Developed by the NBA Top Shot team, Fast Break is inspired by some of our favorite sports games and traditions.

To play Fast Break (or check if you have access), head to https://nbatopshot.com/fastbreak today! If you do not have access you will be able to join the waitlist. The waitlist will be monitored and new signups will be added into the game daily. If you have friends or family you'd like to play Fast Break with, give them the link above and they can join the mailing list today.

This concept is actively in development but we couldn't wait for our collectors to get a taste of it and provide important feedback to guide the game and economy design of this new way to play on Top Shot.

We are committed to building this game in public to make sure we adapt in real-time using important real-time feedback to guide our decisions in game design and user-interface design.

The game of Fast Break is very simple. Collectors will select five players every night for fifteen nights. Each night has different stats and different scores that your team must beat in order to get awarded a win.

If you have the highest score on any given night, you will win the Daily Reward shown. Additionally, if you rack up enough wins, there are packs you can earn at the 4, 8, and 12 win milestones. These packs can be sold on the Pack Marketplace.

As you get higher in wins, the packs get better.

As you achieve each milestone, you win the pack — so collectors who win 12 days, for example, will get all 3 packs.

There is also strategy involved because you can only use players a limited amount of times during these fifteen nights.

  • If you own a Common/Fandom of a player, you can use that player one time during the 15 game days.
  • If you own a Rare you can use that player up to two times.
  • If you own a Legendary of a player, you can use them four times.

To be clear, if you have 10 Commons of a player, you still can only play them once. The only way you can play them more is by collecting a Moment of that player at a higher tier.

The All-Star playtest will be played over 15 game days from February 1 - February 15.

Introducing Dynamic Lineups

During this run we will be testing our newest feature, Dynamic Lineups. Instead of Fast Break rosters locking for good at the start of the first game of the night, players will lock once their games start. This means that users can adjust players in their lineups up until their games begin. If a player's game has already begun, they are not eligible to be swapped out. Additionally, if the first game of the day has an early start and you don't get your lineup submitted in time, don't worry, you can submit a lineup anytime before the final game of the day begins using only players whose games have not begun.

This feature, like many other features in Fast Break, will continue to evolve to provide the best possible playing experience for all of our collectors.

Daily Requirements for the All-Star Run

  1. February 1 - 4 games - 5 players, 120 points
  2. February 2 - 10 games - 5 players, 10 blocks, 35 rebounds
  3. February 3 - 6 games - 5 players, 25 Free Throws Made, 30 Free Throws Attempted
  4. February 4 - 9 games - 5 players, 25 [Assists - Turnovers]
  5. February 5 - 6 games - 5 players, 45 rebounds, 25 assists 
  6. February 6 - 7 games - 5 players, Each player must score 25+ points
  7. February 7 - 7 games - 5 players, 15 three pointers made, 30 three pointers attempted
  8. February 8 - 9 games - 5 players, +30 Plus/Minus, 125 minutes
  9. February 9 - 6 games - 5 players, 12 offensive rebounds
  10. February 10 - 11 games - 5 players, 40 field goals made, 75 field goals attempted
  11. February 11 - 2 games - 5 players, Each player must make 2+ free throws  
  12. February 12 - 10 games - 5 players, 5 steals, 35 assists
  13. February 13 - 6 games - 5 players, 4 Double Doubles
  14. February 14 - 13 games - 5 players, 150 points
  15. February 15 - 3 games - 5 players, 10 three pointers made, 25 rebounds

REWARDS

  • Daily Rewards - First place each day will win a Moment from a 2024 All-Star Game starter.
  • "Battle Pass" Rewards - You will receive a 2 Moment pack for reaching 4 wins with a chance at Rare and Legendary Moments, You will receive a 6 Moment pack for reaching 8 wins with a higher chance at Rare and Legendary Moments, you will receive a 3 Moment pack for reaching 12 wins with an extremely high chance at a Rare Moment and the highest chance at a Legendary Moment. These packs can be sold on the Pack Marketplace.
  • Run Rewards - The top 100 finishers over the course of the entire run will receive packs of increasing rarity depending on how high they finish. Full breakdown is in the link below.
  • Fast Break Suvivor - This works just like any other suvivor pool, last Collector standing wins a reward. After the first survivor is crowned or on Day 8, whichever comes first, a Second-Chance Survivor will begin.

ALL REWARDS CAN BE FOUND HERE

DAILY REWARD TIEBREAKERS

  • When lineups lock, the game automatically determines your highest tier owned of each player.
  • 5 Legendary is the highest you can have. 5 Common is the lowest you can have.

    To spell this out more, the tiebreaker checks:
  • Number of Legendary Moments IF TIE THEN
  • Number of Rare Moments IF TIE THEN
  • Number of Common/Fandom IF TIE THEN
  • Lowest combined serial
  • For example, someone with 4 Rare and 1 Legendary Moment in their lineup will beat someone with 5 Rare Moments in their lineup.
  • If more than one collector ties on the rarity tier used on any given day, the game will automatically determine the winner.
  • The game will look at the highest tier owned of each player in the winning lineup. It will then determine the lowest serial number owned of the player at that tier.
  • All 5 numbers will be added together and the lowest sum will win that tiebreaker.
  • The last tiebreaker, if needed, will be time of submission: whoever submitted their lineup first will get the nod.

RUN REWARDS TIEBREAKERS

  • This leaderboard is sorted by total wins in the run.
  • The tiebreaker is your average finishing position across all days played during the run.

SURVIVOR OVERTIME

  • If all remaining survivors lose on the same day, there will be a one-day overtime. The highest score on that day is crowned the winner. If there's another tie there will be double-overtime and so on until a winner is crowned. The daily tiebreaker will not factor into overtime unless it's the last day of the run, in which case a winner must be crowned.

Additional Rules

  • Moments can only be played by one collector each night. This means if you try to use the same Moment (with the same exact serial number) as another person, only the person who owns the Moment at the time the player locks will get credit.
  • Moments can be gifted or sold and used by another collector during the run, just not during the same night.