The Shot Clock is an important part of tracking and resolving Actions.

The Shot Clock consists of 8 Seconds, with each Second representing a slot that a Coach may play an Action card.

When the Offensive Coach begins their Possession and plays their first Action, it should be played in the 8th Second. The Defender’s Action in response will also be placed in the 8th Second. Once both Actions are resolved, the next Action will be played on the 7th second. This will continue all the way until the 1 Second slot.

The Shot Clock ends after 1 Second – if the Offensive Player is still in Possession of the ball after 1 Second, a Shot Clock Violation occurs. Shot Clock Violations result in a change in Possession & a Dead Ball.

By default, Actions cost 1 Second to play, but on occasion, an Action may span over multiple seconds. This will be indicated by an icon on the Action card, showing the total number of Seconds the action will take.

To resolve multiple second Actions, place that card on the Second that it would end. The opposing player may still play Actions on the second that are left open as the multi-second Action resolves.

For example, if you play an Action with a [:02] value during the 6th second of the Shot Clock, you would place the Action on the 5th second of the Shot Clock, leaving the 6th second blank. Your opponent can still play an Action on the 6th second as well as the 5th second.

Fast Break Shot Clock

During a Fast Break, the Shot Clock is slightly altered. Instead of 8 seconds, you will have a number of seconds equal to your Scheme’s Pace value.

Playing on the Fast Break Shot Clock follows the same procedure as the regular Shot Clock, but when the Fast Break Shot Clock reaches 0, it resets to be an 8 second Shot Clock within the usual Half-Court Offense.

See Fast Break rules for additional details.