Basketball

Games are auto-simulated basketball matches: 4 quarters of 10 minutes each with 2-minute breaks between quarters. You set the lineup and tactic beforehand, then watch the action unfold through play-by-play commentary.

Starting a Game

Positions

Position Key Skills
PG (Point Guard) Perimeter Defense, Quickness, Long Range, Passing, Vision, Intuition
SG (Shooting Guard) Ball Handling, Quickness, Medium Range, Long Range, Steal, Perimeter Defense
SF (Small Forward) Vertical, Medium Range, Stamina, Charisma
PF (Power Forward) Post Moves, Strength, Block, Interior Defense, Rebounds, Brawl, Aggression
C (Center) Post Moves, Rebounds, Close Range, Strength, Block, Interior Defense

Assign pirates to positions that match their strengths using the team panel or auto-assign.

On top of raw skills, each pirate has a position fitness for every spot on the court. Their effective rating in a position is their skill there scaled by how fit they are for it, so a pirate played out of position underperforms until they settle in. Fitness rises the more a pirate plays a position and slowly fades for positions they don't use. The game position fluidity setting decides how strictly the game respects it.

Tactics

Tactic Style Brawl Rate Tiredness Best For
Balanced Equal mix of all plays Low Gentle Low-stamina crews, general use
Big Pirates Heavy posting, some brawling Moderate Normal Strong/tall rosters with good post moves
Arrembaggio Isolation, pick-and-roll, very aggressive Very high Extreme High-stamina brawlers, Killer trait pirates
Shooters Off-the-screen and pick-and-roll focus Low Moderate Long-range shooters, off-ball movement

Each tactic changes the probability of different plays being called and gives bonuses/penalties to different action types.

Set your tactic from the team panel with the t hotkey.

Team Settings

Besides the tactic, the team panel lets you tune three more settings that shape how your crew behaves during games. Like the tactic, they're set beforehand and can only be changed while you're not mid-game.

Substitution tendency (s)

Controls how readily tired starters are swapped out for rested bench players.

Setting Effect
Low Substitute players less frequently during games
Normal Default substitution frequency
High Substitute players more often during games

A higher tendency keeps fresh legs on the court at the cost of giving your starters fewer minutes; a lower tendency rides your best five harder. See Tiredness and Substitutions below for how fatigue works.

Game position fluidity (g)

Controls how strictly the game keeps pirates in the positions they're most fit for, both when setting the lineup and when substituting.

Setting Effect
Low Keep players in their best (fittest) positions as much as possible
Normal Default behavior
High Allow players to play in more positions

Low fluidity leans hard on each pirate's fittest positions to get the most out of them right now. High fluidity is more willing to field pirates out of position: that performs worse immediately, but it lets them build fitness in new spots over time.

In-game drinking (r)

Decides how much rum your crew brings to a game and how freely benched pirates drink it during the match.

Setting Effect
None Bring no rum; pirates never drink on the bench
Normal Bring 1 liter of rum per pirate, for the occasional bench swig
High Bring 2 liters of rum per pirate; the bench drinks often

The rum is set aside from your stock when the game starts, and whatever isn't drunk is returned afterwards, so you only lose the bottles actually downed. When a pirate is substituted out, they may take a swig on the bench: low-morale pirates drink most readily, and each drink follows the usual rules - a morale boost, but a chance of getting wasted (tiredness maxed, knocking them out of the game). A pirate drinks at most once per game on Normal and twice on High. More rum flowing also means more drunkenness on the floor, which raises the brawl chance.

How Plays Work

Each play can result in an attacking advantage (open shot), neutral contest, defensive stop, or steal/turnover. The outcome leads to a shot attempt or change of possession.

Shooting

Rebounds

After a missed shot, a rebound battle happens. Uses Vertical, height, and Rebounds skill. Centers and power forwards get a position bonus.

Brawls

Physical confrontations that can break out during play (~4.5% base chance per action, modified by tactic). Uses Brawl, Strength, Aggression. Winner gains morale, loser loses morale and takes tiredness damage. Killer trait pirates add their reputation to brawl rolls and are twice as likely to be selected for brawls.

Drunk pirates on the court also raise the brawl chance: the drunker your lineup, the more likely a fight breaks out (see Drinking and drunkenness).

Settling a Draw

If regulation ends with the score level, there's no coin flip to break the tie - the crews settle it the pirate way. A Total Brawl erupts: one last all-out fight between the two teams, and whoever comes out holding the ball when the dust clears takes the win. A crew built on strong, aggressive, high-Brawl pirates (especially Killers) has a real edge when a game comes down to fists.

Tiredness and Substitutions

Morale in Games

Special Traits in Games

See Pirates and traits for full details.

Tips