

Create your coach and run a basketball club in 26 leagues across Europe, the Americas and Asia-Pacific, with their own rules and continental cups. Possession-by-possession matches on a 2D court, transfers, a youth academy, a board to answer to and an editor to build any league you like.
Overview
Create your coach and run a basketball club in 26 leagues across Europe, the Americas and Asia-Pacific, with their own rules and continental cups. Possession-by-possession matches on a 2D court, transfers, a youth academy, a board to answer to and an editor to build any league you like.
Description
Pick a bench in any of 26 leagues across Europe, the Americas and Asia-Pacific, and from that day everything crosses your desk: the roster, the money, the academy, the press and the mood in the stands. Nothing decides itself.
Before you start you create your coach: defensive, offensive, developer, man-manager, tactician or your own way, with attributes and traits of his own. That style shows in your team from day one, and in everyone else's: every club signs players to suit its coach, and the press picks up on it when two styles meet.
The engine simulates every possession and the 2D court shows it with a broadcast camera, referees, a live scoreboard and live stats. The plays you call show up on the court: the pick and roll, the cut to the basket, the 2-3 zone. Make substitutions when the ball is dead, call timeouts and pick the next play there, give the half-time talk and, when the game comes down to the last shot, choose who takes it. Close calls go to the instant-replay review and, after the buzzer, the shot chart shows you where the game was won or lost.
The playbook: twelve axes of play —pace, shot diet, pressure, rebounding…— that read like coaching instructions, not numbers.
The market: three-round negotiations with agents, clauses, loans, club-to-club trades and each league's nationality quotas.
Scouts: their reports take time to arrive and aren't always right.
The club: budget, board, sponsors, ticket prices by section and arena works you can watch grow.
The academy: reserve team, youth academy and prospects who break through or stall.
The locker room: minutes, promises and players who knock on your door to ask for more, or to leave.
Competitions: leagues with promotion and relegation, super cups, cup draws, continental cups with a group stage and a Final Four, national teams and an awards gala decided by vote. At the start of each year, one screen tells you what you'll be playing, why, and what the board expects.
The press: a newspaper that tells the story of your season, celebrates the titles and doesn't forget the losses.
Your legacy: honours, records, a Hall of Fame, cards for your club's legends and retired numbers hanging from the arena roof.
The editor: change leagues, clubs, players, crests and photos, and share your patches.
30 Steam achievements, from your first win to the treble, and your saves kept in Steam Cloud so your career follows you to any PC.
Pick & Roll Manager is an independent game by Maillard Retro Labs, in English and Spanish. The clubs and players in the game are fictional.
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