CESTINHA

How it works

Cestinha is a career simulator. There is no joystick: you build the player, make the career calls, and the engine plays the seasons. Everything runs in your browser.

01

The legends draft

There are 8 attributes and 8 spins. Each spin draws a legend or current star and puts three of their attributes you haven’t filled yet on the table. You take one — at their value. On the last spin only one slot is left: whatever comes, comes.

02

Position and OVR

Each position weighs attributes differently. A point guard lives on passing, handles and shooting; a center on rebounding, defense and athleticism. OVR is the weighted average — and it is your full potential, reached between ages 25 and 29.

SHOFINPASHANDEFREBATHIQ
PG18%10%22%20%8%2%8%12%
SG24%16%10%14%10%4%10%12%
SF16%16%10%10%14%8%14%12%
PF8%16%6%5%17%20%16%12%
C3%16%5%2%22%24%16%12%
03

The career

You enter through the draft at 19: the higher your potential, the earlier you go — and the worst teams pick first. Each season the engine generates games, stats, injuries, a record, full playoff brackets with play-in, awards voted against real players, and World Cups and Olympics for your country.

04

Your decisions

In the game that can close a playoff series, the clock stops and the ball is yours: pull up from three, attack the rim or give it up. A d20 settles it, and what your attributes add to the die comes from the player you built. The die is the same whichever play you call — the choice moves the target, not the roll. Until 25, every summer is a choice: shooting, body or reading. The overall does not move — the kind of player you become does, and it shows up in the box score and in who votes for you. When your contract ends, offers arrive, and each one shows who is already there and whether the roster is rising or ageing. A star on a losing team can ask for a trade. From 35 on, you decide when to stop.

05

The climate

Three meters follow the career: confidence, the city and the locker room. Each one buys something different. Confidence goes into the nightly draw — your line in the box score — and into the die on the last possession; it climbs when you play well and win, and drops when you play badly, lose, or watch in a suit. The city is worth home court, and it goes into the index the media votes the awards with. The room decides how much of the team runs through you, whether the pass on the last possession finds anybody, and whether your own club calls in July. Once a season the game stops for a press conference, and roughly every other season something on the floor asks for a word. There are always three answers: speak for the group, throw a jab, or play to the cameras. The first never rolls and always buys the room. The other two roll a d20, and what moves the target is your game IQ — reading a room is reading a room. A natural 20 always lands and a natural 1 never does, and the die is the same whichever answer you pick.

06

Legacy

One formula decides the rung, and here it is: ring 10, MVP 12, Finals MVP 6, DPOY 5, All-NBA 4 / 2.5 / 1.5, scoring title 2, ROY 2, All-Star 1, Finals loss 2, Olympic gold 3, World Cup gold 2 — plus a level-of-play credit each season. Position never multiplies anything: a center and a point guard with the same career land on the same rung.

07

Amateur and Pro

In Amateur you see the legends’ numbers and get one extra spin. In Pro the numbers disappear: it’s you and what you know about basketball.

08

The card and the link

Every career becomes a PNG card. The share link carries the whole career: whoever opens it sees exactly your path, season by season.

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