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League Overview


Division Team Owner General Manager Head Coach
Eastern Conference
Brooklyn Nets believer imerman
Boston Celtics lrickar1 rabidsnowman lrickar1
Philadelphia 76ers Qupax vtgorilla
Toronto Raptors Rome CoachAnson
Charlotte Hornets Darman
Miami Heat NateTheGreat
Orlando Magic Soluna
Washington Wizards brightfalls
Western Conference
Chicago Bulls joedchi VerifiedThing
Indiana Pacers MasonAsher jared2001usa
Milwaukee Bucks inspiral2
Portland Trailblazers Ahven D'Gale Minnowsotan
Dallas Mavericks anonemuss
Los Angeles Lakers kwheele
New Orleans Pelicans cmcgill
San Antonio Spurs Azul smackemz

Organizational Roles

Each NBAHC franchise has three key roles that must be filled to be in good standing with the League: Owner, General Manager, and Head Coach. One person can take on multiple roles in an organization if desired, but the responsibilities must be handled. The addition of members to an organization without a formal role is fine, so long as all three key roles are filled and all key roles are filled by different members.

Below are the general responsibilities for each role, though more or less may be required depending on circumstances. Explanations of each responsibility can generally be found in the rest of this page.


Owners have the following responsibilities:

  • Control hiring and firing of the General Manager and Head Coach
  • Controls their team's investment budgets
  • Voting member on Board of Owners for miscellaneous League changes

General Manager

General Managers, also known as "GMs", have the following responsibilities:

  • Handle all contracts and maintain an up-to-date workbook
  • Direct scouting efforts
  • Draft and trade on behalf of the team

Head Coach

Head Coaches have the following responsibilities:

  • Set up and update team roster
  • Select gameplans for the season
  • Coach all games

Gameplay Rulebook

Basic Rules

Positions and Rolling your Points

Depth Chart for the games will be submitted in the following format: PG (Point Guard), SG (Shooting Guard), SF (Small Forward), PF (Power Forward), C (Center). Five additional positions exist that can be subbed in for a set list of other positions. These are: Swingman (SW), Combo Guard (G), Point Forward (FG), Combo Forward (F), Forward-Center (FC)

Each position has a custom die represented by the range below, valid alternate positions to substitute for the main position are also listed:

  • PG (0 to 6): G, FG
  • SG (0 to 5): SW, G
  • SF (0 to 3): FG, F
  • PF (0 to 4): F, FC
  • C (0 to 2): FC

Games are played in four "quarters": 1st Half Early, 1st Half Late, 2nd Half Early, 2nd Half Late. You may submit a different lineup each "quarter".

Dice rolls assign the following points:

  • Rolls of 0 or less: Score 0 points for that player.
  • Rolls of 1: Score 1 point, roll all 5 dice again and add on the points from the same die in the same location (same position). (Any subsequent 1s do not roll it again)
  • Rolls of 2 or greater: Score that points equal to the roll.

Point Calculation and Order of Operations

During each quarter of the game players will take turns rolling the 5 dice and assigning the points, in order, from left to right to PG, SG, SF, PF, and C respectively. After the points have been assigned, players may choose to use any abilities from attributes that they wish to use that are not abilities that apply at all times. Stars (represented by asterisks) represent automatic points contributed by players with experience and are added to the "quarters" total after the other points have been totaled and after abilities having been used. Stars from players need at least 1 point at the end of step 5 of the below point calculation order to be triggered by any mechanism (die rolls, attributes, etc). On a roll of 0 with no attributes providing points the * of players will not contribute.

Point calculation order:

  1. Points from the roll for that quarter.
  2. Points from any potential doubling rolls. (Only if applicable from a rolled 1 in step 1 - or 2 if player is a sharpshooter, see below - otherwise does not occur.)
  3. Points from gameplan effects (positive and negative from yours or your opponents).
  4. Points from continuous abilities.
  5. Points from single use abilities.
  6. Points from stars. As defined above, this only applies if the player still has at least 1 point after the previous five steps have been calculated.
  7. egative points from opponent abilities.

Turn Order Rules

Regular Season Games: the away team is required to go first in every quarter. Playoff Games: the order will be: lower seed, higher seed, higher seed, lower seed, etc, snaking until the end of the game (including multiple overtimes if necessary)

Home-Court Advantage (HCA)

HCA is determined as follows:

  1. Before the game starts, the home team will perform an “HCA Roll”
  2. Take the highest number of this roll and add your team’s specific HCA Factor (described in XXXX)
  3. This penalty is applied to the away team's first-quarter score.


Each player may only play 3 of the 4 "quarters" to simulate fatigue. You may play players more than three if you wish, taking the following punishments into account:

  • The punishment for playing a player a fourth quarter is -3 points to your score that quarter.
  • The punishment for playing a player a fifth quarter (via overtime) is -6 to your score that quarter.
  • The punishment for playing a player a sixth quarter (via overtime) is -9 to your score that quarter.
  • The punishment for playing a player any subsequent quarter (via overtime) is -12 to your score that quarter.


Before the NBAHC season, each coach may select three gameplans for their team to learn for the upcoming season. Coaches may only select one gameplan from each category of the three main gameplan categories below. These cannot be changed after the initial selection. You will post your three selections on your annual depth chart.

The three categories can be generally described as such:

  • Full System: these gameplans will affect how the entire game is played by both teams
  • Offensive: these schemes will generally only affect your team and focuses on scoring more points on offense
  • Defensive: gameplans that will mainly target your opponent's offensive production in a variety of methods.

Using Gameplans in a Game

At the beginning of each game, each coach must declare the gameplan they are using as they will affect one or both teams each quarter.

  1. Home / higher seed team will declare it first with their HCA/HSA roll
  2. Away / lower seed team will declare it second with their first-quarter roll

AI-teams will have a single set gameplan option that you are to assume they'll use. Coaches who miss their game or are relying on the opponent to simulate their game for them are assumed to not select any of the gameplay options.

Full System Gameplans

Gameplan Description Effect
Up-Tempo System Your team runs with maximum effort to put pressure on your opponent, get teammates open, and create more opportunities for both teams’ experienced players to score. Affects both teams. Players on both teams will receive (+1) if they have any stars in their player line.
Grinnell System Your team operates a chaotic scheme that relies on fast perimeter offense but gives up fast breaks on defense. Affects both teams. All players will score a minimum of (2) points a quarter in "Gameplan Effects" if their score is below 2 at that point in the calculation. However, players won’t trigger any stars if the sum of the initial and doubling rolls are 2 or less.
Spread Delay System Your team is instructed to consciously slow the game down as to control the tempo and produce fewer mistakes. You may reroll the initial roll in a quarter one time in a game. Affects the using team only. Reroll will occur after processing the doubling rolls, however, the reroll will not allow you to reroll any of the doubling rolls.
Full-Court Press System Your team is built around putting maximum pressure on the opponent and requires players to fully buy-in to a system that requires intense effort. Affects the using team only. Players with the [Aggressive], [Double-Teamer], [Rebounder], and [Press] attributes will have their attributes’ effects increased by (+1) under this system while your players with all other attributes will incur a (-1) penalty every quarter played.
Deep Rotation System Your team relies on all players and constantly rotates players in and out of the bench to keep them fresh. Affects the using team only. Every player that comes off the bench (not listed in the starting lineup) receives (+1) per quarter for up to 2 quarters of play. If a player plays 3 quarters or more, they incur a penalty of (-2) per additional quarter of play, not including overtime.

Offensive Gameplans

Gameplan Description Effect
Pick-and-Roll Offense Your team will utilize the PnR to gain dribble penetration to draw defenses and allow the offense to kick out to a player near the basket or to a three-point shooter. Your team’s score will be modified (+1/+1/-1/-1/+1) every quarter of the game.
3-Out, 2-In Offense Your teams allows the post area to become open for isolation plays and opens up dribble penetration and backdoor cut plays. Your team scores one additional point for every opponent that rolled a zero in each quarter. The additional point is given to the player of the same position as the opponent who rolled the 0. If the opponent SG rolls a 0 your SG gets the additional point as a "Point from Gameplan effects"
4-Out, 1-In Offense Your team opens up the lanes for dribble penetration and can focus on shots behind the arc, however, your team overly relies on strong big man play in the paint to keep defenses off the perimeter and to be a crutch for offensive rebounding. Your center scores (+1) for every player on your team that has an initial roll of 0 plus an additional (+1) bonus if this perk is activated, however, if the center's score is a 0 after combining his roll, doubling roll, and gameplan effects, then your team receives a penalty of (-2/-2/-2/-2/0). For example, if your PG and SG roll 0s, your center scores (+2) for each zero roll plus the bonus (+1) for activating this perk for a total of (+3) points.
Isolation Offense Your team puts full reliance on strong guard play and allows them space to operate in one-on-one situations. Your team’s score will be modified (+3/+1/-1/-1/-1) every quarter of the game, and every initial roll of 0 by your PG is a turnover and give the opponent’s PG (+3) along with no score modification.
Small Ball Offense Your lineups sacrifice height, physical strength and low post presence in favor of a lineup of smaller players for speed, agility and increased scoring. Every SF, PF, and C that is shorter than the opponent of the same position receives (+1) every quarter of the game.

Defensive Gameplans

Gameplan Description Effect
2-3 Zone Defense Your team will focus on protecting the paint and the driving lane but allow some perimeter motion. The opponent’s score will be modified (-1/0/+1/-1/-1) every quarter of the game.
2-1-2 Zone Defense Your team will focus on protecting the middle and low posts but allow space under the basket and at the wings. The opponent’s score will be modified (-1/+1/-1/-2/+1) every quarter of the game.
Man-to-Man Defense Your team will man-up on a premeditated player when on defense. The opponent receives (-1) every quarter of the game when you play a player at PG, SG, or SF that is taller than the opponent they’re defending.
Transition Defense Your team hustles in transition to prevent the opponent from scoring easy lay-ups on the break. Every time your guards (PG and SG) score 0 in the quarter, the opponent’s corresponding guard receives (-3) in the same quarter.
Box-and-1 Defense Your team knows defending a team with a star player is always a challenge; they shift their defensive scheme to neutralize a single player. Select a single player to target before the game begins and said player will have each roll reduced by (-3) when they play.

Game Results and Stat Tracking

Score Checking

Applies to competitive non-test games only. A third, neutral user, must respond after the game and validate that the scores have been checked for accuracy. Games cannot be made official until a third member has scored check each team's score for every quarter. Concerning HSA and HCA

Concerning individual stat tracking, points lost in the first half early from either HSA or HCA should be subtracted 1 point at a time going down the lineup if possible. For example, the depth chart is PG, SG, SF, PF, C so if the HCA is 3 the PG, SG, and SF should each lose a point if possible. If any of them had 0 points then the PF would lose a point.

Player Strategy and Development

Player Attributes

Some players do not come with any special abilities. Some, however, have one added on to their player line.

Continuous abilities apply as long as the player is in the line up during a quarter while single-use abilities either occur only once automatically or at a time assigned by the player. Player, as used in the attribute definitions, refers to the member of the team with the attribute in question and not the coach of the team.

The attributes are defined below:

Automatic if in the lineup for third-quarter played. This applies during any conference matchup, even during tournaments.
Attribute Type Description
6th Man Continuous Gains an additional point for every continuous quarter sat before entering the game. Limited to ONE 6th man player on the court at the same time.
Aggressive Continuous Reduces the opponent's score 1 point for every pair of teammates (including the player with the aggressive attribute) that rolled a 1 or higher this quarter.
Ball Hog Continuous Steals a point from the player above them in the line up (PG steals from C) if possible. Ball Hog does not occur if the player above has 0 points. If the attributed player steals a point they score 1 additional point.

For example: If a PG rolls 2 and a ball hog SG rolls 3 the final results would be: PG (1) and SG (5). For example: If a PG rolls a 0 and a ball hog SG rolls 3 the final results would remain: PG (0) and SG (3).

Blocker Single Use Player with this attribute reduces the opponent's score this quarter by 3 points when away or at a neutral site or 4 when playing at home. Additionally, the player scores one point if this attribute is used.

It can be declared after seeing the roll.

Discipline Single Use Reduces the HCA or HSA penalty by up to 3 points (but not below). The discipline player must be in the starting lineup.
Distributor Continuous Next player in the lineup (down the lineup, C wraps up to PG) scores 1 additional point if they have no attribute (does not include stars).
Double Teamer Continuous No effect on its own. Reduces opponents score -4 for each pair of "double team" players on your team.
Fatigued Continuous Player can only play 2 quarters a game before suffering the above fatigue penalties.
Ferocity Single-use Player will automatically score 4 additional points in his third played quarter against conference opponents (does not do anything until conferences are announced)
Gunner Single use Gets a doubling roll on a roll of any number. It can be declared after seeing the initial roll. If the doubling roll is 0 or 1 the total roll for that player for that quarter is 0.
Leadership Single Use Allows another player (other than the leadership player) to double their points (a maximum of 3 additional points can be gained when playing away or at a neutral site and 4 when playing at home).

It can be declared after seeing the roll.

Mental Toughness Continuous Player scores 3 additional points in overtime only if the player also played in the final quarter of the game. Stacks with diminishing returns from multiple uses (the second use of mental toughness provides +2, any other ones +1). If the player did not play in the final quarter of the game the attribute does not affect overtime.
Motivation Continuous Player scores 2 additional points in the quarter if his team is down by 5 or more points at the end of the previous quarter.

Automatic if applicable.

Press Multiple Use This player can block an opposing player's attribute. After use, the player with the press attribute cannot play the next quarter.

If going first: must be declared with roll without knowing which players the opponent will play. Declare by stating that he is being used and which position he is targeting. If going second: must be declared with the roll with full knowledge of the player's opponent has played. Declare by stating he is being used and which position he is targeting. Press can be used to cancel the effect of another press player.

Physical Continuous This player scores one additional point for every player on the opposing team that is lighter and shorter than him.

Ties in weight or height count in favor of the attributed player. For example, a 6'3" Physical player will score points for every opponent who is 6'3" or lower and also lighter than him.

Protection Continuous Reduces the opponent's score 2 points for every teammate that rolled a 0 this quarter.
Quick Continuous This player scores one additional point for every player on the opposing team that is heavier AND taller than him.

Ties in weight or height count in favor of the attributed player. For example, a 6'3" Quick player will score points for every opponent who is 6'3" or higher and also heavier than him.

Rebounder Continuous Scores 1 additional point for every opposing player that rolled a 0 this quarter.
Slasher Continuous If this player scores an odd number of points they gain 1 point. If this player scores an even number of points they gain 2 points.
Sharpshooter Continuous Player receives a doubling roll on 2 as well as 1.
Steal Artist Continuous Reduces opponents score -1.
Talent Continuous Player scores 1 additional point for every 2 attributes present in the current lineup (including the player's own talent). (e.g. if the lineup in the current quarter has this players talent, a sharpshooter, a rebounder, and another rebounder the player would score +2 to their roll)
Tenacity Continuous Player can receive a second doubling roll on a 1 on their doubling roll, if this occurs he receives 1 additional point. (e.g. a player with tenacity rolls a 1 on his initial roll and then rolls a 1 on his doubling roll, he may roll a third doubling roll and add one point to the sum of all three rolls)

Hidden Attributes

Every player in the League has three hidden attributes, all of which are permanent and can not change:

  • Potential - Effects a player’s progression probabilities.
  • Loyalty - Effects a player’s minimum acceptable pay during contract negotiations
  • Injury - Effects the odds a player will be injured

All attributes are randomly generated after the players announce their eligibility to be drafted. These attributes have a numeric value between 0-99 and are generated on a standard bell curve centered at 50. Hidden attributes are not public information and can be only discovered by a team's private scouting, though, if a player is invited to the Scouting Combine some minimal information can be given publically.

There are three levels of information detail:

  1. None
  2. Basic - Teams will receive a vague understanding of what a player's attribute development value is with the following five tiers: Very Low, Low, Normal, High, Very High.
  3. Refined - shows the exact numerical value (ex. 87)


Before every season, all rosters will be progressed for the following season and players will gain or lose stars throughout their careers. Rookies will have a higher chance of developing a star (~25% baseline) and a low chance of losing a star, however, as players get older these values will slowly flip. Progressions can also be affected by two things: a player's Potential Attribute, and a team's investment into Training Facilities.

Roster Requirements


Depth Chart

To be determined.

Contract Information

Team Cap Sheets

Official team cap sheets shall be maintained at all times in the combined workbook provided by the League. The League Office has the right to perform random audits of an organization's finances and any secondary sources for contract information will not be accepted or reviewed; only information on the combined workbook is relevant. Your team's cap sheet must show the following items, at a minimum:

  • Must show ever currently rostered player.
  • Must show the remaining cap space taken from the cap limit for the season.
  • Each individual player's total cap hit (GTD + Non-GTD), guaranteed money, and non guaranteed money for each season.
  • The team's combined total cap hit (GTD + Non-GTD), guaranteed money, and non guaranteed money for each season.
  • Track any cap penalties.

Salary Cap Information

NBAHC operates on a "Soft Cap" system. You may go over the cap limit, however, twice the amount over the cap limit will be taken from your organization's investment budget for the next season.

Known Salary Caps

  • 2024: $40,000,000
  • 2025: $55,000,000
  • 2026: $70,000,000
  • 2027: $100,000,000
  • 2028: $120,000,000

Player Salaries

Rookie Contracts

Rookie contract amounts will be announced prior to each NBAHC Draft and are subject to change year-to-year. In general, the scale of the guaranteed portion of rookie contracts will be set to be affordable under current salary cap limits.

Rookie Contract Structure:

  • First Round Picks: 2 years GTD + 2 years of team options
    • Team options will escalate in value
  • Second Round Picks: 2 years GTD

Orginizational Duties

Board of Owners Voting

During the All-Star Break, the League's Owners will convene to vote on various items that will directly affect the next season. Votes will be cast anonymously via Google Form and results will be announced thereafter. For items presented by the League Office, there must be a majority to veto, else, it will be presumed to pass with or without a quorum. For items presented by any member of the NBAHC, there must be a majority to approve, else, it will be presumed to fail with or without a quorum.

Items that can be brought to vote are the following:

  • Inclusion of new expansion teams
  • Future salary cap increases (starting 2029)
  • Rookie contract values
  • Minor rule changes
  • Any items presented to the League Office before the meeting by any current member of the NBAHC

Owners can not vote on gameplay changes deemed critical by the League Office.

Team Investment

Each team has an annual operating budget to spend on developing their organizations in various ways. It is the responsibility of the Owner to manage this budget. All teams will start with a $40,000,000 operating budget which is separate from the money uses for the cap sheet and contracts. While teams may use some of their investment budgets on contracts when they go over the cap, teams can not use money not used in their cap sheets in their operating budgets.

A team may invest in the following items:

  • Advertising - Alters amount of team presence in TV Markets, increases next year’s operating budget
  • Medical Facilities - Tweaks severity of injuries team-wide
  • Scouting - Alters the amount of scouting credit a team receives for that year.
  • Stadium Improvements - Alters HCA for that season
  • Training Facilities- Tweaks progression probabilities team-wide

All annual investment into items is comparative to other teams’ spending for that year. For example, if you spent the average amount between all teams on Training Facilities, there will be no change from the baseline. If you spent significantly more than other teams in Medical Facilities, then you'll receive a significantly higher bonus than other teams receive.