Build a nine-attribute scorer out of nine different NBA players, then find out how many points he drops in his best game.
A team never repeats within a run, so you'll see nine different franchises. The player is locked as a specific stint, not as a person — stealing from Warriors Durant leaves Suns Durant available later, and they carry different grades.
| Attribute | What it drives |
|---|---|
| Finishing | Converting at the rim — layups, dunks, contact finishes. |
| Midrange | Pull-ups, turnarounds, fades and everything inside the arc away from the rim. |
| 3PT Shooting | Accuracy and range from three, weighted by whether he actually took them. |
| Free Throws | Free-throw accuracy only. Worthless alone, decisive next to Foul Drawing. |
| Handle | Ball security at extreme usage. Turnovers cost you possessions you'd have scored on. |
| Shot Creation | Manufacturing a good look against a defense that knows you're shooting. |
| Foul Drawing | Getting to the line. Free points, if you can make them. |
| Volume | How relentlessly he hunts shots. Efficiency without volume never threatens 100. |
| Stamina / Motor | Sustaining that load for 40+ minutes without a fourth-quarter collapse. |
An efficient scorer is not automatically a 100-point scorer. A build with elite shooting and weak Volume produces a beautiful, useless 48 points on 22 shots. You cannot reach 100 without someone who refuses to stop shooting.
Fourteen rungs, F through S. Grades are relative to every other scorer in the pool, not to an average NBA player — so a C here still means a real NBA scorer.
| Grade | Meaning |
|---|---|
| S | Generational. Reserved for historic traits and deliberately rare — most superstars never get one. |
| A+ / A / A− | Elite. A clear star-level scoring tool. |
| B+ / B / B− | Good to very good. Reliable, not an advantage. |
| C+ / C / C− | Average for an NBA scorer. Not a weapon. |
| D+ / D / D− / F | A hole. Actively damaging in a 100-point attempt. |
You get exactly two per run, and they do different things:
Spending them early is tempting and usually wrong. The value of a reroll rises as your open slots shrink, because a bad spin with two slots left is far more damaging than a bad spin with nine. In simulation, using rerolls well more than doubles your chance of a perfect run.
Your nine grades are not averaged. The game plays out a single scoring performance quarter by quarter: Volume and Shot Creation decide how many attempts you generate, Handle decides how many possessions survive, your three shooting grades decide where those shots come from and how many drop, Foul Drawing generates trips to the line and Free Throws converts them, and Stamina decides how much of it holds up in the fourth.
Weaknesses hurt more than a simple average implies, and the interactions are where runs are won and lost:
There's a small amount of game-to-game variance, so the same build won't always produce the same number. Anything above 100 is displayed as 100.
| Score | Tier |
|---|---|
| 100 | 100-POINT SCORER |
| 92–99 | So close |
| 83–91 | Historic |
| 72–82 | All-time night |
| 60–71 | Monster game |
| 45–59 | Bucket getter |
| 0–44 | Not enough firepower |
A typical run lands in the 60s. Skilled play reaches 100 roughly once every 480 runs, so treat a 90 as a genuinely good night.
Everyone in the world gets the same nine spins each day, with one attempt. Spins are fixed in advance rather than drawn as you go, so two people who pick differently still face the same sequence. A fresh puzzle drops at midnight US Eastern, and your streak survives as long as you don't miss a day.