FTG Basketball Glossary
OVR, POT, soft cap, luxury tax, Bird rights, two-way contracts and the rest, in plain words.
Every basketball-GM term you will see in FTG Basketball, defined in a line or two.
- OVR
- A player's overall rating right now. It drives how well he plays tonight, not how well he will play in three years.
- POT
- Potential: the highest OVR a player is likely to reach. Every GM sees an estimate, and the estimate on your own players is the sharper one.
- TS%
- True shooting percentage. Points per shooting chance, counting free throws. The best single number for how well a man scores.
- Pace
- Possessions per 48 minutes. A fast team plays more of them, so its raw totals run high.
- Rotation
- Your five starters and the minutes you give each player. The sim plays to those targets and adjusts for fatigue and fouls.
- Soft cap
- The salary ceiling that limits signings with cap space. A club can go over it to re-sign its own players, use an exception or sign a minimum contract.
- Luxury tax
- The bill a club pays on payroll above the tax line. The rate climbs in $5 million bands, from $1.50 to $3.00 per dollar over.
- Repeater tax
- A club that paid tax in three of the previous four seasons pays half again on top of the normal bill.
- Hard cap
- An optional league setting. When it is on, no signing or trade can take payroll over the tax line.
- Apron
- A payroll level above the tax line. Above the second apron a club can send out only one player in a trade, so it cannot combine salaries to match.
- Minimum contract
- The smallest deal in the league. Any club can sign a minimum player at any payroll, so every free agent always has a legal buyer.
- Max contract
- The most one player can earn, a share of the cap set by his years in the league: 25 percent up to six years, 30 percent for seven to nine, 35 percent for ten or more.
- Bird rights
- A club that has had a player for three straight contract years can re-sign him over the cap.
- Mid-level exception
- A signing budget, a share of the cap, that a club can spend on free agents each offseason. It can be split across players but spent only once.
- Biannual exception
- A smaller signing budget a club can use once every two offseasons.
- Dead money
- What a released player still costs: half his yearly salary for every season left on the deal. It counts against the cap and the tax.
- Extension
- A new contract for a player already under contract, offered in the last two years of his deal. It replaces the old one.
- Rookie scale
- Fixed contracts for drafted players. First-round deals run four years and pay by draft slot, with club options on years three and four. Second-round deals are two years at the minimum.
- Two-way contract
- Up to three extra roster slots outside the 15 standard ones. A two-way player can be active for 50 regular-season game days and needs a standard deal to play in the playoffs.
- Roster limits
- Fifteen standard contracts at most. A trade cannot leave a club with fewer than thirteen.
- Season budget
- Twelve credits a season, split between development programs (one credit each) and scouting looks (six per credit). Locked once saved.
- Development program
- A season-long focus for one player, such as three-point shooting, rebounding or stamina. It is graded when its last week ends.
- Scouting look
- One look at a draft prospect. It gives you your club's own estimate, which can disagree with the consensus and with other clubs.
- Consensus board
- How the league as a whole ranks the draft class. Every GM can see it, and it can be wrong about a player for good.
- Lottery
- The fourteen clubs that missed the playoffs. The top four picks are drawn on the real NBA odds; the rest go by record.
- Draft clock
- Four hours for each human pick. When it runs out, the clock picks for you, starting with the top name in your draft queue.
- Pick protection
- A condition on a traded first-round pick: if it lands in the top 1 to top 20, it stays home and rolls to the next season. Up to three seasons.
- Stepien rule
- After any trade, a club must own a first-round pick in at least one of every two seasons ahead.
- Trade deadline
- The last day for trades, 60 percent of the way through the regular season.
- Trade block
- Players a club has said it will move. AI clubs read it when they call with offers.
- Descending reserve
- How free agency ends. A player's asking price drops every round until, in the final round, any club can sign him for the minimum.
- Mood
- A player's morale, 0 to 100. Minutes, the team record and promises move it, and it changes what he signs for in a contract talk.
- Promise
- A commitment you make a player: minutes, a role, a plan to extend him, or no trade. Break it and he files a grievance.
- Grievance
- What a broken promise leaves behind. He asks for more money and will not re-sign until it is settled.
- Owner goals
- Targets the owner sets each season, such as a win total or minutes for young players. Meeting them keeps the owner on your side.
- Chemistry
- How well a roster fits together, built by personalities and mentors. It moves a little after every season.
- Play-in
- Seeds 7 through 10 in each conference play for the last two playoff spots.
- Era translation
- A league setting that moves players from before 1980 toward the modern shot mix, so they take more threes.
- All-League
- The season honour teams, named when the season ends.
- Record book
- Each league's single-game and season records. It opens with the NBA's real single-game marks, and your players can break them.