99OVR

Guides / Decade guides

The 1960s: giants, set shots and box scores that lie

The 1960s are the oldest decade on the positional wheel and one of its two hard-mode landings: a small league built around giants, played at a frantic pace, with box scores that shout about scoring and say nothing about defense.

How the game was played

Nothing about the 1960s was slow. The 24-second shot clock had been in place since 1954, possessions were short, shooting percentages were low by modern standards, and every miss became another rebound to fight over. The jump shot was taking over from the two-handed set shot, but not everywhere.

There was no three-point line: the ABA introduced one in 1967, and the NBA held out until 1979. Zone defense was illegal and hand-checking was not, so every possession was physical man-to-man. Before the 1964–65 season the lane was widened from twelve feet to sixteen, a change widely tied to Wilt Chamberlain.

It was a small league, too, with fewer than ten teams in each of the decade’s first six seasons. Stars met constantly, talent piled up on a few rosters, and players were listed simply as guards, forwards or centers. That is why so many 1960s cards carry two position tags and can be dealt in either neighboring pool.

Boston, the giants and everyone else

The decade belonged to the Celtics. With Bill Russell at center they won eleven titles in thirteen seasons from 1957 to 1969, eight in a row, and in 1966 Russell became player-coach, the league’s first Black head coach. Boston won with defense and the fast break, which is why its role players matter here: K.C. Jones and Tom Sanders barely scored, and both are elite defenders in 99OVR.

Everyone else ran into Boston. Wilt Chamberlain averaged 50.4 points in 1961–62, scored 100 in a game that March, later led the league in assists, and won with the 1967 76ers, the decade’s only non-Boston champion. Oscar Robertson averaged a triple-double that same season. Jerry West and Elgin Baylor’s Lakers lost to the Celtics in the Finals six times; West was named the first Finals MVP in 1969, in defeat.

The result is a pool with a steep top. Wilt, Russell, Oscar, West, Baylor and Havlicek are excellent at several skills at once, and most of the rest are specialists. The question in a 1960s round is rarely “who is good?” and usually “is this the round to spend him?”

Why 1960s box scores lie

A 1960s box-score clue misleads in two predictable ways. The first is pace: so many shots and misses inflated scoring and rebounding everywhere. Jerry Lucas’s 20.0 RPG looks like a leaper, but his athleticism here is ordinary and his real value is a big man’s jump shot. Walt Bellamy’s rookie scoring looks like a complete offensive game, but it was earned at the rim.

The second is missing data. The NBA did not record blocks or steals until 1973–74, so no 1960s line can tell you who the stoppers were. K.C. Jones shows 7.4 PPG and Tom Sanders 9.6 PPG; both sit at or near the top of their position pools on defense. In Ball Knowledge, with names alone, history does all the work.

The rough rule: scoring lines point at Finishing more often than Jumpshot, rebounding lines point at nothing in particular, and defense is invisible until you know the names. The general method is in how to read a roster.

The six skills in a 1960s dozen

Jumpshot
Concentrated in the shooting guards (Sam Jones and his bank shot, Hal Greer, Dick Barnett), Jerry West, and forwards Rick Barry and Paul Arizin. Most bigs can barely shoot, and Wilt in this round is the decade’s classic trap: the points were real, but they came at the rim.
Handles
The scarcest skill. It lives in a few guards — Oscar, Archie Clark, Guy Rodgers, Walt Frazier, Dave Bing — and fades fast after that. Centers are grim.
Finishing
Plentiful, because the sport ran through the paint. Wilt is the ceiling, Baylor and Bellamy are next, and forwards like Bailey Howell and Gus Johnson give every frontcourt run an option. Surprisingly, Russell is one of the weaker finishing centers.
Playmaking
Brilliant at the top, empty underneath. Oscar and Guy Rodgers are among the best passers in the whole game and Lenny Wilkens is close behind, but outside the guards and a couple of wings it falls off a cliff. Among centers, Russell edges Wilt.
Defense
The richest resource, with more elite options than any other skill. Russell is the best defender in the pool, and the point guards — K.C. Jones, Frazier, West, Al Attles — form the best defensive point guard group of any decade on average.
Athleticism
Wilt and Russell again, then Baylor and Gus Johnson. The sleepers are Havlicek, whose endless running counts here, and Johnny Green, who could jump out of the gym and could not shoot.

Position by position

Point guards. Oscar and West can win almost any round, so timing them is the main decision. Behind West, Jumpshot thins out fast.

Shooting guards. The shooting pool. Sam Jones, Greer, Barnett, Don Ohl and Cazzie Russell mean Jumpshot nearly always has a real answer.

Small forwards. Baylor for Finishing and Athleticism, Barry and Arizin for Jumpshot, Sanders and Dave DeBusschere for Defense. Handles and Playmaking depend on Havlicek, Baylor or Barry being in your dozen.

Power forwards. The real hard mode. No power forward pool in any decade is as thin at the top in Jumpshot, Handles and Playmaking, though Finishing, Defense and Athleticism hold up.

Centers. Wilt, Russell and Thurmond make Defense and Athleticism the best rounds to draw, and Jumpshot means Jerry Lucas or the seven-footer Mel Counts. Handles and Playmaking are ugly, but a center build weights them least.

Hard mode, by the numbers

The 1960s only appear in positional runs, where they and the 1970s are each weighted at roughly one landing in ten, against about one in six for every later decade. Over six rounds that still adds up: roughly half of all positional runs land here at least once.

Hard mode costs OVR, not grades. Grades are ranked against the dozen you were dealt, so the best shooter in a weak 1960s dozen still grades well while his raw rating drags the build down. The ALL-TIME, SOLID or ROUGH badge on the landing card averages that dozen at the round’s skill, which is why a center can see ALL-TIME on Defense and “womp womp” on Handles. The full pipeline is on the scoring page.

With sixteen or seventeen players per position, any given player turns up in about three dozens out of four, so this pool rewards memorizing. Eight of its players — Frazier, Wilkens, Havlicek, Barry, Chet Walker, Happy Hairston, Willis Reed and Thurmond — also have 1970s cards, and stealing either version spends both.

Drafting from the 1960s

Spend the giants when you see them

The 1960s land on any particular later round only about one time in ten, so saving Wilt for Finishing or Oscar for Playmaking is a long-shot bet. If a star is clearly the best card in front of you, take him. Even Wilt on Handles in a center run is defensible: if the decade returns for Defense, Russell is still there.

Read the note, not the line

The 1960s stat line is the weakest clue in any decade, so lean on the notes, which sit beside each name on tablet and desktop screens. Eight rings and “a scoring average you could hide in a shoe” describe a defender; “Could not throw it in the ocean” describes a passer who cannot shoot. In the Defense round, the lowest scorers on the screen are often the right answers.

Keep Defense at point guard and center

A 1960s Defense landing is one of the best draws in the game for point guards and centers, so never re-spin away from it there. For power forwards it is below par: DeBusschere and Reed are the clear top two, and the drop after them is steep.

Save the re-spin for power forward

Your one decade re-spin always moves you to a different decade. In a power forward run, a 1960s landing on Jumpshot, Handles or Playmaking is the thinnest dozen that position can draw anywhere, which makes it the clearest use of the token. The positional builds guide covers how each position weights the rest.

Players worth knowing

K.C. Jones
Eight rings, almost no scoring, and the best defender in the 1960s point guard pool. He is the steal most players miss in a guard run’s Defense round.
Tom Sanders
A role player’s box score hiding one of the decade’s best forward defenders. In a small forward Defense round he is the answer the stat line will not give you.
Guy Rodgers
One of the finest passers in the whole game and one of the worst shooters in his own pool. Take him for Playmaking and never let the name pull you toward Jumpshot.
Archie Clark
Shake and Bake had a crossover before the move had a name, and only Oscar out-handles him in the decade. A quiet name that wins the Handles round.
Jerry Lucas
Twenty rebounds a night reads like a leaper, but his athleticism is ordinary. His real value is the best jump shot among 1960s bigs, in both frontcourt pools.
Johnny Green
One of the decade’s great leapers and a non-shooter. Steal his Athleticism in a frontcourt run and leave everything else alone.
Wilt Chamberlain
At or near the top of the pool in Finishing, Defense and Athleticism. The jumpshot round is the trap: the 50-point season came at the rim, and his jumper is middling even among centers.
Walt Bellamy
A rookie scoring line that reads like a complete scorer, but the points were finishing. Second only to Wilt at the rim among centers, and a poor choice in any round that asks him to shoot or handle.

On the Best Player wheel

The Best Player wheel starts in the 1970s, so the 1960s appear only in positional runs. Choose a position in Classic or Budget and the decade reel can land here.

The 1960s positional pool

Positional runs deal twelve players at random from the chosen position’s pool when the decade reel lands on the 1960s. These are all 56 players who can appear, with the box-score clue from their roster card and the note shown beside it on wider screens. Players listed at two positions can be dealt in either pool. Skill ratings stay hidden until your verdict.

Point guards

Lenny WilkensPG
16.5 PPG · 6.2 APGLeft hand, first step, and a coaching career already forming behind his eyes.
Guy RodgersPG
11.7 PPG · 10.7 APGLed the league in assists twice. Could not throw it in the ocean.
K.C. JonesPG
7.4 PPG · 4.3 APGEight rings and a scoring average you could hide in a shoe.
Wali JonesPG
13.2 PPG · 3.1 APGWallypop. Sixers' release valve when Wilt got double-teamed in '67.
Johnny EganPG
9.6 PPG · 3.6 APGFive-eleven and unbothered. Ten seasons of finding the gap.
Al AttlesPG
8.9 PPG · 3.5 APGThe Destroyer. Went 8-for-8 the night Wilt scored 100 and nobody noticed.
Howie KomivesPG
15.7 PPG · 3.6 APGButch. Led the nation in scoring at Bowling Green, then learned about NBA defenders.
Oscar RobertsonPG / SG
30.8 PPG · 12.5 RPG · 11.4 APGAveraged a triple-double for a season and considered it unremarkable.
Jerry WestPG / SG
31.0 PPG · 4.9 APGMr. Clutch. The silhouette came later; the jumper came first.
Dave BingPG / SG
27.1 PPG · 6.4 APGDetroit's scoring champ at 24, legally blind in one eye by 26.
Larry CostelloPG / SG
12.2 PPG · 4.4 APGThe last two-handed set shooter in the league. Made it look deliberate.
Richie GuerinPG / SG
29.5 PPG · 6.9 APGMarine, All-Star, and eventually his own head coach mid-season.
Gene ShuePG / SG
22.8 PPG · 6.8 APGFive All-Star teams on bad Pistons squads nobody televised.
Walt FrazierPG / SG
17.5 PPG · 6.1 APGClyde, first draft: the hands were already stealing everything.
Archie ClarkPG / SG
19.9 PPG · 4.4 APGShake and Bake. The crossover existed before it had a name.
Adrian SmithPG / SG
18.4 PPG · 1966 All-Star MVPWon the All-Star MVP. Nobody has said his name out loud since.

Shooting guards

Sam JonesSG
25.9 PPG · the bank shotUsed the glass like it owed him. Boston's closer before closers.
Hal GreerSG
24.1 PPG · 4.6 APGShot his free throws as jump shots. Made 80% of them anyway.
Dick BarnettSG
23.1 PPG · kick-back releaseFall back, baby. Legs behind him, ball already in.
Don OhlSG
20.6 PPG · 5 All-Star nodsFive All-Star selections and a permanent seat in the trivia section.
Kevin LougherySG
22.6 PPG · 3.9 APGBaltimore's volume. Later coached Jordan and lived to tell it.
John HavlicekSG / SF
21.6 PPG · 6.7 RPG · 5.5 APGHavlicek stole the ball, then ran for another sixteen years.
Jeff MullinsSG / SF
22.8 PPG · 4.1 APGDuke polish on a Warriors team built entirely out of noise.
Cazzie RussellSG / SF
18.3 PPG · they named the gymMichigan built an arena for him. New York got a very good sixth man.

Small forwards

Elgin BaylorSF
34.8 PPG · 14.3 RPG · 4.6 APGInvented hang time on weekends while serving in the Army reserve.
Rick BarrySF
35.6 PPG · scoring title at 23Underhand free throws, overhand contempt for everyone guarding him.
Paul ArizinSF
21.9 PPG · Pitchin' PaulBelieved in the jump shot back when coaches called it showboating.
Tom SandersSF
9.6 PPG · 6.3 RPGSatch drew Baylor, Pettit, and Hawkins. Boston slept fine because of it.
Don NelsonSF
10.7 PPG · 50% FGThe ugliest shot in the building went in more than yours.
Bill BradleySF
12.4 PPG · Rhodes ScholarPrinceton legend, future senator, distinctly ordinary pro scorer.
Billy CunninghamSF / PF
24.8 PPG · 12.8 RPGThe Kangaroo Kid came off the bench and left the floor entirely.
Dave DeBusschereSF / PF
16.4 PPG · 11.0 RPGPlayer-coach at 24. Also pitched for the White Sox. Guarded everyone.
Gus JohnsonSF / PF
17.1 PPG · 12.6 RPGBroke three backboards and a gold tooth's worth of reputations.
Chet WalkerSF / PF
19.3 PPG · 7.5 RPGChet the Jet drew the foul before you knew there was contact.
Bailey HowellSF / PF
20.0 PPG · 10.0 RPGTwenty and ten for a decade, and you still can't picture him.
Rudy LaRussoSF / PF
15.6 PPG · 9.0 RPGDartmouth toughness. Took the Lakers' worst defensive assignment nightly.
Tom HeinsohnSF / PF
21.3 PPG · 10.0 RPGTommy Gun. Shot 40% and considered every one of them a good look.
Happy HairstonSF / PF
16.0 PPG · 10.6 RPGLived on the offensive glass. Smiled about it, hence the name.

Power forwards

Tom MescheryPF
12.7 PPG · 9.6 RPGPublished poet. Fouled you like it was a stanza he was working on.
Bob BoozerPF
14.8 PPG · 8.4 RPGOlympic gold in '60, then eleven years of dependable fifteen-footers.
Jerry LucasPF / C
21.4 PPG · 20.0 RPGMemorized phone books between games. Rebounded like he'd memorized the miss.
Willis ReedPF / C
20.9 PPG · 14.7 RPGFought the entire Lakers bench once. Won.
Zelmo BeatyPF / C
20.7 PPG · 11.4 RPGBig Z. Guarded Wilt and Russell without complaining to the press about it.
Ray ScottPF / C
17.6 PPG · 11.5 RPGSix-nine of Philadelphia, doing every unglamorous thing Detroit asked.
Luke JacksonPF / C
14.7 PPG · 12.9 RPGThe muscle beside Wilt in '67. Championship enforcement, salaried.
Johnny GreenPF / C
13.7 PPG · 10.1 RPGJumpin' Johnny could touch the top of the square and not the rim from twelve feet.
LeRoy EllisPF / C
12.9 PPG · 10.9 RPGLong arms, quiet mouth, rebounds that showed up in the box score only.

Centers

Wilt ChamberlainC
50.4 PPG · 25.7 RPGScored 100 in a game and led the league in assists later out of spite.
Bill RussellC
15.1 PPG · 22.5 RPG · 11 ringsNever averaged 20. Never lost a Game 7 either.
Nate ThurmondC
18.9 PPG · 21.3 RPGThe only man Wilt admitted was a problem.
Walt BellamyC
31.6 PPG · 19.0 RPGRookie numbers from a video game. Zero rings, and people had theories.
Wayne EmbryC
12.4 PPG · 9.6 RPGTwo hundred sixty pounds of legal screen. Oscar sends his regards.
Bob RuleC
24.0 PPG · 11.5 RPGSeattle's whole offense in year two, before the Achilles ended it.
Mel CountsC
7.4 PPG · 7.0 RPG · 7'0"A seven-footer who preferred to shoot from eighteen feet. Ahead of schedule.
Darrall ImhoffC
7.5 PPG · 7.4 RPGGuarded Wilt the night of the 100. It goes on the tombstone regardless.
Walter DukesC
8.8 PPG · 9.5 RPGLed the league in personal fouls three times. On purpose, probably.