How to play
Long Two
Ten real shots. Good shot or bad shot — whether it went in or not.
The round
Ten shots that actually happened. For each one you get the shooter, the spot on the floor, the distance, the kind of shot it was, and the moment in the game. You call it a good shot or a bad shot, and nothing is revealed until all ten are in.
You are judging the decision, not the result. Whether the ball went in is held back deliberately, and when you finally see it, it will sometimes contradict the answer.
A made bad shot is still a bad shot
This is the one idea the game is built on and the one most people’s instincts fight. A shot is a decision made before the ball lands. Whether it drops is mostly the sport being the sport — the same shot from the same spot, taken a hundred times, has a fixed value, and one make does not change it.
The rounds where the ball contradicts the verdict are scored the same as every other, but they are counted separately and marked in the share, because those are the ones that actually test whether you are watching the shot or the scoreboard.
How you win
Every shot is judged against one number: the league's average shot. The floor sets the baseline and the shooter moves it — so the round is won by knowing who can shoot, not by memorising the arc.
- At the rim
- Almost always a good shot — the most efficient place on the floor by a distance.67% of them go in, and they are worth two.
- From a corner
- Usually good. Call it bad only when the shooter genuinely cannot shoot.The corner line is 22 feet where the arc is 23 feet 9 — nearer the rim, and still worth three.
- Above the break
- This is the round. Roughly four in ten clear the bar, and which four depends entirely on the shooter.The zone averages just under the league bar, so a knockdown shooter clears it and everyone else does not.
- From the mid-range
- Bad, almost without exception — and a long two is the worst judgeable shot in the sport.Two points at mid-range accuracy cannot beat three points at three-point accuracy.
- The ball went in anyway
- Ignore it. The outcome is shown on the reveal and is never part of the verdict.
| From here | Worth | Goes in | Points per shot | Verdict |
|---|---|---|---|---|
| At the rim | 2 | 66.6% | 1.332 | Good |
| Corner three | 3 | 38.6% | 1.157 | Good |
| Above the break | 3 | 35.3% | 1.058 | Bad |
| In the paint | 2 | 44.3% | 0.887 | Bad |
| Short mid-range | 2 | 43.3% | 0.867 | Bad |
| Long two | 2 | 39.9% | 0.797 | Bad |
| The bar — any shot, anywhere | 1.089 |
Every number on this page is measured from 467,514 shots across the 2026 and 2025 seasons, and is read directly from the snapshot the game is scored from.
What the shooter changes
The zone figures above are the league. The verdict you are graded against uses the shooter’s own record from that part of the floor, blended toward the zone average so that a handful of attempts cannot make anybody look like a marksman. Somebody shooting 42% above the break clears the bar comfortably. Somebody shooting 31% from the same spot does not, and it is the same picture on screen.
That is why a round cannot be won by learning six numbers, and why a mid-range shot is occasionally worth a second look.
Scoring
Ten calls, ten points each. Seven or better wins the round. The calls where the ball contradicted the verdict are reported and shared but never scored — two players who answered identically must finish in the same place, whatever shots the day happened to deal them.
A new ten every day at midnight Eastern, the same for everybody. Unlimited draws from the same library whenever you want more.
Golfle is an independent game platform and is not affiliated with, sponsored by, or endorsed by the NBA, any member team, or the NBPA. Team and player names are used for identification and factual game context.