HOOPSIM
Sign in Get the app Play Now
← The rulebook How to play · Chapter 13

Points & Side Games

How it works in HoopSim: PP, Legacy, cards, Reads, The Show.

Play Now →

Every number here is the one the engine uses. Your commissioner can change the settings; the rules stay the same.

The gameA free basketball GM sim in your browser. You run one of 30 pro clubs.
The leagueThe other 29 are AI GMs, your friends, or both.
The priceFree to play. First season free; the next is earned with points or a season pass.
The appNo app store. Get it on your phone →
Chapter 13 of 15 · 8 partsScroll to read

Participation Points

Participation Points (PP) reward you for running your team. Your team earns PP when you:

  • submit a depth chart or game plan before a sim (once per league day each; 100 and 75 PP by default)
  • bid in free agency or staff free agency (150 and 100 PP, once per bidding day)
  • take part in the rookie draft (200 PP) or submit training camp plans (100 PP)
  • respond to a trade offer (75 PP), post in the league feed (25 PP) or log in during a sim window (50 PP)
  • write a blog post the commissioner grades (75 to 150 PP)

The commissioner can change every amount; the Participation page always shows your league's values. Each activity pays once per occasion, so doing the same thing twice doesn't pay twice, and repeatable ones (trade offers, feed posts, lineup saves) have a small daily limit. PP also comes from Reads and The Show, below.

Think of it this way: Legacy is your resume, PP is your team's paycheck. PP is for effort and you spend it; Legacy is for results and it only ever goes up.

Boosts: gym time, trivia, today's hand

Some PP comes just from showing up and playing along. Every PP award flies into the pill at the bottom of the screen, which shows the PP you've earned today and your gym time.

  • Gym time: minutes with the app open and in use. Four rungs a day (10, 20, 30 and 45 minutes) each pay PP. Twenty minutes is the daily goal; hitting it on back-to-back days builds a streak that adds a little to every boost. The 30-minute rung puts you on a run for an hour.
  • Pop trivia: now and then a five-second question pops up (real pro basketball history, or your own league's box scores and trades). Get it right for PP. A wrong answer or no answer costs nothing.
  • Today's hand: three cards dealt with your first visit each day. Take one and do the real thing it asks (send an offer, make a read with Mo, ask your staff a question) before your midnight to collect.
  • On a run: after your own trade, signing or draft pick you may be offered a 30-minute window. Take it and the PP from what you do in that window pays double.

Boosts have a daily soft cap: past it they still pay, just less. Real GM work always pays in full. "Today" is your own local day.

The ledger and leaderboard

Every PP earned or spent is a line in your History tab, with the reason and date; the Today tab shows today's gym time, your hand and every PP since your midnight. The Leaders tab ranks every team by PP. Your engagement tier (Ghost, Casual, Active, Elite) is based on PP earned this season, so spending PP on cards never drops your tier; the page shows how far you are from the next one.

Legacy and levels

Legacy belongs to you, not your team, and follows you across leagues. It comes only from results: every game your team plays (a win pays more than a loss), making the playoffs, winning a series or a title, your players' awards, finishing a season, and achievements. Effort (lineups, trades, signings, chat) pays PP instead. Legacy is your resume, PP is your team's paycheck.

Legacy is never spent, so your level never goes down. Levels run from 1 to 20 with titles from Rookie GM up to GOAT GM. A level brings status: your title, the frame on your GM card (tap a human GM's pennant on the top rail to see theirs) and the small level tab under your pennant. It also unlocks card pack tiers, card slots and a bigger equipped-power cap.

Ability cards

When the commissioner turns cards on, you can collect ability cards. You open packs with PP, or with a pack token of that tier if you have one (it's used first). Rookie, Mystery, Pro and Hall of Fame packs unlock as your Legacy level grows. Cards come in rarities from common to legendary.

  • Equip player cards to a player and team cards to a team slot. Cards give small in-game boosts. The total power you can have equipped is capped by your Legacy level; the Loadout screen shows the meter.
  • Craft a specific card with PP, or upgrade one with PP.
  • Fuse three copies into one stronger card, or dismantle a card for some PP back.
  • The vault holds PP you deposit; it earns a little over time, and taking it out has a cool-off.

If an equipped player is traded, the card goes with them to the new team's bench. If they leave in free agency, retire or are released, the card returns to your bench. Player cards come off at season's end.

Reads with Mo Rollins

Reads is an optional side game run by Mo Rollins, the league's participation manager. Mo messages you in Messenger; you answer by tapping. Nothing in Reads touches your roster or the sim.

  • Pick an upcoming game (up to 3 open at once by default) and make one read: Solid (your team wins), Gutsy (a scorer hits a line in a win) or Wild (you win by a margin). By default they pay 20, 50 or 100 PP if you call it.
  • Around the league: one game a day between two AI teams; pick the winner for 30 PP.
  • Backing: put up to 25 PP behind a read on your own game. Right, and it comes back doubled; wrong, and it's gone.
  • Rivalry reads: when you play another GM who's in, you can each put 20 PP in the middle; the winner takes it.
  • Lonely reads earn +25% when few GMs made the same call; calling several in a row builds a hot hand.

Reads only pay for good nights for your own team, lock at tip-off and settle from the box score. The commissioner sets the sizes and caps. Turn off Mo's messages to stop playing; your log stays.

The Show

The Show is a cast of parody media personalities. After a real moment for your team (a trade, a big game, a firing), a host may DM you for a quote. Answer on the record and they post your exact words; answer off the record and it runs as "a source close to the team."

Answers are graded for detail: Short, Solid or Front page, and more detail pays more PP. Repeats, copy-paste, gibberish and off-topic answers pay nothing. There's a weekly PP cap, a limit on asks per week, and you can also call in to the show once a week for the same pay. Nothing here touches your roster or the sim.

The Messenger and Media

Messenger holds League chat (everyone), private DMs with other GMs, and team walls, where anyone can post on a team's page and the owner is notified. You can build and send trade offers right inside a DM.

The Media feed is the league's timeline: a fictional cast posts about trades, signings, waivers, firings, injuries, big games, rumors and what GMs say in League chat. Your private DMs never leak. When a rumor is about you, an insider may DM you for comment.

A shady character also works the league and sometimes offers an under-the-table deal: rest players in one game for a small amount of PP up front and more if you lose. Change your mind before tip-off and the deal's off, though he won't forget it. The league office investigates these deals, and if you're caught you give the PP back plus a fine, with a ruling announced to everyone.

Still stuck? The FAQ and the glossary cover the rest, or go back to the rulebook.