> For the complete documentation index, see [llms.txt](https://basketball-fun.gitbook.io/basketball.fun-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://basketball-fun.gitbook.io/basketball.fun-docs/what-is-basketball.fun.md).

# What is Basketball.fun?

**Basketball.fun** is a decentralized, on-chain **NBA player stock market** where every NBA player has their own memecoin-style token with live market pricing, liquidity, and tradable player shares. Fans buy packs, receive random player tokens, and then trade them on an AMM-powered marketplace where price is determined entirely by supply, demand, and player hype.

Basketball.fun combines:

* The **fun of pack opening**
* The **liquidity of on-chain AMMs**
* The **narrative volatility of NBA fandom**
* The **simplicity of memecoin markets**

It’s a frictionless way for fans to “own” their favorite players, speculate on performance, and experience real-time sports markets in a gamified, crypto-native format.

***

### **How It Works**

1. **Buy a pack.**\
   Packs cost $20 and includes **5 random NBA player cards**.
2. **Receive player tokens.**\
   Each card gives you a fixed number of that player’s tokens (EV-neutral across all pack tiers).
3. **Trade player tokens on-chain.**\
   Every player has their own AMM with equal liquidity across all LPs.
4. **Profit from narratives.**\
   Player tokens fluctuate based on:
   * Market demand
   * Hype cycles
   * Injuries
   * Big games
   * Social/media momentum<br>

***

### **What are Player Shares?**

You can earn player shares from opening booster packs. As more rookies or new players join the NBA season, we will have specific booster packs to get player shares as well.&#x20;

Player Share Tokenomics:&#x20;

* **1,000,000 tokens total supply**
* **500,000 tokens in packs**
* **500,000 tokens seeded in the LP.**

This ensures **perfect fairness**, identical starting conditions, and no bias toward specific players.&#x20;

***

### **Pack Opening: The Core Experience**

Buying packs lets users:

* Rip 5 random players
* Pull grails (superstars) early
* Stack sleepers and breakout candidates
* Build a portfolio of players
* Compete with others on PVP showdowns and PVE contests

Pack EV is **identical across pack tiers** — the difference is simply how many tokens you get per dollar.

Pack sales do **not** generate profit; they **fund the liquidity pools** for every player.

***

### **On-Chain Trading: Real Markets for Real Players**

Once packs are opened, users can trade any player’s token on their dedicated AMM.\
Pricing becomes dynamic and is driven entirely by:

* Demand
* Supply
* Hype
* Sentiment
* Performance
* Breaking news
* Social media velocity

The result: a **24/7 tradable prediction engine** tied to the NBA.

***

### **How Basketball.fun Makes Money**

The platform earns revenue through:

#### **1. Base Trading Fee (3%)**

Applied to every swap on every player market.

#### **2. Volatility Fee (up to 20%)**

Activated during high-impact moments:

* Injuries
* 50-point games
* Trade rumors
* Media storms
* Viral clips

Volatility fees discourage bot sniping and capitalize on peak attention moments.

Pack sales break even; **all revenue comes from trading volume.**

***


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