Ballerz

Play onchain

Streetball

Games for Ballerz holders that run entirely on Flow: a daily shootout, 3v3 pickup under a salary cap, 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 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.

Nothing in Streetball costs or pays anything but the Flow network fee. Your NFTs never leave your wallet and are never locked: the contracts only read them.

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.

ShotsPoints eachChance to make
2 dunks1dunks − 15
3 midrange2shooting − 30
3 threes3shooting − 42
2 trick shots4playmaking − 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.

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 or tipping off a game 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.