choose not to, they will reset to their Half-Court Offense as usual.

If they do opt to start a Fast Break, all Players remain in the hex they are in. The Ball token moves to the player who secured the rebound or turnover, who can now play any Action from their hand or from the Fundamentals.

The Fast Break works on a min-Shot Clock with a value equal to the Pace of the active Offensive Scheme for the Coach who now has possession. Once the Fast Break shot clock runs out, both Coaches move any players who are not in the Half-Court into their positions as dictated by their schemes, and then the 8 second Shot Clock begins as normal.

Free Throws

Free Throws occur when a player is Fouled while attempting a Shot or any foul after the Defensive team is in the bonus (has committed 5 fouls).

To take Free Throws, line up the teams according to the Free Throw Scheme below, and place the player who was fouled on the Free Throw line. They take a number of Open Shot attempts equal to the value of the shot they were fouled on. On the last Shot, the Shot Clock resets and a Rebound will activate play as usual.

Dead Balls

The Ball is dead if it travels over the baseline or sideline, and results in the Shot Clock resetting, and whoever was last in Possession resetting to their Half-Court Offense.

During a Dead Ball, Coaches can:

  • make a Substitution
  • change their active Schemes
  • shuffle their discard pile back into the Action Deck
  • draw their hand back up to 8 Actions

Timeouts

Coaches have 3 Timeouts they may use during a Dead Ball or when they have Possession.

Calling a timeout allows you to do any of the Coaching upkeep items you can do during a Dead Ball, as well as:

  • Shuffle your hand back into the Action Deck and re-draw
  • Remove any Statuses from your Players

Calling a Timeout resets the Shot Clock.