FTG Basketball Play

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.