Draft & GM game
Pro Basketball GM Franchise
Draft a squad, set the rotation, and handle trades and contracts across a full 82-game season and the playoff race.
Sport hub · 28 guides · 8 calculators
Five players share one ball, so a basketball roster is a set of trade-offs: shot creation against spacing, size against speed, a star against depth. These guides are about those trade-offs — what each position is asked to do, what the efficiency statistics actually measure, and how draft order and salary rules decide who ends up on a team.
They sit alongside two of our apps that look at the sport from opposite ends. Pro Basketball GM Franchise puts you in the front office, drafting a roster and then managing rotations, contracts and trades across an 82-game season. Basketball Career Sim follows one player you create, from youth basketball through recruiting and college to the draft and the pro years. Every guide is written to be useful without either app.
Draft & GM game
Draft a squad, set the rotation, and handle trades and contracts across a full 82-game season and the playoff race.
Career sim
Build a custom player and guide a career from youth basketball through the draft to the pro game, one decision at a time.
Pro Basketball GM Franchise asks whether you can build a team: a draft board, a rotation, contracts and trades, judged by what the roster does over a season. Basketball Career Sim asks whether one player can build a career: you choose the position and build, then step in on key possessions through Live Sim while coach trust, chemistry and reputation respond. If you like evaluating and assembling players, start with the GM game; if you would rather be the player, start with the career sim.
Start with positions and the efficiency statistics. Effective field-goal percentage and true shooting percentage adjust for the extra point a three is worth, and true shooting also counts free throws — which is why they can rank two shooters differently from plain field-goal percentage. The true shooting percentage calculator lets you check any box-score line.
A balanced roster covers ball-handling, shooting, rim protection and rebounding across the rotation. The roster-building, free-agency and salary-cap guides explain why five high ratings do not automatically make a good team.
If you want to assemble and manage a team, read the draft and GM guides. If you want to live one career, read the guides to recruiting, body measurements and playing time.
What a basketball draft simulator models, why the highest-rated pick is often the wrong one, and how to read a projected season without over-reading it.
What makes contact a foul, how the bonus works, how many fouls end a player's night, and how technical, flagrant and FIBA's new disruptive fouls differ.
A plain-English guide to basketball's rules: scoring, the game and shot clocks, travelling, three seconds, goaltending and the fouls that stop play.
NBA and FIBA rules side by side, with rule numbers: game length, the three-point line, foul limits, goaltending, defensive three seconds and FIBA's 2026 fouls.
Man-to-man guards players, zone guards areas. How 2-3, 1-2-2 and 1-3-1 zones work, what each system concedes, and why zone defence is legal in the NBA.
What a point guard, shooting guard, small forward, power forward and centre each do, why the rulebook never mentions any of them, and what position means today.
A column-by-column guide to the basketball box score using the league's own stat definitions, a worked example line, and what a box score cannot tell you.
What PER, Win Shares and Box Plus/Minus measure, how each is built from the box score, why they can disagree about one player, and which suits which question.
Per-possession thinking, true shooting, usage and rebound rate — what basketball's advanced statistics are correcting for, and where they still fall short.
The main types of basketball offence, the problem each solves and the players it needs, plus the shot-value maths and league data behind the three-point era.
The common basketball archetypes, from 3-and-D wings to rim protectors and stretch bigs: the skills behind each, how to spot it in the stats, and which fit.
How the pick and roll works, what makes a screen legal, the reads for the ball-handler and screener, and what drop, switch, hedge, blitz and ice each give up.
Balance is coverage, not averages. The team-level jobs every lineup has to cover, why overlap wastes picks, and how minutes turn depth into a real constraint.
No NBA team has gone 82-0. The best record is 73-9, the best start 24-0 and the longest streak 33 games. The record book, and why the season is 82 games.
The NBA's 2026-27 cap, tax and apron figures as a ladder: what each threshold allows or takes away, plus Bird rights, the mid-level exception and the tax.
Who can enter the NBA draft: the age-19 and one-year-after-high-school rule, the early-entry deadline, international players, and how draft rights work.
How the NBA's postseason works in 2026-27: the Play-In bracket for seeds 7 to 10, four best-of-seven rounds played 2-2-1-1-1, and what the new lottery changes.
Is an NBA trade legal? A checklist for 2026-27: salary-matching bands, aggregation, apron limits, waiting periods for new signings, cash and draft-pick rules.
Career modes usually start at the draft. The youth, high-school and recruiting stages that come first decide what kind of prospect arrives there — and how.
What the height, weight and wingspan fields on a career-sim creation screen are for, what the real sport says, and which choice actually decides a career.
How a basketball career sim differs from a GM game, what the possession decisions are really asking, and how early choices compound across a whole career.
These use our basketball apps as the example, but the ideas apply to every sport. More are collected on the sports index.
Career mode and franchise mode look alike on a store page and play nothing alike. What each one decides, what it costs you, and how to tell which you want.
Restricted and unrestricted free agency, why the market overpays, and how to use it well when you are the general manager rather than a spectator.
Why leagues randomise draft order, how weighted lotteries are built, what flattening the odds changes, and what a lottery can and cannot prevent.
The mechanics under draft strategy: replacement value, tiers, positional runs, and why your draft slot decides which plans are even available to you.
The difference between tearing a roster down and reshaping it, the honest tests for which your team needs, and why the worst outcome is doing neither.
What a salary cap is, how hard and soft caps differ, and why a budget turns drafting from a ranking exercise into an allocation problem you can get wrong.
Snake drafts allocate players by pick order; auctions allocate them by budget. What each format rewards, the arithmetic behind both, and how to pick one.
True shooting, effective field-goal and the plain shooting percentages from one box-score line.
Open the calculatorPer-36 rates, usage percentage, Game Score and assist-to-turnover ratio from one player’s box-score line.
Open the calculatorDean Oliver’s four factors for a team and its opponent, plus estimated possessions, pace and offensive, defensive and net rating.
Open the calculatorAny sport
The winning percentage and record a team’s points scored and allowed imply, with sourced exponents.
Open the calculatorAny sport
A fair random draft order, and every team’s pick numbers in a snake, 3RR or straight draft.
Open the calculatorAny sport
The chance of a perfect or unbeaten season from one game’s chance of a win (and of a draw), with the assumptions stated.
Open the calculatorAny sport
Exact pick-by-pick chances for a weighted draft lottery — MLB’s 2026 odds or your own league’s — plus repeatable simulated draws.
Open the calculatorAny sport
The magic number to clinch, the trailing team’s elimination number, games behind and winning percentages for a two-team race.
Open the calculatorGood to know