Est. 2023 ยท ESPN League 1227546734 ยท Head-to-Head Points
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Kingdom Basketball Association
Ten teams. Two conferences. One crown.
Friday, October 30, 2026 ยท Week 2 in progress
๐ The Kingdom's front page โ standings, scores, rosters, the NBA desk and the cartoon, all in one place.
GamesThe Kingdom Lab
The Interactive Lab, ported from the Invitational site: basketball explained by playing
with it โ the Playbook (64 documented plays, 260 steps), pick-and-roll coverages, shot selection, defensive
schemes, tempo and efficiency, the age curve and draft-pick trade maths. Every widget here is
league-agnostic. The Lab's four Real League Data widgets run on Invitational club data, so they stay on
that site โ nothing here pretends to Kingdom data it does not have.
Widget 1 ยท The Playbook
The Plays Breakdown โ Offence, Defence, Out of Bounds & Special Situations
Start here: this is the Lab's playbook, expanded to the maximum the documented record honestly supports โ every diagram a play family NBA teams have actually run, the standard named sets and actions coaches call from the bench, from the pick and roll to the elevator doors, plus the documented clock situations (the 2-for-1, fouling up three, the intentional miss) that decide endings. Every play carries the full treatment: a step-by-step diagram, when it is used, its reads and counters, and its variations. An honest limit, stated up front: this is a catalog of the documented play families, not a claim to list literally every play ever run. Teams rename, disguise and tweak these actions nightly; what follows is the shared vocabulary they are all built from.
How to read the diagrams: offence is the numbered blue circles (1โ5); defence is the brown-red X marks (X1โX5); the orange dot rides with whoever holds the ball. On out-of-bounds plays the gold diamond marked IN is the inbounder. Within a step, a dashed arrow is that step's pass. Famous examples are named only where they are well documented.
When it's used:
The sequence:
Reads & counters:
Variations:
Famous example:
Widget 2 ยท Half-Court Offense
Pick-and-Roll Geometry
The ball-handler (orange) uses a screen from a teammate (blue). Pick a coverage and watch what the defense gives up โ or drag the red on-ball defender yourself and see the space change.
Every coverage is a trade. Going under protects the paint but concedes a pull-up jumper; fighting over chases the shooter but opens the roll; switching kills the advantage but creates a mismatch; dropping keeps a big near the rim and dares the handler to shoot from midrange. The handler's job is simply to read which gift he was given.
Widget 3 ยท Shot Selection
Shot Zones & Effective Field-Goal %
Click a zone on the chart to add 10 illustrative shots there, then tune that zone's accuracy. Watch points per shot โ not raw FG% โ do the talking.
Selected: At the rim
eFG% adjusts for threes being worth more: eFG% = (FGM + 0.5 ร 3PM) รท FGA. A corner three made 40% of the time scores 1.20 points per shot โ the same as a rim attempt made 60% of the time, and far better than a long two made 40% (0.80). That arithmetic, not fashion, is why offences hunt the rim and the corners and treat long twos as a last resort.
Widget 4 ยท Defensive Schemes
Zone vs Man-to-Man
Drag the ball (orange) anywhere on the half-court. In man-to-man, each defender stays with his assignment; in a zone, defenders guard an area and shift together toward the ball.
Man-to-man pressure travels with the ball but can be screened and beaten off the dribble. A zone protects the paint with bodies and shortens close-outs inside the arc โ but the far corner and the top of the arc are guarded by whoever happens to be nearest, so ball movement and corner shooters stretch it until something breaks.
Widget 5 ยท Tempo & Efficiency
Pace & Possessions
Two dials run every box score: how many possessions a team uses, and how efficiently it scores on each one. Slide both and see the projected scoring.
The fantasy takeaway: counting stats โ points, rebounds, assists, steals, blocks โ can only happen on a possession. A faster team manufactures more of all of them, so the same player in the same minutes is usually worth more on a high-pace team. Pure arithmetic model: projected points = pace ร offensive rating รท 100. Illustrative, not a forecast.
New ยท Possession Engine
The Possession Lab โ Play-by-Play, Zones & Fatigue
Every widget above isolates one idea. This one runs them together: a possession-by-possession engine. Five player profiles โ a lead guard, a wing, a stretch shooter, a roller and a big โ share the ball by their real tendencies. The defense you pick bends where shots come from and how well they are contested, the shot clock squeezes late possessions, and every trip tires the five a little more: tired shooters make less and turn it over more. Run it trip by trip, or let a quarter's worth go.
No possessions yet. The engine is honest about its math: zone make-rates are rim 64% ยท midrange 42% ยท corner three 39% ยท arc three 36%, bent by the defense, the clock and fatigue.
Play-by-play will appear here.
How to read it: switch the defense and watch the shot mix move โ the 2โ3 zone pushes attempts out of the paint and gives up the far corner; the 3โ2 takes away the arc and concedes the rim. Then run 48 straight and compare the per-player lines with a fresh run: the engine's fatigue curve (make-rate and handle both decay with stint length, a timeout restores some legs) is why real rotations exist. A transparent teaching model โ the probabilities and tendencies are stated on the card and in the code, not fitted to any real team.
Widget 6 ยท Dynasty Value
The Dynasty Value Curve
Slide a player's age and watch the standard career arc: a climb, a peak plateau roughly from 24 to 28, then a decline that steepens in the thirties.
In a redraft league only this season counts, so a brilliant 34-year-old is gold. In dynasty you own the whole curve โ which is why this league's dynasty board weights youth: a 23-year-old still rising can be worth more than a slightly better 31-year-old whose remaining peak is already spent. Illustrative shape, not player data.
Widget 7 ยท Trade Maths
Draft-Pick Value โ Why the Top Is Heavy
The chart models a 3-round, 32-team draft โ 96 picks in a straight line. Click bars to build two sides of a hypothetical trade and compare the combined value.
Value concentrates brutally at the top: one elite pick can be worth two or three later ones combined โ try checking whether 1.05 + 2.12 really does add up to about 1.01. Illustrative exponentially-decaying curve, not an official league chart. Real pick ownership lives in the Dynasty Future Draft Room.