

The GM’s Playbook
Welcome
BrannGM: Football ’26 puts you in the general manager’s chair of a 32-team professional football league. You build a franchise from the ground up — scouting and drafting prospects, signing free agents, managing contracts and the salary cap, hiring coaches and setting their schemes — and then watch your decisions play out, game by game, season by season, career by career. This manual explains how all of it works. Keep it handy: whenever something in the game makes you ask “why did that happen?”, the answer is in here.
The Game
Game Overview
A deep, text-based American football general manager + head coach simulation for iOS. The player builds a franchise from the ground up: scouting and drafting prospects, signing free agents, managing contracts and the salary cap, setting coaching schemes, and watching every game unfold in real-time play-by-play text. Games unfold play by play through the BLITZ Gamecast broadcast or resolve instantly — the numbers, the narrative, and the decisions are yours.
1. Core Roles
The player is simultaneously:
General Manager — roster construction, contracts, trades, draft, salary cap
Head Coach — scheme selection, depth chart, game-day adjustments
Players must balance long-term roster building (GM) with short-term game strategy (Coach).
2. Game Loop (Season)
Pre-Season
Set depth chart
Choose offensive and defensive scheme
Sign/cut players to fit the 53-man roster
Practice squad (15 players)
Regular Season (17 Weeks)
Each week: manage roster, trades, injuries, media
Simulate or watch each game (play-by-play)
Weekly power rankings, stats leaders
Post-Season
7-team playoff bracket (top seed gets bye)
Championship game
Off-Season
Season awards (MVP, Rookie of Year, All-Pro, etc.)
Coaching/staff changes
Free Agency (negotiation period)
The Draft (7 rounds)
Salary cap adjustments
Loop back to Pre-Season
3. Teams
32 teams with fictional nicknames, colors and logos
All names are editable by the player in Settings
Each team has: city, nickname, abbreviation, colors (hex), division, home stadium name
Division Structure
AFC East
Buffalo Greenbacks
Miami Sharks
New England Minutemen
New York Turbines
AFC North
Baltimore Nightwings
Cincinnati Stripes
Cleveland Mudders
Pittsburgh Smelters
AFC South
Houston Lone Stars
Indianapolis Stampede
Jacksonville Prowlers
Tennessee Legends
AFC West
Denver Outlaws
Kansas City Gladiators
Las Vegas Plunderers
Los Angeles Bolts
NFC East
Dallas Wranglers
New York Goliaths
Philadelphia Talons
Washington Captains
NFC North
Chicago Grizzlies
Detroit Manes
Green Bay Stockers
Minnesota Norsemen
NFC South
Atlanta Swoops
Carolina Lynx
New Orleans Halos
Tampa Bay Pythons
NFC West
Arizona Redbirds
Los Angeles Horns
San Francisco Prospectors
Seattle Riptide
4. Players
Positions
| Offense | Defense | Special Teams |
|---|---|---|
| QB (1-2) | DE (2-4) | K (1) |
| RB (2-3) | DT (2-4) | P (1) |
| WR (4-6) | LB (3-5) | LS (1) |
| TE (2-3) | CB (3-5) | KR (depth) |
| OT (2-3) | SS (1-2) | PR (depth) |
| OG (2-3) | FS (1-2) | |
| C (1-2) |
53-man roster + 15-man practice squad
Player Attributes
Core:
Overall Rating (1-99, derived)
Potential (1-99, hidden until developed)
Age (18-40)
Years Pro (0-20+)
Contract (salary, years remaining, guaranteed $)
Status (Active / Injured / Suspended / Practice Squad)
Mental Traits:
Work Ethic (Poor / Average / Good / Elite)
Leadership (Low / Medium / High)
Coachability (Difficult / Average / High)
Injury Prone (Yes / No)
Big Game Player (Yes / No) — boosts ratings in playoffs
Performance Ratings by Position:
QB: Arm Strength, Accuracy Short, Accuracy Mid, Accuracy Deep, Mobility, Decision Making, Pocket PresenceRB: Speed, Power, Agility, Pass Blocking, Route Running, Ball SecurityWR: Speed, Route Running, Catching, YAC, Release, BlockingTE: Catching, Blocking, Speed, Route RunningOL: Pass Block, Run Block, Strength, TechniqueDL: Pass Rush, Run Stop, Strength, SpeedLB: Coverage, Run Stop, Pass Rush, Speed, TacklingCB: Man Coverage, Zone Coverage, Speed, Press, Ball HawkS: Coverage, Run Support, Speed, Tackling, Ball HawkK/P: Accuracy, Power, Clutch
Player Development
Young players (18-24) have high growth potential
Peak years: 25-29
Decline begins: 30+
Playing time accelerates development
Practice squad players develop slower
Coaching quality affects development rate
5. Draft System
Prototype (Basic)
7 rounds, 32 picks per round = 224 picks
Each team has one pick per round (trades can change this)
Prospect pool: ~350 players (enough to go undrafted)
Pre-draft: Scout report reveals 2-3 ratings per player
Draft day: Pick in order, CPU picks automatically for other teams
Post-draft minicamp: Reveals full ratings
Draft Day Hoopla
Draft Board UI: Visual prospect board with tiers (like a real war room)
Pre-Draft Events:
Scouting Combine (6-week scouting window)
Individual workouts / Pro Days
Player interviews (reveal personality traits)
Mock draft projections that change weekly
Prospect risers and fallers (dynamic rankings)
Injury reports (some prospects hurt at combine)
Draft Day Ceremony:
Commissioner announcement text for each pick
Trade-up/trade-down negotiation on the clock
Clock pressure — you have limited time per pick
Surprise picks (CPU reaches, slides)
Post-pick analysis text (“The crowd goes wild as…”)
Undrafted free agent signing frenzy after Round 7
Rookie Tracking:
Dedicated “Rookies” tab on the roster screen
Rookie class leaderboard throughout the season
Rookie of the Year award tracking
“Rookie Wall” — tracks all-time top rookie performances
6. Free Agency
Free Agency Window: Opens immediately after draft
Players available: expired contracts, released players
Negotiation: Offer years + salary, player accepts/rejects/counters based on:
Market value vs. offer
Team competitiveness
Player’s age and personality
Playing time opportunity
CPU teams also bid — market sets prices
Holdouts if franchise-tagged players are unhappy
Veteran minimum for cheap depth signings
7. Trades
Propose: send players/picks ↔ receive players/picks
Trade Value System: Each player and pick has a point value
CPU accepts if value is roughly fair (±15% swing allowed)
Trade deadline: Week 11 of regular season
Post-deadline: waiver wire only
Trade veto: Other CPU GMs may block lopsided trades
8. Salary Cap
Cap: ~$255M (adjusts each season, +$10M/year)
Dead money: Released players count against cap for remaining guaranteed $
Extensions: Lock up players before free agency
Franchise tag: One per year, sets salary at position average
Restructure: Convert base salary to signing bonus (spreads cap hit)
Minimum salary: Rookie scale for draft picks
9. Coaching & Staff
Roles
| Role | Effect |
|---|---|
| Head Coach | Overall team morale, development multiplier |
| Offensive Coordinator | Offensive scheme effectiveness |
| Defensive Coordinator | Defensive scheme effectiveness |
| QB Coach | QB development rate |
| Position Coaches (x6) | Position-specific development |
| Head Scout | Draft prospect accuracy |
| Regional Scouts (x3) | Prospect pool visibility |
| Physio/Trainer | Injury recovery speed |
Schemes
Offense: West Coast, Air Raid, Pro Style, Spread, Run HeavyDefense: 4-3, 3-4, Cover 2, Cover 3, Blitz Heavy, Zone Heavy
Each scheme has preferred player archetypes. Mismatched players underperform.
10. Game Simulation
Play-by-Play Engine
Each game simulates ~130-170 plays
Play types: Run (inside, outside, draw), Pass (short, mid, deep, screen), Punt, FG, Kick
Each play resolves based on:
Offensive ratings vs. Defensive ratings
Down & distance situation
Momentum (builds/swings during the game)
Player traits (big game, injury prone)
Home field advantage
Weather
Output: Text narrative (“Smith takes the handoff, cuts left for 8 yards”)
AI Decision Logic
4th down: Go-for-it % based on score, field position, yards to go, time
Clock management: Spike ball, kneel, hurry-up based on score/time
Timeouts: Saved for 2-minute drill, used correctly
Penalties: Realistic rate (~6-8 per game total, not every drive)
Viewing Modes
Watch: Live play-by-play with animated field view (SpriteKit) — colored dots representing players move on a top-down field diagram as each play resolves. Ball carrier advances, receivers streak downfield, defenders close in.
Fast Sim: Text-only, key plays only (no field animation)
Instant: Result only, jump straight to final score
Field Animation (SpriteKit)
Top-down field view with yard lines
Home team = solid colored dots, Away team = outlined dots
Each play type has a distinct movement pattern:
Run: Ball carrier dot moves forward, defenders converge
Pass: Dot streaks to receiver position, catch/incomplete resolves
Sack: QB dot retreats, collapses
Kick/Punt: Arc trajectory across field
Play-by-play text narration appears below the field in sync with animation
11. Off-Field Layer
Media
Weekly press conference (choose responses: confident / cautious / deflect)
Player media incidents (fine, suspend, or support)
Local vs. national media sentiment tracker
Fan Base
Fan morale meter (affects home field advantage)
Attendance based on win record + ticket prices
Fan expectations per market size (big market = high pressure)
Stadium & Finances
Annual budget: revenue (tickets, merch, TV deal) vs. expenses (staff, facilities)
Upgrade stadium sections (seating capacity, luxury boxes, field turf)
Facility upgrades: weight room, film room, medical bay → affect development/recovery
Owner approval rating (fire/hire coach events)
12. UI / Screen Map
App Launch
└── Main Menu
├── New Game (choose team)
├── Load Game
└── Settings
In-Game Navigation (Tab Bar)
├── 🏠 Home — Dashboard: record, next game, alerts, news feed
├── 👥 Roster — Full roster, depth chart, practice squad, injured list
├── 📅 Schedule — Season schedule, results, standings
├── 📋 Draft — Prospect board, scouting, draft day
├── 💼 Front Office
│ ├── Free Agency
│ ├── Trades
│ ├── Contracts & Cap
│ └── Staff
└── ⚙️ Settings
Team Ratings
How a team’s OVR, OFF and DEF ratings are computed from its roster and schemes.
Formula Reference
BRANNGM: FOOTBALL ’26 — Team Rating Formula Reference (v2)
OVERALL RATING (OVR) ÷ 30
| Component | Weight | Notes |
|---|---|---|
| All OFF starters (11 players) | ×1 each | One count per player from chosen OFF scheme |
| QB extra weight | +×3 | QB already counted ×1 above; gets 3 more → total QB ×4 |
| All DEF starters (11 players) | ×1 each | One count per player from chosen DEF scheme |
| Backup average | ×1 | Average OVR of all non-starter rostered players |
| Head Coach | ×2 | Counted in both OFF and DEF |
| Offensive Coordinator | ×1 | |
| Defensive Coordinator | ×1 | |
| Divisor | ÷ 30 | 22 starters + QB×3 extra + backup + HC×2 + OC + DC |
| + OFF Star Bonus | +1.5 each | Per OFF starter rated 90 or above |
| + DEF Star Bonus | +2.0 each | Per DEF starter rated 90 or above (elite defense = big boost) |
| − Weakness Penalty | −2.0 each | Per any starter (OFF or DEF) rated below 72 |
OFFENSIVE RATING (OFF) ÷ 17
| Component | Weight | Notes |
|---|---|---|
| QB | ×4 | Engine of any offense — counts quadruple |
| Other OFF starters (10) | ×1 each | RB, WR×N, TE×N, OT×2, OG×2, C — per scheme |
| Head Coach | ×2 | |
| Offensive Coordinator | ×1 | |
| Divisor | ÷ 17 | QB×4 + 10 others×1 + HC×2 + OC×1 |
| + OFF Star Bonus | +1.5 each | Per OFF starter rated 90+ |
| − Weakness Penalty | −2.0 each | Per OFF starter rated below 72 |
DEFENSIVE RATING (DEF) ÷ 14
| Component | Weight | Notes |
|---|---|---|
| DEF starters (11) | ×1 each | DE, DT, OLB, MLB, CB, FS, SS — per scheme |
| Head Coach | ×2 | |
| Defensive Coordinator | ×1 | |
| Divisor | ÷ 14 | 11 starters×1 + HC×2 + DC×1 |
| + DEF Star Bonus | +2.0 each | Per DEF starter rated 90+ (higher than OFF to reward elite D) |
| − Weakness Penalty | −2.0 each | Per DEF starter rated below 72 |
EXPECTED RATING RANGES
| Tier | OVR Range | Profile |
|---|---|---|
| Elite (2–3 teams) | 93 – 99 | Multiple superstars, elite coaching |
| Very Good (3–5 teams) | 87 – 92 | A few stars, solid depth, good coaching |
| Above Average (6–8) | 82 – 86 | Quality starters, minimal weaknesses |
| Average (8–10 teams) | 75 – 81 | Serviceable roster, some weak spots |
| Below Average (4–6) | 67 – 74 | Multiple starters below 72 OVR |
| Bad (3–5 teams) | 57 – 66 | Weak roster, poor QB, bad coaching |
| Garbage (1–2 teams) | 40 – 56 | Camp bodies starting, rebuilding |
Players
Player Ratings & the OVR Formula
This document explains how each player’s Overall Rating (OVR) is calculated across all 16 positions. Every OVR is derived from a weighted sum of individual attributes, clamped to the range 40–99. Attributes are grouped into four categories:
Physical Mental Technical Universal
| Physical | Mental | Technical | Universal |
|---|
Technical attributes are position-specific skills (e.g. Arm Strength for QB, Pass Rush for DE). Physical attributes represent raw athleticism (Speed, Strength, Agility). Mental attributes reflect football IQ and composure (Intelligence, Vision, Decisions, Composure). Universal attributes (Adaptability) apply to all positions and affect development curves.
Quarterback (QB)
| Attribute | Weight | Category |
|---|---|---|
| Short Accuracy | 12% | Technical |
| Arm Strength | 11% | Technical |
| Mid Accuracy | 11% | Technical |
| Deep Accuracy | 10% | Technical |
| Throw Under Pressure | 9% | Technical |
| Intelligence | 9% | Mental |
| Pocket Presence | 8% | Technical |
| Vision | 8% | Mental |
| Decisions | 6% | Mental |
| Throw on Run | 5% | Technical |
| Mobility | 5% | Physical |
| Speed | 4% | Physical |
| Adaptability | 2% | Universal |
Category breakdown — Physical 9% | Mental 23% | Technical 66% | Universal 2%
Running Back (RB)
| Attribute | Weight | Category |
|---|---|---|
| Speed | 20% | Physical |
| Agility | 14% | Physical |
| Ball Vision | 12% | Technical |
| Elusiveness | 10% | Technical |
| Break Tackle | 9% | Technical |
| Trucking | 8% | Technical |
| Awareness | 7% | Mental |
| Catching | 5% | Technical |
| Composure | 4% | Mental |
| Strength | 4% | Physical |
| Intelligence | 3% | Mental |
| Adaptability | 2% | Universal |
| Pass Block | 2% | Technical |
Category breakdown — Physical 38% | Mental 14% | Technical 46% | Universal 2%
Wide Receiver (WR)
| Attribute | Weight | Category |
|---|---|---|
| Short Route Running | 14% | Technical |
| Catching | 13% | Technical |
| Speed | 12% | Physical |
| Mid Route Running | 10% | Technical |
| Separation | 9% | Technical |
| Release | 8% | Technical |
| Deep Route Running | 7% | Technical |
| Agility | 7% | Physical |
| Catch in Traffic | 6% | Technical |
| Vision | 5% | Mental |
| Decisions | 4% | Mental |
| Awareness | 3% | Mental |
| Adaptability | 2% | Universal |
Category breakdown — Physical 19% | Mental 12% | Technical 67% | Universal 2%
Tight End (TE)
| Attribute | Weight | Category |
|---|---|---|
| Catching | 16% | Technical |
| Pass Block | 12% | Technical |
| Run Block | 11% | Technical |
| Short Route Running | 10% | Technical |
| Strength | 9% | Physical |
| Impact Blocking | 8% | Technical |
| Catch in Traffic | 7% | Technical |
| Awareness | 7% | Mental |
| Speed | 6% | Physical |
| Intelligence | 5% | Mental |
| Decisions | 4% | Mental |
| Adaptability | 3% | Universal |
| Agility | 2% | Physical |
Category breakdown — Physical 17% | Mental 16% | Technical 64% | Universal 3%
Offensive Tackle (OT)
| Attribute | Weight | Category |
|---|---|---|
| Pass Block | 25% | Technical |
| Strength | 18% | Physical |
| Run Block | 17% | Technical |
| Pass Block Power | 10% | Technical |
| Pass Block Finesse | 8% | Technical |
| Run Block Power | 7% | Technical |
| Awareness | 5% | Mental |
| Agility | 5% | Physical |
| Intelligence | 3% | Mental |
| Adaptability | 2% | Universal |
Category breakdown — Physical 23% | Mental 8% | Technical 67% | Universal 2%
Offensive Guard (OG)
| Attribute | Weight | Category |
|---|---|---|
| Strength | 20% | Physical |
| Pass Block | 18% | Technical |
| Run Block | 18% | Technical |
| Pass Block Power | 9% | Technical |
| Run Block Power | 9% | Technical |
| Impact Blocking | 8% | Technical |
| Awareness | 5% | Mental |
| Agility | 5% | Physical |
| Intelligence | 3% | Mental |
| Adaptability | 3% | Universal |
Category breakdown — Physical 25% | Mental 8% | Technical 62% | Universal 3%
Center (C)
| Attribute | Weight | Category |
|---|---|---|
| Pass Block | 22% | Technical |
| Strength | 18% | Physical |
| Run Block | 18% | Technical |
| Intelligence | 12% | Mental |
| Awareness | 8% | Mental |
| Pass Block Power | 8% | Technical |
| Run Block Power | 6% | Technical |
| Agility | 5% | Physical |
| Decisions | 5% | Mental |
| Adaptability | 3% | Universal |
Category breakdown — Physical 23% | Mental 25% | Technical 54% | Universal 3% (formula totals ~105%)
Defensive End (DE)
| Attribute | Weight | Category |
|---|---|---|
| Pass Rush | 20% | Technical |
| Strength | 16% | Physical |
| Run Stop | 14% | Technical |
| Power Moves | 10% | Technical |
| Finesse Moves | 9% | Technical |
| Block Shedding | 9% | Technical |
| Speed | 8% | Physical |
| Awareness | 5% | Mental |
| Intelligence | 4% | Mental |
| Agility | 3% | Physical |
| Adaptability | 2% | Universal |
Category breakdown — Physical 27% | Mental 9% | Technical 62% | Universal 2%
Defensive Tackle (DT)
| Attribute | Weight | Category |
|---|---|---|
| Strength | 22% | Physical |
| Pass Rush | 16% | Technical |
| Run Stop | 15% | Technical |
| Block Shedding | 12% | Technical |
| Power Moves | 10% | Technical |
| Agility | 8% | Physical |
| Awareness | 7% | Mental |
| Finesse Moves | 6% | Technical |
| Intelligence | 5% | Mental |
| Adaptability | 2% | Universal |
| Speed | 2% | Physical |
Category breakdown — Physical 32% | Mental 12% | Technical 59% | Universal 2% (formula may sum to ~103%)
Linebacker (LB)
| Attribute | Weight | Category |
|---|---|---|
| Tackling | 16% | Technical |
| Speed | 14% | Physical |
| Man Coverage | 11% | Technical |
| Zone Coverage | 10% | Technical |
| Strength | 9% | Physical |
| Pursuit | 8% | Technical |
| Awareness | 7% | Mental |
| Pass Rush | 6% | Technical |
| Hit Power | 5% | Technical |
| Intelligence | 5% | Mental |
| Decisions | 4% | Mental |
| Adaptability | 2% | Universal |
| Block Shedding | 2% | Technical |
| Blitz | 1% | Technical |
Category breakdown — Physical 23% | Mental 16% | Technical 59% | Universal 2%
Cornerback (CB)
| Attribute | Weight | Category |
|---|---|---|
| Man Coverage | 20% | Technical |
| Speed | 16% | Physical |
| Zone Coverage | 15% | Technical |
| Agility | 10% | Physical |
| Ball Hawk | 9% | Technical |
| Press | 8% | Technical |
| Awareness | 7% | Mental |
| Play Recognition | 5% | Technical |
| Decisions | 4% | Mental |
| Intelligence | 3% | Mental |
| Adaptability | 2% | Universal |
| Catching | 1% | Technical |
Category breakdown — Physical 26% | Mental 14% | Technical 58% | Universal 2%
Strong Safety (SS)
| Attribute | Weight | Category |
|---|---|---|
| Tackling | 18% | Technical |
| Zone Coverage | 14% | Technical |
| Speed | 13% | Physical |
| Strength | 10% | Physical |
| Hit Power | 9% | Technical |
| Awareness | 8% | Mental |
| Man Coverage | 7% | Technical |
| Play Recognition | 6% | Technical |
| Intelligence | 5% | Mental |
| Block Shedding | 4% | Technical |
| Decisions | 4% | Mental |
| Adaptability | 2% | Universal |
Category breakdown — Physical 23% | Mental 17% | Technical 58% | Universal 2%
Free Safety (FS)
| Attribute | Weight | Category |
|---|---|---|
| Zone Coverage | 20% | Technical |
| Speed | 16% | Physical |
| Play Recognition | 12% | Technical |
| Tackling | 10% | Technical |
| Awareness | 9% | Mental |
| Ball Hawk | 8% | Technical |
| Man Coverage | 7% | Technical |
| Intelligence | 5% | Mental |
| Decisions | 4% | Mental |
| Agility | 4% | Physical |
| Hit Power | 3% | Technical |
| Adaptability | 2% | Universal |
Category breakdown — Physical 20% | Mental 18% | Technical 60% | Universal 2%
Kicker (K)
| Attribute | Weight | Category |
|---|---|---|
| Kick Power | 45% | Technical |
| Kick Accuracy | 28% | Technical |
| Composure | 9% | Mental |
| Speed | 8% | Physical |
| Awareness | 5% | Mental |
| Strength | 4% | Physical |
| Adaptability | 1% | Universal |
Category breakdown — Physical 12% | Mental 14% | Technical 73% | Universal 1%
Punter (P)
| Attribute | Weight | Category |
|---|---|---|
| Kick Power | 50% | Technical |
| Kick Accuracy | 25% | Technical |
| Hang Time | 15% | Technical |
| Composure | 5% | Mental |
| Speed | 3% | Physical |
| Awareness | 2% | Mental |
Category breakdown — Physical 3% | Mental 7% | Technical 90%
Long Snapper (LS)
| Attribute | Weight | Category |
|---|---|---|
| Snap Accuracy | 55% | Technical |
| Speed | 20% | Physical |
| Strength | 15% | Physical |
| Awareness | 7% | Mental |
| Composure | 3% | Mental |
Category breakdown — Physical 35% | Mental 10% | Technical 55%
Category Breakdown Summary — All Positions
The table below shows the approximate percentage of OVR weight attributed to each category for every position. Technical skills dominate at most positions. Mental attributes matter most for Centers (25%), QBs (23%), and safeties. Physical weight is highest for RBs (38%) and Long Snappers (35%).
| Position | Physical % | Mental % | Technical % | Universal % |
|---|---|---|---|---|
| QB | 9% | 23% | 66% | 2% |
| RB | 38% | 14% | 46% | 2% |
| WR | 19% | 12% | 67% | 2% |
| TE | 17% | 16% | 64% | 3% |
| OT | 23% | 8% | 67% | 2% |
| OG | 25% | 8% | 62% | 3% |
| C | 23% | 25% | 54% | 3% |
| DE | 27% | 9% | 62% | 2% |
| DT | 32% | 12% | 59% | 2% |
| LB | 23% | 16% | 59% | 2% |
| CB | 26% | 14% | 58% | 2% |
| SS | 23% | 17% | 58% | 2% |
| FS | 20% | 18% | 60% | 2% |
| K | 12% | 14% | 73% | 1% |
| P | 3% | 7% | 90% | — |
| LS | 35% | 10% | 55% | — |
Note: A small number of positions (DT, C) have formula weights that sum to slightly above or below 100% due to rounding in the original code. The category percentages above are approximate and derived by summing each attribute’s weight by category.
Position Weight Summary
PLAYER OVERALL (OVR) RATING — HOW IT WORKS
The Formula
The overall rating is a weighted average of position-specific individual attribute ratings.
Each rating runs from 40–99. The formula multiplies each rating by its weight and sums them.
OVR = (Rating₁ × Weight₁) + (Rating₂ × Weight₂) + … + (RatingN × WeightN)
Weights for each position are listed on the sheets below. They always sum to 1.00 (100%).
| Position | Sheet | Key Attributes | Top Weight | # of Attributes | Notes |
|---|---|---|---|---|---|
| QB | Offense | Accuracy, Decision Making | 28% Accuracy | 6 | Most formula-heavy position |
| RB | Offense | Speed, Agility, Power | 28% Speed | 6 | |
| WR | Offense | Route Running, Catching, Speed | 25% Route / 25% Catch | 6 | Two attributes tied at top |
| TE | Offense | Catching, Pass Block, Run Block | 25% Catching | 6 | Hybrid blocker/receiver |
| OT | OL | Pass Block, Run Block | 35% Pass Block | 5 | Same formula for OT/OG/C |
| OG | OL | Pass Block, Run Block | 35% Pass Block | 5 | Same formula for OT/OG/C |
| C | OL | Pass Block, Run Block | 35% Pass Block | 5 | Same formula for OT/OG/C |
| DE | Defense | Pass Rush, Speed, Run Stop | 33% Pass Rush | 5 | |
| DT | Defense | Run Stop, Strength, Pass Rush | 33% Run Stop | 5 | |
| LB | Defense | Tackling, Run Stop, Speed/Zone | 23% Tackling | 6 | Balanced formula |
| CB | Defense | Man Coverage, Speed, Zone | 28% Man Coverage | 6 | |
| SS/FS | Defense | Zone Coverage, Speed, Tackling | 25% Zone Coverage | 6 | Same formula for SS & FS |
| K | Special | Kick Accuracy, Kick Power | 45% Kick Accuracy | 3 | Accuracy matters most |
| P | Special | Kick Power, Kick Accuracy | 50% Kick Power | 3 | Power matters most |
| LS | Special | Strength, Technique | 40% Strength | 3 |
Attributes, Character & Matchup Probability
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1. Physical Attributes (Universal)
Every player has the same eight physical attributes regardless of position. They form the foundation of player capability and serve as fallbacks when new stored technical attributes are zero (legacy saves).
| Attribute | What It Does In-Game | Key Positions | Sim Impact |
|---|---|---|---|
| Speed | Determines player’s top-end straight-line velocity. Affects separation on routes, breakaway run gains, pursuit angles, and kick/punt return distance. | WR, RB, CB, DE | Run/pass yards; pursuit angle on defense |
| Strength | Raw physical power. Drives block force (OL), tackle impact (LB/S), run power (RB), and resistance to block-shedding (DE/DT). | OL, DE, DT, LB, RB | Block power, tackle force, run stop |
| Agility | Lateral quickness, cuts, and change-of-direction. Key for jukes, route breaks, zone coverage slides, and lineman footwork. | RB, WR, CB, OL | Juke effectiveness, route crispness |
| Power | Explosive burst force — short-distance power vs. strength’s sustained force. Critical for stiff-arms, short-yardage runs, and initial contact. | RB, OL, DT | Stiff-arm, short-yardage, impact blocks |
| Awareness | Baseline situational football IQ. Legacy fallback for intelligence, vision, and decisions when new mental attributes are not yet populated. Affects pre-snap reads and snap timing. | All positions | Fallback for all mental attributes |
| Ball Security | Grip strength and ball-carrying technique. Directly reduces fumble probability on run plays. High ball security means defenders cannot dislodge the ball. | QB, RB, TE, WR | Fumble rate: 1.5% base × (1 − focus/200) |
| Catching | Hands reliability on catchable balls. Affects catch-in-traffic and spectacular-catch base rates. Fallback for receiver completions when route-specific fields are 0. | WR, TE, RB | Completion odds; INT catch rate |
| Tackling | Effectiveness at bringing the ball carrier to the ground. Determines whether initial contact results in a stop or broken tackle. | LB, CB, S, DE | Run stop; pass yards-after-catch reduction |
| Pursuit | Ability to close on the ball carrier from off-angle positions. Determines whether a near-miss becomes a stop or a long gain. | LB, DE, CB | Outside run containment; YAC prevention |
| Clutch | Performance escalation in high-stakes moments (late-game, red zone, 3rd/4th down). Fallback for Composure when new field is 0. | QB, K, WR | Composure fallback; FG chance; 2-min drive |
Note on Legacy vs. New Fields: When a player is generated fresh, both legacy and new stored fields are populated. On imported saves (pre-Task #96), new fields decode as 0. The engine uses the eff() pattern — eff(newField, legacyDerived) — returning the new stored value if > 0, otherwise computing a derived approximation from legacy fields. This guarantees backward compatibility.
2. Mental Attributes (Universal)
Mental attributes apply to every position. They capture football IQ and pressure response — things speed and strength cannot measure. The four mental attributes are displayed in the SKILLS tab under the Mental section and feed directly into the GameSimEngine matchup algorithms.
| Attribute | In-Game Effect | Fallback (if 0) | Sim Usage |
|---|---|---|---|
| Intelligence | Pre-snap processing: blitz identification, coverage shell recognition, gap assignment reads, audible decisions. The smartest players set up plays before the snap fires. | awareness | QB comp% bonus; pass yards; run bonus |
| Vision | In-play processing speed: finding the open receiver, recognizing the gap, angling for the proper tackle path. Separates reactive players from anticipatory ones. | pocketPresence (QB) awareness (others) | QB comp% bonus; card display |
| Decisions | Choosing correctly when multiple options exist: checkdown vs. hold vs. throw it away; cut left vs. cut right; press vs. give cushion. Poor decisions create turnovers. | decisionMaking (QB) awareness (others) | QB comp% bonus; defender INT rate |
| Composure | Maintaining performance quality under hostile crowd noise, pass rush heat, large deficits, or playoff pressure. Low composure players experience steeper performance drop-off in key moments. | clutch + itFactor.composureBonus | QB comp% bonus; FG clutch; IT Factor trigger |
How Mental Attributes Feed the Algorithm
In pass resolution, the QB’s mental ratings are weighted 3:1:1:1:1 (Accuracy × 3 vs. single weight for ThrowUnderPressure, Intelligence, Composure, Vision). This reflects that mental acuity amplifies — but does not replace — raw throwing skill.
A QB with 99 Accuracy but 40 Composure throws accurately in garbage time but cracks under playoff pressure. A 75-rated QB with 99 Composure and 99 Intelligence reads defenses like an elite and makes smart checkdowns — producing consistent, efficient completions even against superior pass rushers.
For defenders, Decisions and PlayRecognition reduce the opponent’s effective completion percentage. A safety with 99 PlayRecognition effectively takes away a full percentage point of completion chance on every snap — the equivalent of an extra half-rating boost on the coverage side of the ball.
3. Technical Attributes by Position
Technical attributes are position-specific skills reflecting what a player actually does on the field. They directly modify play outcomes in GameSimEngine and determine how the player’s SKILLS card looks in the app.
Quarterback (QB)
| Attribute | Description | On-Field Effect | Key Matchup |
|---|---|---|---|
| Short Accuracy | Completion precision on throws 0–15 yards. Slants, curls, screens, quick outs. The bread-and-butter of every NFL passing game. | Base comp% raised by 3% (71%→74% at 99 vs 40). Weighted 3× in QB score formula. | vs. slot CB, underneath LB |
| Mid Accuracy | Completion precision 15–30 yards. Crossers, dig routes, comebacks, shallow seam routes. Requires anticipatory throwing. | Weighted 3× in QB score. Drives 60% base completion rate on mid routes. | vs. CB in off coverage, FS |
| Deep Accuracy | Ball placement on 30+ yard throws: posts, go routes, corner fades. Most variable attribute — elite QBs separate from average here. | Weighted 3× in QB score. Base only 45% — elite deep accuracy closes gap fastest. | vs. CB man-press, FS over top |
| Throw Under Pressure | Accuracy maintenance when being hit, hurried, or harassed. A high TUP QB absorbs the sack threat mentally and still delivers. | 1× in QB score formula. Reduces effect of elite pass rushers on completion%. | vs. DE/DT pass rush |
| Throw On Run | Accuracy while rolling out, bootlegging, or scrambling off-platform. Mobile QBs with high TOR are weapons outside the pocket. | Currently displayed on card only. Future: boosts comp% on scramble plays. | vs. LB in zone when QB escapes |
| Play Action | Effectiveness of fake-handoff fakes at freezing linebackers and safeties. High PA QBs create free completions out of run-heavy formations. | Card display. Future: adds comp% bonus on PA-designated plays. | vs. run-stopping LB, SS |
| Release | Quickness getting the ball out. Fast release reduces exposure to pass rush and allows tight-window throws before coverage closes. | Used directly in OVR (5% weight). Reduces effective sack time window. | vs. DE speed rush |
| Break Sack | Ability to escape when a sack is imminent — spin out, slide under, break the grip. Athletic QBs with high BreakSack extend plays. | Fallback: mobility. In OVR at 1% weight. Future: modifies sack rate. | vs. DE/DT pursuit angles |
| Elusiveness | Open-field juke/dodge ability on scrambles. Mobile QBs with high elusiveness can pick up key 3rd-down yards with their legs. | Fallback: mobility. 2% OVR weight. Affects run yards when QB scrambles. | vs. LB/DE in pursuit |
| Arm Strength | Raw velocity on the ball. Enables tighter windows, faster delivery to the seam, and deep ball reach. Not the same as accuracy. | 11% of OVR. Deep accuracy fallback uses armStrength × 35%. | vs. coverage time windows |
| Adaptability | Scheme fit, learning speed, and versatility. How quickly the QB picks up a new coordinator’s system or adjusts mid-game. | Card display. Future: affects performance in first 4 weeks of new scheme. | Coaching change impact |
Running Back (RB)
| Attribute | Description | On-Field Effect | Key Matchup |
|---|---|---|---|
| Ball Vision | Reading developing blocks and anticipating hole locations before they open. Elite ball vision RBs hit the gap at full speed rather than waiting to react. | 1× in carrier run bonus. High vision RBs gain 0.5–1 extra yard per carry vs. same-speed defenders. | vs. DT gap plugging, ILB |
| Break Tackle | Balance and core strength to stay upright through arm tackles, glancing hits, and wrap attempts. Converts near-stops into positive gains. | 1× in run bonus formula. Directly combats defender tackling and hitPower. | vs. LB/CB tackle attempts |
| Trucking | Physical running-through-contact. Power backs with high trucking turn linebacker collisions into 4-yard gains instead of 0-yard stops. | 1× in run bonus. Best in short-yardage and goal-line situations. | vs. LB/DT brute force |
| Juke Moves | Lateral cut ability and defender-miss frequency. Scatbacks with elite jukes make three defenders miss in a 5-yard space. | 1× in run bonus. Also used for WR YAC juke effectiveness. | vs. CB/LB in space |
| Spin Move | 360-degree rotation through or past pursuing defenders from the side or behind. Separates power-speed hybrid backs. | Card display. Future: discrete broken-tackle event probability. | vs. unblocked LB from behind |
| Stiff Arm | Physical push-off of pursuing or diving defenders. Elite stiff-arm RBs and WRs extend runs by neutralizing one pursuer per play. | Card display. Also applies to WR YAC. Future: stops one tackle attempt per play at 80+. | vs. CB arm-tackle, FS fill |
| Elusiveness | General open-field dodge and change of direction combining elements of juke and spin. Represents overall yards-after-contact creativity. | 1× in run bonus (slot 12 in struct — populated before ballVision). | vs. all secondary tacklers |
Wide Receiver (WR)
| Attribute | Description | On-Field Effect | Key Matchup |
|---|---|---|---|
| Short Route Running | Execution quality on 0–15 yard routes. Crisp cuts on slants, curls, quick outs. Creates separation immediately off the line. | Used in pass yards bonus (receiver score). Displayed directly on card. | vs. press CB, slot LB |
| Mid Route Running | Quality of 15–30 yard routes: crossers, dig routes, comeback patterns. Requires reading leverage and releasing from zone coverage. | Receiver score → pass yards bonus. Determines comp% vs zone defenders. | vs. zone CB, linebacker cap |
| Deep Route Running | Precision on vertical routes 30+ yards: posts, go routes, seam fades. Must match deep accuracy or the connection falls apart. | OVR weight: 7%. Multiplied by QB deep accuracy for true deep-shot efficiency. | vs. FS over-the-top |
| Catch In Traffic | Hands reliability when contacted mid-catch. Possession receivers who excel here convert slants across the middle that others drop. | 1× in receiver score → completion bonus. Also in pass yards bonus. | vs. SS hit, LB zone collision |
| Spectacular Catch | Acrobatic / one-handed / diving catches. Creates highlight plays and converts low-probability deep targets. | 7% OVR weight. Future: triggers highlight play event at 85+. | vs. CB in contested ball situations |
| Separation | Speed off the line combined with route quickness to create throwing windows. High separation converts tight-coverage completions. | Receiver score → pass yards bonus. Used in OVR at 10%. | vs. CB press technique |
| Juke Moves | YAC juke effectiveness — making the first tackler miss in open field. Slot receivers and speed WRs with elite juke turn 5-yard completions into 15-yard gains. | Pass yards bonus (receiver score). | vs. CB/LB arm-tackle in space |
| Stiff Arm | Physical YAC extension for bigger WRs. Sheds the first dive tackler to turn short gains into chunk plays. | Card display. Future: negates one arm tackle per play. | vs. SS/LB fill |
Tight End (TE)
| Attribute | Description | On-Field Effect | Key Matchup |
|---|---|---|---|
| Short Route Running | Seam routes, in-cuts, and check-downs that exploit linebacker coverage. The bread-and-butter of the modern receiving TE. | Receiver score → comp% and yards. TE version weighted less than WR (hybrid role). | vs. ILB/MLB in zone |
| Mid Route Running | Quality on 15–30 yard routes in the seam and over the middle. True mismatch TEs exploit safeties in man coverage here. | Receiver score contribution. TE seam is primary matchup nightmare. | vs. FS, ILB unable to keep up |
| Catch In Traffic | Reliability on contested balls in the middle of the field where TEs take the most contact. High-value attribute separating true receiving threats. | Receiver score → completion bonus. TE uses this more than WR. | vs. SS physical play, LB collision |
| Break Tackle | YAC power through initial tackle attempts. Receiving TEs turn short completions into move-the-chain plays by shedding the first defender. | Run bonus (slot 14, before route fields). Critical for TE run-after-catch. | vs. CB/LB arm-tackle on TE screen |
| Impact Blocking | Initial-contact force on down blocks and seal assignments. The key technical differentiator between a receiving TE and a true ‘Y’ tight end. | OL technical card. Blocking TEs use this + passBlock/runBlock. | vs. DE edge containment |
Offensive Linemen (OT / OG / C)
| Attribute | Description | On-Field Effect | Key Matchup |
|---|---|---|---|
| Pass Block Power | Anchoring ability against bull-rush pass rushers. Controls the pocket by absorbing and redirecting power moves from DE and DT. | OVR: OT 22%, OG 18%, C 16%. Combats DE powerMoves in matchup. | vs. DE/DT bull rush |
| Pass Block Finesse | Footwork and hand speed to mirror speed/finesse pass rushers. Tackles must handle elite speed-to-power edge rushers. | OVR: OT 18%, OG 15%. Combats DE finesseMoves in matchup. | vs. DE speed/spin rush |
| Run Block Power | Drive block force that moves defenders off the line of scrimmage to create running lanes. Primary skill for smashmouth offenses. | OVR: OG 22%, OT 15%, C 18%. Combats DT blockShedding. | vs. DT, NT in run defense |
| Run Block Finesse | Zone blocking technique and reach blocking quickness. Required for outside-zone and stretch-run schemes where OL must seal moving targets. | OVR: OG 18%, OT 12%, C 16%. Important for zone-run teams. | vs. DE pursuit on edge |
| Impact Blocking | Pancake-block potential and sealing force. High impact blockers create extra-long run lanes and dominate single blocks. | OVR: OT 13%, OG 15%, C 12%. Future: triggers pancake stat. | vs. DT/DE first contact |
| Lead Block | Effectiveness on pull, trap, and lead-block assignments in space. Guards who pull must reach second-level defenders in the open field. | OVR: OG 12%, others lower. Guard-specific. Future: affects 2nd-level run efficiency. | vs. LB in space |
Defensive End (DE)
| Attribute | Description | On-Field Effect | Key Matchup |
|---|---|---|---|
| Power Moves | Effectiveness of bull-rush, push-pull, and rip-under techniques. Power rushers win with leverage and strength to collapse the pocket. | OVR: DE 25%. Directly counters OT passBlockPower and OG strength. | vs. OT anchor in pass pro |
| Finesse Moves | Effectiveness of speed rush, spin, and swim moves. Speed-to-power edge rushers with elite finesse win before blockers can set their feet. | OVR: DE 22%. Counters OT passBlockFinesse and footwork. | vs. OT recovery footwork |
| Block Shedding | Disengaging from blocks in run defense. Combines hand technique with leverage to redirect off blocks and make run stops. | OVR: DE 18%. Directly opposed by OL impactBlocking and runBlock. | vs. OT/TE run block attempt |
| Hit Power | Physical force behind collision contact. Used to create fumble opportunities, knock backs, and force quick re-routes on run plays. | OVR: DE 12%. Bonus vs. RB when DE makes run stop. | vs. RB contact |
| Play Recognition | Run-pass diagnosis at the snap. DE with high PR sets the edge faster on runs and does not over-pursue on play-action. | OVR: DE 10%. Reduces impact of play-action fake. Affects pursuit angle. | vs. QB play-action, RB misdirection |
| Break Sack | Speed rushers with high BreakSack sense QB release timing and redirect from the sack lane, while also anticipating hot routes. | OVR: DE 3%. Slot 11 in struct. Used for QB scramble reads. | vs. QB mobility on scramble |
Defensive Tackle (DT)
| Attribute | Description | On-Field Effect | Key Matchup |
|---|---|---|---|
| Power Moves | Interior bull-rush, push-pull, and rip technique. Elite DTs collapse the pocket from inside, forcing the QB to step up into pass rushers. | OVR: DT 18%. Primary counter to OG passBlockPower. | vs. OG/C in pass protection |
| Finesse Moves | Interior swim, spin, and push-pull technique for gap penetration. 3-tech DTs with elite finesse disrupt runs before they develop. | OVR: DT 14%. Combats OG runBlockFinesse. | vs. OG zone blocking |
| Block Shedding | Disengaging from double-teams and single blocks. The most critical DT skill — if they cannot shed, they clog the gap without stopping anyone. | OVR: DT 16%. Highest of all DT attributes for run defense. | vs. double-team OG+C |
| Hit Power | Collision force on run tackles. High hit power DTs jar the ball loose and prevent runners from gaining yards after contact through the A-gap. | OVR: DT 12%. Directly combats RB trucking. | vs. power RB, short-yardage |
| Play Recognition | Interior run-pass reads. DTs with high PR do not get displaced by misdirection and hold gap assignment on counter plays. | OVR: DT 10%. Reduces RB ballVision advantage in A/B gaps. | vs. trap and counter |
Linebacker (LB)
| Attribute | Description | On-Field Effect | Key Matchup |
|---|---|---|---|
| Power Moves | Blitz pass-rush power technique when LB is sent off the edge or through the A-gap. MLBs with power moves make QB-threatening blitzes pay off. | OVR: 10% (blitz-weighted LBs higher). Counters OL passBlockPower on blitz. | vs. G/T on LB blitz |
| Finesse Moves | Speed-rush and spin technique on LB blitzes. Faster OLBs use finesse to beat slower linemen around the corner. | OVR: 8%. Complements or replaces power based on LB archetype. | vs. RB pass-pro chip |
| Block Shedding | Freeing up from OL and TE contact to reach the ball carrier. Critical for run-stopping LBs who must disengage blocks at the 2nd level. | OVR: LB 12%. Counters OL impactBlocking and TE impact block. | vs. OL seal on 2nd level |
| Play Recognition | Run-pass-option reads at the snap. High PR LBs hold their gap and are not sucked in by draw plays or play-action fakes before diagnosing the real play. | OVR: LB 10%. Reduces run playerBonus by raising defenderScore. | vs. RB ballVision, QB play-action |
| Blitz | Specialized effectiveness when the LB is called to blitz. Combines timing, gap selection, and first-step burst to maximize blitz efficiency. | OVR: varies. Future: discrete blitz event modifier on pass plays. | vs. QB awareness, OL ID |
| Hit Power | Physical force behind hits — tackles with bad intentions. Jarring hits from LBs cause fumbles, route hesitation, and wear down receivers over time. | OVR: LB 10%. Pass yards bonus: high defHitPower reduces receiver YAC. | vs. TE/RB over the middle |
Cornerback (CB)
| Attribute | Description | On-Field Effect | Key Matchup |
|---|---|---|---|
| Man Coverage | Ability to shadow a receiver in isolation without safety help. The ultimate 1-on-1 coverage skill — elite man corners change game plans. | OVR: 20%. Directly reduces QB comp% bonus via defenderScore. | vs. WR separation, slot receiver |
| Zone Coverage | Discipline and zone execution in off-man, Cover 2, Cover 3, and Cover 4. Maintaining proper zone depth and passing off receivers. | OVR: 11%. Also in defenderScore formula alongside manCoverage. | vs. WR crossing routes |
| Press | Physical jam-and-redirect at the line of scrimmage. Elite press corners disrupt route timing entirely, making mid and deep routes run late. | OVR: 11%. Future: adds delay to route depth computation — turns mid into deep. | vs. WR release, route timing |
| Play Recognition | Pre-snap read and snap-time diagnosis. Ball-hawk CBs who jump routes are the biggest single-play game-changers on defense. | OVR: 11%. Directly in defenderScore. High PR CBs reduce completion% per snap. | vs. QB reads, route recognition |
| Kick Return | Return effectiveness on punts and kickoffs. Explosive CBs with elite kick return change field position and score. Secondary use of speed/agility. | Card display (displayed with fallback: speed×0.70 + agility×0.30). | vs. coverage unit speed |
Safety (FS / SS)
| Attribute | Description | On-Field Effect | Key Matchup |
|---|---|---|---|
| Play Recognition | Pre-snap diagnosis of run-pass and route concept identification. FS with elite PR neutralizes the deep ball by positioning before the snap. Most important FS attribute. | OVR: FS 16%, SS 12%. #1 attribute in defenderScore. Reduces deep comp%. | vs. QB deep read, TE seam |
| Block Shedding | Run-fill block shedding ability. SS who cannot shed blocks are blocked out of run plays at the second and third levels. | OVR: SS 10%. Slot 32 (before hitPower 33). Combats RB/WR stiff-arm. | vs. TE block, pulling G |
| Hit Power | Physical enforcement force behind the SS. Elite hit power creates ball-jarring contact, intimidates WRs over the middle, and stops power backs in run support. | OVR: SS 12%, FS 8%. Slot 33. Reduces pass yards bonus (receiver YAC). | vs. TE/WR over-middle, RB run fill |
| Zone Coverage | Deep-half, deep-third, and Cover 2 zone execution. FS must cover vast real estate; zone execution determines how many seams are left open. | OVR: FS 18%, SS 14%. In defenderScore formula. Reduces QB completion%. | vs. WR deep, TE seam |
Kicker (K) / Punter (P) / Long Snapper (LS)
| Attribute | Description | On-Field Effect | Key Matchup |
|---|---|---|---|
| Kick Accuracy | Ability to split the uprights from any angle and distance. K accuracy is the primary determinant of field goal success rates. | OVR: K 35%. FG chance formula: baseChance + offStrength/1000. Future: accuracy directly in base chance. | vs. distance, weather, pressure |
| Kick Power | Raw leg strength determining max distance. High power enables 55+ yard FG attempts and gives kickoffs more depth to reduce return yardage. | OVR: K 35%, P 40%. Determines whether long FG attempts are viable. | vs. distance threshold (50+) |
| Hang Time | Duration the ball stays in the air on punts. High hang time gives coverage units more time to get downfield before returner catches the ball. | OVR: P 15%, K 0%. Future: reduces return yardage on punts. | vs. punt returner speed |
| Composure | For K/P, the most critical mental attribute. A 90-rated kicker with 40 Composure misses chip shots in playoffs. A 75-rated kicker with 99 Composure drills the 53-yarder to win. | OVR: K clutch×15%. Future: large modifier on high-leverage FG situations. | vs. hostile crowd, playoff pressure |
4. Character Traits & Their Effects
Character traits are permanent personality attributes assigned at generation. They affect development rate, team chemistry, contract negotiations, media relations, and in-game clutch performance. Unlike ratings, traits cannot be trained — they are who the player is.
4A. Behavioral Traits
| Trait | On-Field Effect | Off-Field / Front Office Effect | Probability Trigger | Counterpart |
|---|---|---|---|---|
| Work Ethic | Elite workers make outsized gains from training. Poor work ethic means training points are wasted and development stalls. | Elite: +15% development rate, faster recovery. Poor: -10% dev, coaches frustrated, potential locker-room drag. | Every off-season: dev multiplier 1.0× to 1.15× (elite) or 0.90× (poor). | Coached harder by high-Coachability staff |
| Coachability | Highly coachable players adjust schemes faster (reduced first-4-week adaptation penalty). Difficult players fight the system. | High: GM relationship +, scheme switch penalty minimal. Difficult: locker-room tension, staff relationship −. | Scheme change: difficult players -5 to all ratings for weeks 1–4. | Coaching staff quality |
| Leadership | High-leadership players elevate surrounding talent. In close games, high-leadership units perform above their rating. | High: team morale +2 per season, younger players develop faster around leaders. Low: morale drains faster after losses. | Close games (within 7): leader effect applies to next 3 plays. | Team GPA / cohesion score |
| Big Game Player | +5 Composure in playoffs, Super Bowl, and rivalry games. Stats inflate in high-stakes contexts. | Franchise value boost. Scouts and BLITZ network notice big-game performances. | Playoff game: +5 composure → directly boosts comp%, run bonus. | Opponent’s own big-game player |
| Clutch Performer | +5 Composure in 4th quarter, red zone, and 2-minute drill situations specifically. | Fan engagement +, jersey sales boost, contract leverage in extension. | 4Q, 2-min, RZ: +5 composure → comp% boost, run yards boost. | Defender’s composure in same situations |
| Injury Prone | Injury rate × 1.5 (InjuryEngine modifier). More likely to suffer high-severity injuries. | Insurance clause in contracts, cap dead money risk, team wary of long-term deals. | Every play: injury_prone multiplies InjuryEngine rate × 1.5. | Opponent tackle power / hit power |
4B. Personality Traits (TraitLevel: Low/Medium/High/Elite)
| Trait | Low | High / Elite | In-Game Effect | Front Office Effect |
|---|---|---|---|---|
| Greed | Underpaid gladly. Plays for winning, not money. Accepts team-friendly deals. | ELITE: demands max market value every extension. Holds out if underpaid. Cap strain risk. | None directly. Indirectly: holding out = reduced training. | Contract demands 10–40% above market at Elite Greed. |
| Loyalty | Will leave in free agency for highest bidder. Treats the franchise as a stepping stone. | HIGH: discount re-signs, resists trade requests, career-long devotion. May accept below-market to stay. | None directly. +Morale for loyal veterans on roster. | High loyalty: FA departure chance -30%. Low: departure chance +20%. |
| Ambition | LOW: comfortable as backup, no development drive push. | HIGH: demands starting role. Discontented on bench. Drives extra development effort. | High ambition + starter role: +5% dev rate bonus. | High ambition + backup role: morale −, trade request risk. |
| Ego | LOW: humble, media-friendly, no locker-room issues. | HIGH/ELITE: media magnets — BLITZ mentions more. Locker-room tension if team losing. Postgame controversies. | ELITE ego + big game + win: IT Factor trigger probability +5%. | ELITE ego + losing streak: team morale −5 per week. |
5. IT Factor & GOAT Intangible
The IT Factor is the rarest attribute in BrannGM: Football ’26 — an emergent, hidden quality that cannot be trained, cannot be scouted at generation, and cannot be predicted. It reveals itself through performance over time. Think Patrick Mahomes engineering a 4th-quarter comeback when analytics say it is statistically impossible. Think Tom Brady getting cooler as the stakes get higher. This is that quality, encoded into the game.
5A. IT Factor Architecture
| Property | How It Works | Reveal Condition | Effect Range |
|---|---|---|---|
| IT Factor Level | Hidden numeric 0–4 scale. Level 0 = ordinary player. Level 1 = reliable. Level 2 = clutch. Level 3 = star-defining. Level 4 = all-time GOAT. Assigned at generation but not visible until conditions are met. | Level 1 visible after 16 qualifying moments. Level 2 after 32. Level 3 after 64. Level 4 — the GOAT tier — requires 100+ qualifying moments AND age 28+ with 3+ seasons of elite production. | 0–5 point composure bonus scaling with level |
| Composure Bonus | player.itFactor.composureBonus is added to the derived Composure value in PlayerCardEngine. This means IT Factor players literally perform better under pressure at every single snap — not just in obvious clutch moments. | Always active once IT Factor is revealed. Cannot be hidden. | Level 1: +1. Level 2: +2. Level 3: +4. Level 4 (GOAT): +5 |
| Qualifying Moment | A play outcome that tests and reveals the IT Factor. Conditions: game is within 7 points, 4th quarter or overtime, player is on the field, and the play results in a stat (completion, TD, tackle for loss, turnover forced). | InjuryEngine tracks these moments in PlayerSeasonRecord. They persist in career stats and OVR history. | Each qualifying moment: cumulative reveal counter +1 |
| GOAT Tier (Level 4) | The rarest designation. A Level 4 IT Factor player is a franchise-defining once-in-a-decade talent. Their composure bonus means they perform at their statistical maximum even in hostile environments and playoffs. | Requires: 100+ qualifying moments, age ≥ 28, 3+ seasons of top-3 positional OVR in the league, no off-field red flags (no high Ego + low Loyalty combination). | +5 Composure. BLITZ headline triggers on every qualifying game. HOF probability ×2. |
5B. IT Factor Probability by Position
| Position | IT Factor Gen Probability | Most Common Level | How It Shows |
|---|---|---|---|
| QB | Level 1+: 18% of generated QBs. Level 3+: 2%. Level 4 (GOAT): 0.3% | Level 1–2 (clutch starter) | 4th-quarter comebacks; comp% surge in 2-min drill |
| RB | Level 1+: 14%. Level 3+: 1.5%. Level 4: 0.2% | Level 1–2 | Extra yards on goal-line; broken tackles in clutch |
| WR | Level 1+: 15%. Level 3+: 1.8%. Level 4: 0.25% | Level 1–2 | Spectacular catch in close games; route separation surge |
| LB / DE | Level 1+: 12%. Level 3+: 1.2%. Level 4: 0.15% | Level 1 | Sack at pivotal moment; forced fumble; batted pass |
| CB / S | Level 1+: 13%. Level 3+: 1.3%. Level 4: 0.18% | Level 1 | Game-sealing INT; pass breakup on 4th down |
| OL | Level 1+: 8%. Level 3+: 0.8%. Level 4: 0.08% — rarest | Level 1 | Pancake block on 4th-and-1; zero allowed sacks in playoff game |
| K | Level 1+: 16%. Level 3+: 2%. Level 4: 0.35% (highest per-play impact) | Level 2 (clutch kicker lore) | Walk-off FG; converts in hostile environment |
5C. The GOAT Intangible in a Live Game
When a Level 4 IT Factor player is on the field in a qualifying moment, the following probability modifiers stack on top of the standard matchup algorithm:
QB GOAT: completion% base rates increase by 3–5% in the 4th quarter and OT. Deep accuracy ceiling raises from 95% to 98%.
RB GOAT: run yards bonus gets an additional +1.5 yards in red zone and 4th-quarter carries.
WR GOAT: pass yards bonus adds +1 yard on every completion in close games. Spectacular Catch event probability doubles.
LB/DE GOAT: sack probability increases by 0.5% per play (from 4.5% to 5.0%), and forced-fumble rate on tackles doubles.
CB/S GOAT: defenderScore in the algorithm increases by 0.02 flat (equivalent to having ~3 extra rating points on all coverage attributes).
K GOAT: FG base chance gets +3% in pressure situations (playoffs, final 2 minutes, score within 3).
The GOAT tier is intentionally rare and never overtly announced mid-game. Players and coaches discover it through pattern recognition over seasons — the same way real sports teams come to believe in a player’s clutch DNA.
6. Matchup Probability & Algorithm Breakdown
This section documents exactly how ratings resolve against each other in a live game. All formulas reference the actual GameSimEngine.swift implementation. Understanding these relationships allows you to design rosters, draft classes, and game plans that exploit or shore up specific matchup weaknesses.
6A. Core Algorithm Structure
Every play resolves through two layers:
Team Strength Layer — offStrength vs. defStrength (aggregate roster OVR weighted by depth chart) produces a strengthDiff that modifies base probability by ±12% (pass) or ±2.5 yards (run).
Individual Player Layer — specific player ratings modify the outcome on top of the team layer. This is the new system added in Task #96.
Individual rating contribution formula:
This maps any rating to a bonus/malus:
| Rating | Bonus | Meaning |
|---|---|---|
| 40 (floor) | −0.207 | Maximum negative modifier — coverage/rush completely dominates |
| 55 (below avg) | −0.103 | Weakness — opponent has a clear advantage here |
| 70 (average) | 0.000 | Neutral — no bonus or malus from this attribute |
| 85 (above avg) | +0.103 | Strength — provides noticeable positive contribution |
| 99 (elite) | +0.200 | Elite — maximum modifier. Separates all-time greats from very good |
| 0 (not set) | 0.000 | Neutral fallback — uses derived legacy value instead |
6B. Pass Play Matchup — QB vs. Coverage
This is the most complex matchup in the sim. Three player groups interact simultaneously: QB rating, receiver rating, and defender rating.
Completion Probability Formula:
QB Score Breakdown:
The accuracy attribute is weighted 3× — meaning it is 3× as important as any single mental attribute. A QB who is elite at accuracy but mediocre mentally still outperforms a mentally elite QB who cannot throw accurately.
Receiver Score (minor contribution to completion%):
Defender Score:
| Scenario | comp% on Short Route | Explanation | Run the Same Play? | Adjustments |
|---|---|---|---|---|
| 99 QB vs 40 CB | ~76% (+5% bonus) | Elite QB rating bonus: +4.7% from player layer alone. Team layer adds more if offense > defense overall. | Yes — repeatedly. This is a favorable matchup. | Attack with deep routes to exploit accuracy ceiling. |
| 75 QB vs 85 CB | ~66% (−4% penalty) | Below-average QB with above-average coverage. Deficit from both player AND team layers likely. | Only if receiver wins separation — use screen/short. | Shorter routes minimize penalty. Check down faster. |
| 90 QB vs 90 CB | ~71% (neutral) | Elite vs. elite: player bonuses cancel. Outcome determined by team strength difference and random variance. | Yes — game management. Routes matter more than brute rating. | Use receiver separation to tilt the equation. |
| 75 QB vs 40 CB (blown coverage) | ~73% (+2%) | Average QB gets bonus vs. bad coverage. Good teams create these mismatches by design. | Every time — that’s the scheme working. | Target the weak corner in man schemes. |
Pass Yards After Completion Formula:
A WR with 99 YAC/elusiveness vs. a 40-rated CB: +0.73 yards per completion. Over 30 completions in a game = +22 YAC yards. This is why elite slot receivers accumulate massive yards on 5-yard targets.
6C. Run Play Matchup — RB vs. Front 7
Run plays resolve through a single formula that pits the carrier’s skill set against the defender’s stopping ability.
| Carrier | Defender | Player Bonus | Net Yards Range | Matchup Verdict |
|---|---|---|---|---|
| 99 all carry attrs | 40 all def attrs | +1.02 yards | ~4.6 avg + random | Elite back vs. bad run D: exploit repeatedly |
| 40 all carry attrs | 99 all def attrs | −1.02 yards | ~2.6 avg + random | Bad back vs. elite D: abandon run game |
| Power RB: 95 trucking, 40 juke | Speed LB: 40 blockShed, 95 tackle | Carrier advantage (truck > shed) | ~4.0 avg — fights for yards | Power back vs. speed LB: grind |
| Scat RB: 95 juke, 40 truck | Power DT: 95 blockShed, 95 hitPower | Slight DT advantage (hitPower counters juke) | ~3.2 avg — runs get snuffed | Juke back in A-gap vs. elite DT: disaster |
6D. WR vs. CB / LB / Safety
| WR Matchup | WR Key Attrs | Defender Key Attrs | Comp% Effect | YAC Effect |
|---|---|---|---|---|
| WR vs. Press CB | Release, separation, shortRouteRunning | Press, manCoverage, decisions | CB press: future route delay (net −2–3% comp%) | Separation → YAC if CB beaten at line |
| WR vs. Zone CB | shortRouteRunning, midRouteRunning, vision | zoneCoverage, playRecognition, decisions | defScore formula: −2–4% comp% at 90+ zone CB | Zone coverage limits YAC via positioning |
| WR vs. LB (slot) | speed, shortRouteRunning, catchInTraffic | zoneCoverage, speed, tackling | LB usually loses comp% battle (lower cov rating). +2–4% to WR. | LB high hitPower kills YAC if contact made |
| WR vs. FS (deep) | deepRouteRunning, spectacularCatch, speed | playRecognition, zoneCoverage, speed | FS playRecognition biggest factor. 99 PR FS = −2% comp% on deep. | FS high speed closes: caps YAC on deep completions |
| WR vs. SS (short/mid) | catchInTraffic, stiffArm, breakTackle (TE-like WR) | hitPower, blockShedding, tackling | SS rarely in comp% formula (CB handles that) | SS hitPower: major YAC reducer. −0.5 to −1.0 yards. |
6E. TE vs. LB / Safety
| TE Matchup | TE Key Attrs | Defender Key Attrs | Comp% Effect | YAC Effect |
|---|---|---|---|---|
| TE vs. ILB (zone seam) | shortRouteRunning, midRouteRunning, catchInTraffic | zoneCoverage, playRecognition, decisions | LB zone lower than CB zone: TE gets +3–5% comp% over ILB | breakTackle makes TE yards-after-catch reliable |
| TE vs. SS (inline run) | impactBlocking, strength, runBlock | blockShedding, hitPower, playRecognition | Run blocking: impactBlocking vs. blockShedding directly opposed | High SS hitPower negates TE run block |
| TE vs. CB (mismatch) | size, catchInTraffic, breakTackle | manCoverage, press, size mismatch | CB vs. TE: CB man coverage -3–5% vs. TE size. Mismatch is real. | TE breaks CB arm-tackle easily. Major YAC. |
6F. OL vs. DE / DT
| OL Matchup | OL Key Attrs | Defender Key Attrs | Current Sim Effect | Planned Enhancement |
|---|---|---|---|---|
| OT vs. Speed DE (pass pro) | passBlockFinesse, passBlockPower, technique | finesseMoves, speed, breakSack | Team strength layer captures this. OT OVR reflects finesse/power. | Individual matchup modifier on sack rate |
| OT vs. Power DE (pass pro) | passBlockPower, strength, anchor | powerMoves, strength, blockShedding | OT OVR 22% passBlockPower, 18% finesse. Reflects both threats. | Sack probability: 4.5% → modified by matchup |
| OG vs. DT (run block) | runBlockPower, runBlockFinesse, leadBlock | powerMoves, blockShedding, hitPower | Team run strength captures aggregate. DT blockShedding in defenderScore. | OG runBlockPower to directly modify run playerBonus |
| C vs. DT (zone blocking) | passBlockFinesse, runBlockFinesse, intelligence | finesseMoves, speed, pursuit | C intelligence key for line call adjustments (future). | C intelligence modifies team INT rate on blitz pickups |
6G. QB vs. Pass Rush (Sack Probability)
Current implementation: sack rate is 4.5% flat on all pass plays, independent of individual player ratings. This is the primary candidate for future enhancement in GameSimEngine.
| Factor | Current Effect | Planned Enhancement |
|---|---|---|
| DE powerMoves / finesseMoves | Captured in team defStrength (DE OVR = 25% powerMoves). High DE OVR teams get higher strengthDiff → better overall. | Direct: each % of powerMoves above 70 = +0.05% sack rate per snap. |
| QB throwUnderPressure | Already wired into completionChance formula (1× in qbScore). QBs with high TUP complete more passes even when sack is threatened. | Future: high TUP reduces sack probability when DE is within sack threshold. |
| QB release (fast release) | Used in OVR calculation (5% weight). Not yet in sack probability formula. | Fast release (-0.5% sack probability per 10 release points above 70). |
| QB breakSack | Displayed on card. In OVR at 1% weight. No direct sack modifier currently. | High breakSack converts 30% of ‘sack’ outcomes into scrambles instead. |
| OL passBlockPower / Finesse | Wired into OL OVR only (indirect). Not yet per-snap matchup. | OT passBlockFinesse directly reduces speed-rush sack probability. |
6H. LB Blitz vs. QB / OL
| Situation | LB Attrs Used | Countered By | Success Rate | Risk |
|---|---|---|---|---|
| ILB A-gap blitz | blitz, powerMoves, speed | C intelligence, RB pass-pro chip | 4.5% base sack rate + LB speed bonus (future) | Leaves zone hole: TE/RB open underneath |
| OLB edge blitz | finesseMoves, speed, breakSack | OT passBlockFinesse, RB chip | Higher vs. poor OTs. Future OT vs. LB speed matchup. | Speed WR releases cleanly into vacated zone |
| Safety / CB blitz | speed, hitPower, playRecognition | Quick release QB, hot route (screen or slant) | Low if QB reads it (high decisions + intelligence) | Single coverage on outside WR against CB blitz |
6I. Special Teams Matchups
| Situation | Key Attrs | Defender Key Attrs | Formula | Effect |
|---|---|---|---|---|
| FG Attempt | kickAccuracy, kickPower, composure, clutch | None (special teams unit speed) | base: ≤33yd=95%, ≤43=85%, ≤50=72%, 51+=55%. +offStrength/1000. | Kicker clutch + IT Factor future: +3% in 2-min |
| Punt | kickPower, hangTime, composure | returner kickReturn, speed | hangTime vs. returner speed: future YAC reduction formula. | Net punt yards shifted by ±5 at elite mismatch |
| Kickoff / Return | Returner kickReturn, speed, elusiveness | Coverage unit speed, pursuit | Return: kickReturn×0.70 + speed×0.30. Future discrete event. | Elite returner: +10–15 yard field position swing |
6J. Overall Matchup Priority Chart
Use this chart to understand which attributes matter most when building a roster or evaluating a trade.
| Situation | Most Important Offensive Attrs | Most Important Defensive Attrs | Expected Score Swing |
|---|---|---|---|
| Pass-heavy offense | QB shortAcc/midAcc (70% weight in qbScore), intelligence, WR catchInTraffic | CB manCoverage + playRecognition, FS playRecognition | ±4–8% comp% per snap. ±0.7 yards per completion. |
| Smashmouth run game | RB trucking + ballVision, OL runBlockPower | DT blockShedding + hitPower, LB playRecognition | ±1 yard per carry. Over 25 carries: ±25 yards. |
| Deep passing attack | QB deepAccuracy + armStrength, WR deepRouteRunning | FS playRecognition + zoneCoverage | Base 45% completion. ±4% player layer on top. |
| Screen / west coast | QB shortAcc, RB jukeMoves/elusiveness, WR YAC | LB decisions, CB tackling | Base 81% screen comp%. ±0.7 yards YAC per catch. |
| Red zone (scoring) | QB composure, WR catchInTraffic, TE impactBlock | CB press, SS hitPower, DT blockShedding | IT Factor RZ bonus: +1.5 yards run, +2% comp% for GOAT. |
| 2-minute drill | QB intelligence, composure, decisions; WR separation | CB decisions, FS playRecognition | Clutch Performer trait: +5 composure → +0.5% comp% cumulative. |
| Blitz pickup | QB throwUnderPressure, intelligence; RB pass-pro | LB blitz + finesseMoves, SS speed | Current: flat 4.5% sack. Future: ±1.5% around base. |
7. System Summary — How It All Connects
BrannGM: Football ’26 uses a layered probability architecture. No single rating determines an outcome. Instead, outcomes emerge from the interaction of:
Physical ratings → determine position archetype potential and OVR ceiling
Mental ratings → determine how consistently a player performs at that ceiling
Technical ratings → determine the specific on-field skills that resolve each play type
Character traits → determine development trajectories, team chemistry, and clutch modifiers
IT Factor → determines ceiling-breaking performance in high-leverage moments
Team strength layer → sets the baseline probability for every play
Individual player layer → adjusts that baseline by ±4–8% (pass) or ±1 yard (run) per snap
Randomness → ensures no game is perfectly predictable, simulating real football variance
The beauty of this architecture is that infinite unique player combinations produce infinite unique matchup dynamics. A physically inferior team with high-intelligence, high-composure players can defeat a physically dominant team in a game of chess. A freak athlete with low mental ratings will boom-or-bust unpredictably. A player with Level 4 IT Factor will deliver the impossible play when everything is on the line.
| Layer | Affects | Magnitude |
|---|---|---|
| Team OVR (strength) | All plays — sets base probability | Pass: ±12% comp% per 100-point OVR diff. Run: ±2.5 yards per 100-point diff. |
| Individual QB ratings | All pass plays | ±4.7% max completion chance. Accuracy 3× weighted. |
| Individual WR/TE ratings | Completion% (minor), YAC (moderate) | ±0.73 yards per completion (cumulative over game = ±22 yards). |
| Individual CB/S ratings | All pass plays | −4.1% max completion chance at 99 coverage vs. 40 QB. |
| Individual RB ratings | All run plays | ±1.02 yards per carry. Over 25 carries = ±25 yards per game. |
| Individual LB/DT ratings | All run plays | Same magnitude, opposite sign: elite run D negates elite RB. |
| Character traits (Composure) | Clutch situations (4Q, playoffs, RZ) | +5 composure from Big Game Player → ≈0.3% comp% per snap in qualifying moments. |
| IT Factor GOAT (Level 4) | All qualifying moments | +5 composure always active. QB: +3–5% comp% surge. Sack: +0.5% force rate. FG: +3% clutch. |
BrannGM: Football ’26 — Built for infinite stories, infinite matchups.
Character Traits in Play
Overview
BrannGM: Football ’26 — Player Character Traits Reference
THE 7 CHARACTER TRAITS — WHAT THEY ARE & WHAT THEY DO
| Trait | Values | Badge Colors | Affects | Description |
|---|---|---|---|---|
| GREED | LOW / MED / HIGH | GREEN / OLIVE / RED | Contract demands, FA decisions | How money-motivated the player is. HIGH = demands max contract (Le’Veon Bell sat out a season). LOW = will take a hometown discount. Directly sets his salary demand in the EXTEND tab. |
| LOYALTY | LOW / MED / HIGH | GREEN / OLIVE / RED | Free agency, trade requests, morale | How attached the player is to his current team. HIGH loyalty = franchise cornerstone (Peyton Manning with Colts 1998-2011). LOW loyalty = will go to whoever pays or is winning (Kevin Durant). |
| AMBITION | LOW / MED / HIGH | GREEN / OLIVE / RED | Morale, FA destination, ring-chasing | How hungry the player is for a championship. HIGH ambition on a losing team = unhappy, may force a trade. LOW = content collecting a paycheck (many journeymen). Used in contract-quote generation. |
| EGO | LOW / MED / HIGH | GREEN / OLIVE / RED | Locker Room Impact, coachability, team chemistry | Self-importance level. HIGH = the T.O. / Antonio Brown / Randy Moss type: brilliant but me-first. Directly reduces Locker Room score. LOW = team-first selfless player (Barry Sanders, Walter Payton). |
| WORK ETHIC | Poor/Average/Good/Elite | Development tab | Development multiplier (0.70×–1.50×) | How hard the player works in the offseason. Applies as a multiplier to every positive yearly OVR delta. Elite work ethic = Brady-level obsession with improvement. Mapped to LOW/MED/HIGH for display. |
| PERSONALITY | Difficult/Average/High | Development tab | Coaching stars, scheme bonus, dev multiplier | How well the player responds to coaching (Coachability in sim). HIGH = absorbs instruction (learns a new system overnight). DIFFICULT = resists coaching — reduces coachability bonus in development formula. |
| LEADERSHIP | Low/Medium/High | Development tab | Locker Room Impact, team chemistry, mentor credit | Locker-room presence and captain-level influence. HIGH leadership raises the Locker Room score and in a future feature will boost development of younger players nearby (mentor effect). |
Greed
GREED — Money Motivation
| Level | Badge | Contract Impact | Notes / NFL Parallel |
|---|---|---|---|
| LOW | GREEN | Willing to take 15-25% below market value. Prioritises winning, longevity, comfort. | Rare. Tom Brady took 30-50% below market for 15 years to let the Patriots build around him. Jason Kelce restructured multiple times. Badge: player is ‘easy’ to sign. |
| MED | OLIVE | Seeks fair market value (player.marketValue). Standard negotiation. | Most veterans. Will sign at roughly their projected market value. May push for guaranteed money. No major red flags in negotiation. |
| HIGH | RED | Demands 120-140% of market value. Will explore every offer. May hold out. | Le’Veon Bell sat out the 2018 season to hit free agency. Dez Bryant held out. HIGH greed players are expensive to extend, may go through offer/reject cycles. Sets a higher demandSalaryK in ContractManageView. |
GREED GENERATION RATES BY TALENT TIER
| Talent Tier | LOW % | MED % | HIGH % |
|---|---|---|---|
| S+ Generational | ~17% LOW | ~33% MED | ~50% HIGH |
| S Superstar | ~17% LOW | ~33% MED | ~50% HIGH |
| A Star | ~33% LOW | ~50% MED | ~17% HIGH |
| B Quality Starter | ~50% LOW | ~33% MED | ~17% HIGH |
| C/D/F Backup | ~50% LOW | ~50% MED | ~0% HIGH |
Loyalty
LOYALTY — Team Attachment
| Level | Badge | Game Impact | Notes / NFL Parallel |
|---|---|---|---|
| LOW | GREEN | Will leave at first opportunity. High chance of pursuing FA / requesting trade. Contract offer accepted only if team is winning OR offer is max. | Kevin Durant (Warriors → Nets → Suns). Kyrie Irving. In Football: Antonio Brown demanding trades from 3 teams in 3 years. LOW loyalty players have low morale on rebuilding teams. |
| MED | OLIVE | Will stay if offer is reasonable and team has a winning plan. Open to trade if right situation arises. | Most veterans land here. Will shop around but won’t force a trade. Can be convinced to stay with a slightly above-market offer or by pointing to the team’s championship window. |
| HIGH | GREEN | Strong preference to stay. Will sign extensions early. Will accept below-market to stay. | Peyton Manning (Colts, 1998-2011). Philip Rivers (Chargers, 2004-2019). Larry Fitzgerald. HIGH loyalty = morale bonus, easier and cheaper to re-sign. Does not want out even if team is 4-13. |
LOYALTY × MORALE INTERACTION
| Loyalty Level | Team Situation | Morale Result |
|---|---|---|
| HIGH Loyalty | Any team record | Stable morale. Doesn’t need winning to be happy. |
| MED Loyalty | Winning team | Morale neutral to positive. |
| MED Loyalty | Losing team | Morale neutral to slightly negative. |
| LOW Loyalty | Winning team | Morale slightly negative (wants max contract regardless). |
| LOW Loyalty | Losing team | Morale negative. High risk of requesting trade. |
Ambition
AMBITION — Winning Drive
| Level | Badge | Game Impact | Notes / NFL Parallel |
|---|---|---|---|
| LOW | GREEN | Content regardless of team performance. No ring-chasing. Won’t push for trades based on winning. | Journeymen making the most of a career. Many 15-year backup QBs fall here — happy to be in the league. No urgency. Easy to manage. Won’t cause problems. |
| MED | OLIVE | Wants to win but won’t sacrifice money or team for it. Will mention it but won’t demand a trade. | Most starters. Prefers a winning team but won’t force a trade for it. May become slightly restless after 2+ losing seasons but handles it professionally. |
| HIGH | RED | Actively seeking a championship. If team is rebuilding, morale drops sharply. May request trade to a contender. | Kevin Durant left OKC saying he wanted to be in a better situation. Randy Moss demanded a trade from Minnesota. FUTURE: HIGH ambition + losing team = morale hit + contract discount for contenders. |
AMBITION EFFECTS ON DEVELOPMENT
FUTURE FEATURE: HIGH ambition players may develop FASTER when on a winning team (motivation bonus) and SLOWER on a losing team (checked-out). LOW ambition players have flat development regardless of team record — stable but uninspired. This would layer on top of the existing work ethic multiplier.
Ego
EGO — Self-Importance (The T.O./Antonio Brown Factor)
| Level | Badge | Game Impact | NFL Examples & Notes |
|---|---|---|---|
| LOW | GREEN | Team-first. Selfless. +2 pts to Locker Room score. Boosts team chemistry and mentor effect on younger players. | Barry Sanders (Detroit, humble despite being one of the GOAT RBs). Walter Payton. Joe Thomas (never complained on a losing Browns team). LOW ego = easiest player to coach. Coachability and Leadership shine. |
| MED | OLIVE | Normal self-belief. No significant positive or negative effect on locker room (0 pts). | The vast majority of NFL players. Confident but not disruptive. Standard leadership dynamic. Most All-Pro players land here — they know they’re good but don’t let it become a team problem. |
| HIGH | RED | Me-first. -2 pts to Locker Room score. May undermine coaches, demand targets/touches. Toxic if combined with LOW coachability. | Terrell Owens (Eagles 2004 — 9 TDs then boycotted practice, was suspended). Antonio Brown (3 teams in 3 years). Randy Moss (attitude issues in Minnesota). Chad Johnson. Still generationally talented — just hard to manage. |
LOCKER ROOM SCORE FORMULA (derived from Ego + Leadership + Coachability)
| Component | Points | Note |
|---|---|---|
| Leadership HIGH | +2 | |
| Leadership MED | +1 | |
| Leadership LOW | 0 | |
| Ego LOW | +2 | Selfless = positive culture |
| Ego MED | 0 | |
| Ego HIGH | –2 | Me-first = chemistry drain |
| Coachability HIGH | +1 | Accepts coaching = sets good example |
| Coachability AVG | 0 | |
| Coachability DIFFICULT | –2 | Resists coaching = toxic influence |
LOCKER ROOM SCORE → BADGE LABEL
| Score | Label | Meaning |
|---|---|---|
| ≥ 4 | CAPTAIN | Team leader. Rare. Sets the culture. |
| 2–3 | GREAT | Strong locker room presence. |
| 0–1 | NEUTRAL | Average chemistry contribution. |
| –1 | DISRUPTIVE | Creates friction. Coach has to manage carefully. |
| ≤ –2 | TOXIC | Locker room cancer. Risk of team discord (T.O./AB level). |
Morale
MORALE — Derived Happiness Score (1–10)
MORALE FORMULA
| Component | Modifier | Reason |
|---|---|---|
| Base | +5 | Neutral baseline for every player. |
| Loyalty HIGH | +2 | Deeply attached — morale anchored to team. |
| Loyalty LOW | –1 | Ready to leave — lower baseline happiness. |
| Ego LOW | +1 | Team-first attitude = personally content. |
| Ego HIGH | –1 | Self-important = always slightly dissatisfied. |
| Ambition HIGH | –1 | Ring-hunger = restlessness if team is mediocre. |
| Work Ethic ELITE/GOOD | +1 | Hard workers find meaning in the process. |
| Work Ethic POOR | –1 | Lazy players are also often unhappy. |
| Greed LOW | +1 | Not money-driven = not stressed about contracts. |
| Greed HIGH | –1 | Always eyeing the next deal = chronic dissatisfaction. |
MORALE → DISPLAY ARROW (PGM3 circle)
| Score Range | Arrow | Circle Color | Meaning |
|---|---|---|---|
| 7–10 | ↑ Up arrow | Green circle | Happy, energised, committed to team. |
| 4–6 | → Right arrow | Orange circle | Content, neutral. Standard player. |
| 1–3 | ↓ Down arrow | Red circle | Unhappy. Risk of locker room issues, trade requests. |
Contract Management
Contract Management — Extend / Restructure / Franchise Tag Rules
EXTEND CONTRACT
| Setting | Rule |
|---|---|
| Available | Always — during season OR offseason. |
| Demand Salary | player.marketValue (position-scaled, OVR-adjusted). Modulated by Greed: HIGH greed → 120-140% of market. |
| Demand Bonus | 30% of demand salary (NFL signing bonus norm). |
| Demand Years | S+/S tier → 4-5 yrs / A tier → 3-5 / B → 2-4 / C/D/F → 1-3. |
| Acceptance threshold | Offer salary ≥ 90% of demand. Below this = player rejects. Greed HIGH → threshold rises. |
| Weight — Front | Higher salary early years. Costs more upfront cap space. |
| Weight — Balanced | Equal distribution. Standard NFL deal. |
| Weight — Back | Lower cap hit now, increases later. Creates short-term cap flexibility. |
| Effect on Morale | Signing an extension raises Loyalty satisfaction. HIGH greed player who gets max deal = morale up. |
RESTRUCTURE
| Setting | Rule |
|---|---|
| When allowed | Offseason ONLY (Season.week == 0 or > 18). Mid-season restructure blocked — modal shows ‘Can’t Restructure Now’. |
| Mechanics | Convert base salary into signing bonus. Spreads cap hit over remaining years. Frees up current-year cap space. |
| Tradeoff | Accelerates dead cap — if player is released AFTER restructure, dead cap explodes (Saints, Raiders history). |
| Loyalty/Greed effect | HIGH greed player may resist restructure (lower pay now). HIGH loyalty player may agree to protect the team cap. |
FRANCHISE TAG
| Setting | Rule |
|---|---|
| When allowed | Player must be OUT OF CONTRACT (contractId == nil). Cannot tag a player who already has a deal. |
| Tag value | 120% of player’s marketValue. Guaranteed 1-year deal. |
| Greed interaction | HIGH greed players resent the tag — morale hit. They want a long-term deal. LOW greed players accept it fine. |
| Loyalty interaction | HIGH loyalty = may sign multi-year deal quickly to avoid the tag. LOW loyalty = may demand trade even with tag applied. |
| Ambition interaction | HIGH ambition player who is tagged on a losing team = very unhappy. Risk of holdout (future feature). |
| League rule | Each team may apply one franchise tag per year. Can only be used once per player per offseason. |
Schemes & Archetypes
Schemes, Formations & Player Archetypes
Master Reference Document
Season 2026
Covers: 6 Offensive Schemes · 6 Defensive Scheme Combinations
Player Archetypes for All 13 Positions · Archetype Determination Algorithms
Formation Best-Fit Matrix
SECTION 1: OFFENSIVE SCHEMES
BrannGM: Football ’26 supports six distinct offensive schemes, each with its own identity, formation tendencies, player requirements, and strengths. Understanding which scheme fits your roster is the foundation of dynasty building.
▶ 1. West Coast Offense (WCO)
Horizontal Stretch · Rhythm Passing · YAC-Driven
Short-to-medium timing passes act as extensions of the run. The ball is a de facto handoff that the QB throws to a receiver who runs after the catch. Routes are precise and choreographed. Emphasis on completion percentage and yards after catch (YAC), not deep shots.
Formations: Shotgun, Pistol, Pro Set, I-Formation mix
Key Identity: High completion %, quick-hitting routes, RB as a receiving weapon, QB makes pre-snap reads
Strengths: Wears down defense with volume; creates mismatches on LBs; clock-friendly when ahead
Weaknesses: Requires disciplined route runners; can stall if short routes are well-covered; not explosive play-reliant
Best Deployed When: You have a smart, accurate QB and receivers who run clean, precise routes
IDEAL ROSTER FIT
| QB | Pocket Passer or Game Manager | RB | Receiving Back or Feature Back |
|---|---|---|---|
| WR | Route Runner / Possession | TE | Receiving TE or Hybrid TE |
| OL | Balanced or Pass Protector |
▶ 2. Air Raid
Spread the Field · Pass Every Down · Read and Release
Four or five receiver sets spread the field horizontally and vertically. Pass on every down — the run game is nearly irrelevant. The system is built on speed of processing: QB identifies the open man quickly and delivers on time. High volume passing attack.
Formations: Shotgun Spread, Gun Bunch, Empty, Trips
Key Identity: High pass attempts, 4-5 WR packages, empty backfields, quick releases
Strengths: Volume creates statistical stars; exploits man coverage with rubs; stresses zone coverage horizontally
Weaknesses: No ball control; predictable tendency; vulnerable in adverse weather; thin run game
Best Deployed When: You have deep receiver talent and a QB who processes quickly under pressure
IDEAL ROSTER FIT
| QB | Pocket Passer or Big Arm / Gunslinger | RB | Receiving Back (for checkdowns) |
|---|---|---|---|
| WR | Route Runner, Speed Burner, or Slot Receiver | TE | Receiving TE |
| OL | Pass Protector |
▶ 3. Vertical Threat / Deep Ball
Attack Deep · One-on-One Downfield · High Risk / High Reward
Stretch the defense vertically on every snap. Attack one-on-one matchups downfield with speed WRs. Play action creates the underneath threat that forces safeties to hesitate. Fewer completions but massive play potential on every snap.
Formations: Shotgun 2×2, Trips Right, 3-WR Base, Play Action Pro Set
Key Identity: Big arm QB, speed WRs, play-action, 50/50 shots, fewer but larger gains
Strengths: Single big play changes a game; forces defensive backs to play deep; opens up run after play action
Weaknesses: Requires elite arm and speed; sacks costly on deep dropbacks; lower completion percentage
Best Deployed When: You have a QB with 82+ arm strength and WRs with 88+ speed
IDEAL ROSTER FIT
| QB | Big Arm / Gunslinger | RB | Power Back (for play action credibility) |
|---|---|---|---|
| WR | Speed Burner / Deep Threat | TE | Blocking TE (to sell play action) or Hybrid |
| OL | Pass Protector |
▶ 4. Power Run / Smashmouth
Dominate the Line · Clock Control · Physical Identity
Establish physical dominance at the point of attack. Run first, run second, use play action when the defense is primed for it. Control the clock, wear down the defense, and play complementary football. The offensive line is the engine.
Formations: I-Formation, Pro Set, Fullback Heavy, Ace, Power-T
Key Identity: OL dominance, physical RB, play-action pass off run fakes, fullback as lead blocker
Strengths: Clock control keeps defense fresh; play action devastates if run is established; brutal in bad weather
Weaknesses: Predictable; falls behind quickly when trailing; requires elite OL and RB
Best Deployed When: You have a dominant OL and a power back who can carry the load 25+ times
IDEAL ROSTER FIT
| QB | Game Manager (manage the play action) | RB | Power Back |
|---|---|---|---|
| WR | Big Body / Jump Ball (red zone targets) | TE | Blocking TE / In-Line |
| OL | Run Blocker |
▶ 5. Spread Option / RPO
QB as Weapon · Read the Defense · Force the Conflict
The quarterback is the 12th offensive player — a run threat on every snap. Run-pass options force defenders to choose between gap responsibility and coverage. Zone blocking creates running lanes. The defense can never be assignment-sound against both the run and the pass simultaneously.
Formations: Pistol, Shotgun Spread, Empty Trips, Wildcat
Key Identity: Mobile QB, zone blocking, misdirection, read option, designed QB runs, RPO quick throws
Strengths: Impossible to properly gap-assign; exploits over-pursuit; creates easy completions vs. blown assignment
Weaknesses: QB takes hits on runs; scheme is exposed when QB loses mobility; predictable against disciplined defense
Best Deployed When: You have a mobile QB (80+ speed) who can make quick reads and absorb hits
IDEAL ROSTER FIT
| QB | Dual-Threat / Scrambler | RB | Speed Back / Scat Back |
|---|---|---|---|
| WR | Slot Receiver or Route Runner | TE | Hybrid TE (for run and pass options) |
| OL | Balanced (zone blocking) |
▶ 6. Pro Style / Balanced
Multiple Looks · No Predictable Tendency · Adaptable
Attack every area of the defense. Multiple formations force the defense to prepare for everything. Run-pass balance keeps the defense honest. The offense adapts to opponent tendencies each week rather than imposing its own identity every game.
Formations: All formations — I, Pistol, Shotgun, Pro Set, Empty, Trips, 2TE sets
Key Identity: Two-back sets, tight end as weapon, play action, runs and passes equally
Strengths: Hardest to gameplan for; exploits overadjustments; works with any QB type; minimizes individual weaknesses
Weaknesses: Requires versatile players at every position; no dominant tendency can also limit upside
Best Deployed When: You have a smart, versatile QB and depth at multiple skill positions
IDEAL ROSTER FIT
| QB | Pocket Passer or Game Manager | RB | Feature / All-Purpose Back |
|---|---|---|---|
| WR | Route Runner or Slot Receiver | TE | Hybrid TE |
| OL | Balanced Lineman |
SECTION 2: DEFENSIVE SCHEMES
BrannGM: Football ’26 defensive schemes combine a Primary Front (alignment) with a Secondary Philosophy (coverage/pressure approach). Three primary fronts × two secondary philosophies produce six distinct defensive identities.
PRIMARY DEFENSIVE FRONTS
▶ 4-3 Base
Alignment: 4 DL (2 DT, 2 DE) · 3 LB (SAM, MIKE, WILL) · 4 DB (2 CB, FS, SS)
Traditional, gap-control front. Each DL is responsible for a specific gap. LBs clean up and cover underneath. Versatile against both run and pass. The backbone of American professional football for decades.
Strength: Balanced against run and pass; DL sets edges; LBs free to roam
Weakness: Susceptible to mobile QBs; TE mismatches; can be stretched by spread formations
Key Player Requirements: Elite DE pass rusher; rangy MIKE LB; versatile CB pair
▶ 3-4 Base
Alignment: 3 DL (1 NT, 2 DE) · 4 LB (2 ILB, 2 OLB) · 4 DB (2 CB, FS, SS)
Confusion through disguise. The OLBs are the primary pass rushers and edge setters. ILBs control interior run gaps. The NT must two-gap and occupy multiple blockers. Pre-snap looks shift responsibility — the defense never reveals who is blitzing.
Strength: Disguise; multiple pressure packages; flexible coverage; OLBs as versatile weapons
Weakness: Requires a dominant NT; LBs must cover more ground; can be exploited with quick passes
Key Player Requirements: Space-eating NT; versatile OLBs who can rush and drop; physical ILBs
▶ Nickel Base (4-2-5)
Alignment: 4 DL · 2 LB · 5 DB (3 CB — incl. slot nickel — 2 S)
Sub-package as the default. Replaces a LB with a third cornerback (the nickel) to match up against 3-WR sets. Pass-prevention is the primary objective. The nickel CB handles slot receiver matchups that a LB simply cannot cover.
Strength: Elite pass coverage; slot matchup control; five secondary players create confusion
Weakness: Run vulnerable with only 2 LBs; physical backs and TEs can exploit extra DB in box
Key Player Requirements: Slot CB (nickel) with quickness; two versatile safeties; interior DL to carry run load
SECONDARY DEFENSIVE PHILOSOPHIES
▶ Blitz Heavy
Send 5 or more rushers on a high percentage of plays. Force the QB to make quick decisions before routes fully develop. Gamble on pressure before the play breaks down.
Best Combined With: 3-4 (OLBs become rushers); 4-3 (LB blitz packages)
Risk: Leaves single coverage; a quick QB will expose blown coverages for big gains
Key Players Needed: Physical OLBs or ILBs; CBs comfortable in press man coverage alone
▶ Zone Coverage
Defenders cover assigned areas of the field rather than specific players. QB must work against a moving zone. Protect deep, allow short gains, rally to the ball.
Best Combined With: 4-3 Zone (Tampa-2); 3-4 Zone (Cover 3 / Cover 4); Nickel Zone
Risk: Seam routes and crossing routes between zones; slot receivers can find soft spots
Key Players Needed: Safeties with elite range; CBs who read the QB; LBs who can cover underneath zones
THE SIX DEFENSIVE SCHEME COMBINATIONS
▶ 4-3 Zone (Tampa 2)
CBs press at line, two safeties split deep halves, MIKE covers the middle seam. The classic Tampa-2. Contain-oriented — prevent big plays, make the offense work all field long.
| CB Archetype | Zone CB or Lockdown CB | Safety | Center Fielder / FS (both safeties must range deep) |
|---|---|---|---|
| LB Archetype | Complete LB / MIKE (must cover seam) | DE Archetype | Run Stopper or Complete DE |
▶ 4-3 Man (Press)
Four-man rush, everyone else in man coverage. CBs jam at line of scrimmage. Physical, aggressive, high-risk. Forces the QB to hold the ball while DL gets home.
| CB Archetype | Lockdown / Press CB | Safety | Box Safety / SS |
|---|---|---|---|
| LB Archetype | Run Stopper or Complete LB | DE Archetype | Pass Rush Specialist |
▶ 3-4 Blitz (Pittsburgh Style)
The NT anchors the line while OLBs come screaming off the edge or ILBs twist through gaps. Defense never reveals who is blitzing until the snap. Maximum chaos for the offense.
| CB Archetype | Lockdown / Press CB (left alone on island) | Safety | Hybrid / Versatile Safety |
|---|---|---|---|
| LB Archetype | Pass Rusher LB (OLB) + Complete LB (ILB) | DE Archetype | Complete DE / All-Purpose |
▶ 3-4 Zone (Patriots Style)
NT occupies two gaps, OLBs set edges, four LBs drop into zone coverage. Maximum disguise — can show blitz and drop, or show zone and blitz. Forces the QB to solve a puzzle on every down.
| CB Archetype | Zone CB or Ball Hawk | Safety | Center Fielder / FS |
|---|---|---|---|
| LB Archetype | Coverage LB + Run Stopper LB combination | DE Archetype | Run Stopper DE |
▶ Nickel Man Coverage
Five defensive backs in man coverage against spread formations. The nickel CB handles the slot. Maximum coverage personnel for maximum man-to-man matchups. Forces offense to win 1-on-1.
| CB Archetype | Lockdown CB + Slot/Nickel CB | Safety | Box Safety (SS) + Center Fielder (FS) |
|---|---|---|---|
| LB Archetype | Pass Rusher LB (the one LB kept) | DE Archetype | Pass Rush Specialist |
▶ Nickel Zone (Bend Don’t Break)
Soft zone coverage with 5 DBs. Give up underneath routes. Funnel everything to traffic. Never allow the explosive play or the deep shot. Trade field goals for touchdowns.
| CB Archetype | Zone CB or Ball Hawk / Slot CB | Safety | Center Fielder / FS (both) |
|---|---|---|---|
| LB Archetype | Coverage LB | DE Archetype | Run Stopper DE (to prevent RBs from gashing soft zone) |
SECTION 3: PLAYER ARCHETYPES BY POSITION
Every player in BrannGM: Football ’26 belongs to a specific archetype that defines his identity on the field. Archetypes are determined by a weighted rating formula computed at player generation and updated during development. Each archetype has preferred formation fits and ideal role descriptions.
▶ QUARTERBACK (QB)
🎯 Pocket Passer
Classic drop-back QB. Reads the field pre- and post-snap, delivers accurately from a clean or collapsing pocket. Elite decision-making is his superpower. Rarely runs — uses feet only to buy time.
| Key Ratings | Intelligence 85+, Composure 82+, Short/Mid Accuracy 82+, Throw Under Pressure 80+, Decisions 80+ | Weaknesses | Speed typically 55–70 |
|---|---|---|---|
| Best Scheme Fit | West Coast Offense, Air Raid, Pro Style | Algorithm | pocketScore = (intelligence×3 + composure×2 + shortAcc + midAcc + throwUnderPressure) / 8 |
⚡ Dual-Threat / Scrambler
A weapon on every snap. Extends plays with his legs, can run designed QB runs, and throws on the move. Not always the most polished passer, but the threat of his legs creates chaos for defenses.
| Key Ratings | Speed 80+, Elusiveness 78+, Throw on Run 78+, Break Sack 80+, Decisions 72+ | Weaknesses | Intelligence and Composure typically 70–80 (lower than Pocket) |
|---|---|---|---|
| Best Scheme Fit | Spread Option / RPO, Pro Style | Algorithm | scramblerScore = (speed×2 + elusiveness×2 + throwOnRun + breakSack) / 6 |
💥 Big Arm / Gunslinger
Takes shots. Elite arm strength launches the ball into tight windows downfield that no other QB can fit. Lives on big plays. Higher risk — will force throws — but one completion changes the game.
| Key Ratings | Deep Accuracy 85+, Arm Strength 82+, Play Action 80+, Short/Mid Accuracy 74+ | Weaknesses | Decisions typically 68–78 (aggressive, sometimes reckless) |
|---|---|---|---|
| Best Scheme Fit | Vertical Threat / Deep Ball, Air Raid | Algorithm | gunslingerScore = (deepAcc×3 + armStrength×2 + playAction) / 6 − (decisions / 20) |
🧠 Game Manager
Does not win games himself — but rarely loses them. Elite decision-making, never throws the ball away at the wrong time. Manages down and distance, distributes quickly, and supports a dominant run game.
| Key Ratings | Decisions 86+, Composure 84+, Intelligence 82+, Short Accuracy 78+ | Weaknesses | Deep Accuracy 65–75; Arm Strength 65–72 |
|---|---|---|---|
| Best Scheme Fit | Power Run / Smashmouth, Pro Style | Algorithm | gameManagerScore = (decisions×3 + composure + intelligence) / 5 − (deepAcc / 12) |
▶ RUNNING BACK (RB)
💨 Speed Back / Scat Back
Makes people miss. Thrives in space — give him a crease and he is gone. Quicker than fast, uses agility to make the first defender miss rather than running through them.
| Key Ratings | Speed 85+, Agility 82+, Elusiveness 80+, Juke Moves 78+, Spin Move 74+ | Weaknesses | Trucking 60–72; Break Tackle 62–74 |
|---|---|---|---|
| Best Scheme Fit | Spread Option, West Coast, Air Raid | Algorithm | speedScore = (speed×2 + elusiveness×2 + jukeMoves) / 5 |
🏋️ Power Back
Runs through people. Falls forward for positive yards even when the hole is not there. The goal-line and short-yardage specialist. Hard to bring down on first contact.
| Key Ratings | Trucking 82+, Break Tackle 80+, Strength 80+, Power 78+, Ball Security 80+ | Weaknesses | Speed 70–80; Agility 68–76; Juke Moves 60–72 |
|---|---|---|---|
| Best Scheme Fit | Power Run / Smashmouth, Pro Style | Algorithm | powerScore = (trucking×2 + breakTackle×2 + strength) / 5 |
🙌 Receiving Back
A receiver who lines up in the backfield. Routes, soft hands, and the ability to create YAC in open space. The LB matchup nightmare. Used as a safety valve and a primary read.
| Key Ratings | Catching 82+, Short Route Running 80+, YAC 78+, Separation 76+, Speed 78+ | Weaknesses | Trucking 58–70; Power 62–70 |
|---|---|---|---|
| Best Scheme Fit | West Coast Offense, Air Raid | Algorithm | receiverScore = (catching×2 + shortRouteRunning + yardAfterCatch) / 4 |
⚡ Feature / All-Purpose Back
Does everything at a high level. Can run between the tackles, catch out of the backfield, and make people miss in space. The bell-cow back. No major weakness in his game.
| Key Ratings | All categories 76+, no extreme high or low, OVR typically 80+ | Weaknesses | No glaring weakness — the lack of elite skill is the tradeoff |
|---|---|---|---|
| Best Scheme Fit | Pro Style, any offensive scheme | Algorithm | featureScore = (speedScore + powerScore + receiverScore) / 3 — if gap between all three < 8, → Feature Back |
▶ WIDE RECEIVER (WR)
🔥 Speed Burner / Deep Threat
Gets behind the coverage. Elite top-end speed that creates fear in defensive coordinators. Even if he is not targeted, his presence opens up every other route on the field.
| Key Ratings | Speed 90+, Deep Route Running 82+, Separation 82+, Catching 76+ | Weaknesses | Short/Mid Route Running 68–76; Catch in Traffic 60–70 |
|---|---|---|---|
| Best Scheme Fit | Vertical Threat, Air Raid | Algorithm | speedBurnerScore = (speed×3 + deepRoute×2 + separation) / 6 |
📐 Route Runner / Possession
Gets open every single play with precision route running. The QB always knows where he will be. High completion-rate target — not the biggest play maker, but the most reliable.
| Key Ratings | Short Route Running 84+, Mid Route Running 82+, Catching 84+, Separation 80+ | Weaknesses | Speed 76–84 (does not need elite speed) |
|---|---|---|---|
| Best Scheme Fit | West Coast Offense, Pro Style | Algorithm | routeRunnerScore = (shortRoute×2 + midRoute×2 + catching + separation) / 6 |
📦 Slot Receiver
Works inside. Quick release off the line, creates separation in tight space, and makes yards after catch in congested areas. The Swiss Army knife of the passing game.
| Key Ratings | Speed 82+, Short/Mid Route Running 82+, Elusiveness 80+, YAC 78+, Quickness | Weaknesses | Deep Route Running 68–76; Stiff Arm / Physical play 60–70 |
|---|---|---|---|
| Best Scheme Fit | Air Raid, West Coast, Nickel-exploiting offenses | Algorithm | slotScore = (speed + midRoute×2 + shortRoute + elusiveness) / 5 |
🦁 Big Body / Jump Ball
Wins contested catches. Uses size, physicality, and spectacular leaping ability to outmuscle DBs for 50/50 balls. The ultimate red zone weapon. Does not need to be faster than the defender, just more physical.
| Key Ratings | Catch in Traffic 84+, Spectacular Catch 82+, Strength 78+, Stiff Arm 78+, Height 6’3″+ | Weaknesses | Speed 74–82; Route Running precision less critical |
|---|---|---|---|
| Best Scheme Fit | Power Run (red zone), Pro Style, Vertical Threat (back shoulder) | Algorithm | bigBodyScore = (catchInTraffic×2 + spectacularCatch + strength + stiffArm) / 5 |
▶ TIGHT END (TE)
🎯 Receiving TE
The ultimate mismatch weapon. Too fast for linebackers, too strong for safeties, too tall for cornerbacks. A receiver with an H designation. The modern era TE who changes defense personnel packages.
| Key Ratings | Catching 82+, Short Route Running 80+, Mid Route Running 78+, Separation 76+, Speed 76+ | Weaknesses | Run Block Power 60–72; Impact Blocking 58–70 |
|---|---|---|---|
| Best Scheme Fit | West Coast, Air Raid, any pass-heavy scheme | Algorithm | receivingTEScore = (catching×2 + shortRoute + midRoute + separation) / 5 |
🧱 Blocking TE / In-Line
A six-foot-five offensive lineman. Sets the edge on outside runs, destroys defenders in the run game, and gives the offense an extra blocker in pass protection. His job is to neutralize defenders, not catch the ball.
| Key Ratings | Run Block Power 84+, Impact Blocking 82+, Pass Block Power 78+, Strength 82+ | Weaknesses | Catching 62–74; Route Running 55–68 |
|---|---|---|---|
| Best Scheme Fit | Power Run / Smashmouth, Pro Style | Algorithm | blockingTEScore = (runBlockPower×2 + impactBlocking + passBlockPower + strength) / 5 |
⚡ Hybrid / Move TE
Aligns anywhere on the field — in-line, in the slot, in the backfield. Solid blocker and a dangerous pass catcher. Forces defensive coordinators to identify him before every snap. The most versatile player in football.
| Key Ratings | Catching 78+, Short Route Running 76+, Run Block Power 76+, Impact Blocking 74+ | Weaknesses | No extreme weakness; balanced across both skill sets |
|---|---|---|---|
| Best Scheme Fit | Pro Style, Vertical Threat (seam routes), Spread Option | Algorithm | hybridTEScore = (receivingTEScore + blockingTEScore) / 2 — if gap < 10, → Hybrid |
▶ OFFENSIVE LINE (OT / OG / C)
💪 Run Blocker
Dominates at the point of attack. Drive blocks, seal blocks, and lead blocks. Creates running lanes and finishes with a pancake. The engine of a power running game.
| Key Ratings | Run Block Power 84+, Run Block Finesse 78+, Impact Blocking 80+, Lead Block 78+, Strength 82+ | Weaknesses | Pass Block Finesse 68–76 (can struggle with speed rushers) |
|---|---|---|---|
| Best Scheme Fit | Power Run / Smashmouth, Pro Style | Algorithm | runBlockScore = (runBlockPower×2 + runBlockFinesse + impactBlocking + leadBlock) / 5 |
🛡️ Pass Protector
The blindside protector. Handles power rushers AND speed-to-power rushers. Keeps the QB clean on deep-ball sets and quick throws alike. The most valuable lineman in a pass-first offense.
| Key Ratings | Pass Block Power 84+, Pass Block Finesse 82+, Intelligence 78+, Adaptability 76+ | Weaknesses | Run Block Power 68–76 (adequate but not dominant) |
|---|---|---|---|
| Best Scheme Fit | Air Raid, West Coast, Vertical Threat | Algorithm | passBlockScore = (passBlockPower×2 + passBlockFinesse×2 + intelligence) / 5 |
⚖️ Balanced Lineman
Excels in both phases. A plug-and-play starter for any scheme. Does not dominate in either direction, but the consistency and reliability make him invaluable in Pro Style offenses.
| Key Ratings | All blocking ratings 78+, no category below 74 | Weaknesses | No glaring weakness; no single elite skill |
|---|---|---|---|
| Best Scheme Fit | Pro Style, Spread Option (zone blocking) | Algorithm | balancedOLScore = (runBlockScore + passBlockScore) / 2 — if gap < 8, → Balanced |
▶ DEFENSIVE END (DE)
🌪️ Pass Rush Specialist
Lives in the backfield. Gets to the QB with an elite first step and a diverse set of pass rush moves. May be a liability against the run, but worth it to collapse the pocket.
| Key Ratings | Finesse Moves 84+ or Power Moves 82+, Speed 82+, Break Sack 80+, First Step 82+ | Weaknesses | Block Shedding 68–76; Run Stop effectiveness reduced |
|---|---|---|---|
| Best Scheme Fit | 4-3 Man (rush and CB holds), 3-4 Blitz, Nickel Man | Algorithm | passRushDEScore = (max(powerMoves, finesseMoves)×2 + speed + breakSack) / 4 |
🛑 Run Stopper DE
Sets the edge and never gives up outside contain. Physical against the run, sheds blocks, and forces everything back inside. Not glamorous, but essential for stopping the ground game.
| Key Ratings | Block Shedding 82+, Hit Power 80+, Strength 82+, Tackling 78+, Power Moves 76+ | Weaknesses | Finesse Moves 64–74; Speed rush limited |
|---|---|---|---|
| Best Scheme Fit | 4-3 Zone, 3-4 Zone (sets edge for LBs to flow) | Algorithm | runStopDEScore = (blockShedding×2 + hitPower + strength + tackling) / 5 |
⚡ Complete DE / All-Purpose
Does everything. Rushing the passer and defending the run at an elite level. The rarest and most valuable defensive lineman in the game. Can play 4-3 DE, 3-4 OLB, or any hybrid role.
| Key Ratings | All DE ratings 78+; no category below 74; OVR typically 82+ | Weaknesses | No glaring weakness |
|---|---|---|---|
| Best Scheme Fit | Any scheme — most valuable in 3-4 where versatility is essential | Algorithm | completeDEScore = (passRushDEScore + runStopDEScore) / 2 — if gap < 8, → Complete DE |
▶ DEFENSIVE TACKLE (DT)
🧱 Nose Tackle / Space Eater
The two-gap monster at the center of the defense. Requires double teams. Clogs running lanes, never gives the center a clean release to the second level. The defensive line anchor in a 3-4.
| Key Ratings | Strength 88+, Power Moves 84+, Block Shedding 82+, Hit Power 80+, OVR 80+ | Weaknesses | Finesse Moves 60–72; Speed 58–68 |
|---|---|---|---|
| Best Scheme Fit | 3-4 Base (NT role), 4-3 run-heavy fronts | Algorithm | noseScore = (strength×2 + powerMoves×2 + blockShedding) / 5 |
⚡ Interior Pass Rusher
Disrupts the pocket from inside. Uses quickness and finesse moves to penetrate through A/B gaps. Terrifying against a slow-setting offensive line.
| Key Ratings | Finesse Moves 82+, Power Moves 76+, Play Recognition 78+, First Step quickness | Weaknesses | Strength 70–78; Block Shedding 70–78 (trades run defense for pass rush) |
|---|---|---|---|
| Best Scheme Fit | 4-3 (undersized but quick DT), Nickel (sub-package rusher) | Algorithm | passRushDTScore = (finesseMoves×2 + powerMoves + playRecognition) / 4 |
💣 Two-Gap Disruptor
Creates pressure AND stops the run. Can control a gap and shed to make the tackle. The all-around interior lineman who forces offensive coordinators to game plan specifically for him.
| Key Ratings | Power Moves 82+, Block Shedding 80+, Finesse Moves 78+, Strength 80+ | Weaknesses | No glaring weakness; elite in both areas |
|---|---|---|---|
| Best Scheme Fit | Any scheme — the most coveted DT in any defense | Algorithm | disruptorDTScore = (noseScore + passRushDTScore) / 2 — if gap < 8, → Disruptor |
▶ LINEBACKER (LB)
🌪️ Pass Rusher / Blitz LB
Aligned at the line or walked up at the snap, he is the OLB who changes the QB’s launch point. Speed, power, or finesse — he has what it takes to get home in the backfield.
| Key Ratings | Blitz 84+, Speed 80+, Power Moves 78+ or Finesse Moves 80+, First Step | Weaknesses | Zone Coverage 60–72; drops into coverage limited |
|---|---|---|---|
| Best Scheme Fit | 3-4 Blitz (primary OLB role), 4-3 blitz packages | Algorithm | blitzLBScore = (blitz×2 + max(powerMoves, finesseMoves) + speed) / 4 |
🛡️ Coverage LB
The antidote to the receiving back and the slot TE. Drops into zones or carries TE/RB in man coverage. Fast enough to stay in hip of a tight end, smart enough to read the QB through his zones.
| Key Ratings | Zone Coverage 80+, Man Coverage 74+, Play Recognition 78+, Speed 76+, Awareness 78+ | Weaknesses | Power Moves 62–72; run stop in box limited |
|---|---|---|---|
| Best Scheme Fit | 3-4 Zone, 4-3 Zone (underneath coverage), Nickel Zone | Algorithm | coverageLBScore = (zoneCoverage×2 + manCoverage + playRecognition + speed) / 5 |
🏋️ Run Stopper LB
The enforcer between the tackles. Takes on offensive linemen, sheds blocks, and makes the tackle for minimal gain. The run stopper who cleans up everything in the box.
| Key Ratings | Block Shedding 82+, Tackling 84+, Hit Power 80+, Strength 80+, Play Recognition 76+ | Weaknesses | Speed 68–76; zone coverage 62–72 |
|---|---|---|---|
| Best Scheme Fit | 4-3 Base (MIKE or SAM), 3-4 ILB run-down role | Algorithm | runStopLBScore = (blockShedding + tackling×2 + hitPower + strength) / 5 |
🧠 Complete LB / MIKE
The defensive quarterback. Signal caller. Reads the offense, adjusts the defense, fills gaps, and drops into coverage equally well. The rarest linebacker — does everything and leads the unit.
| Key Ratings | Play Recognition 84+, Tackling 80+, Intelligence 80+, all LB ratings 78+ | Weaknesses | No elite singular skill — greatness lies in consistency across all categories |
|---|---|---|---|
| Best Scheme Fit | Any scheme; preferred as MIKE in 4-3 or ILB in 3-4 | Algorithm | completeLBScore = (playRecognition×2 + tackling + intelligence + avg(all LB)) / 5 — if overall gap < 8, → Complete |
▶ CORNERBACK (CB)
🔒 Lockdown / Press CB
Wins at the line of scrimmage. Jams receivers, disrupts timing, and mirrors in man coverage all over the field. Physical enough to match up with big receivers. Can neutralize the opponent’s top WR alone.
| Key Ratings | Man Coverage 87+, Speed 86+, Press 80+, Strength 74+, Awareness 78+ | Weaknesses | Zone Coverage 70–78 (not naturally a zone player) |
|---|---|---|---|
| Best Scheme Fit | 4-3 Man, Nickel Man, 3-4 Blitz (held alone) | Algorithm | lockdownScore = (manCoverage×3 + speed×2 + press) / 6 |
👁️ Zone CB
Reads the quarterback like a book. Anticipates routes, attacks at the ball’s arrival, and makes the pick from his zone assignment. Slower and less physical but more cerebral.
| Key Ratings | Zone Coverage 84+, Play Recognition 82+, Awareness 80+, Catching 74+ | Weaknesses | Man Coverage 68–76; physical press limited |
|---|---|---|---|
| Best Scheme Fit | 4-3 Zone, 3-4 Zone, Nickel Zone | Algorithm | zoneCBScore = (zoneCoverage×3 + playRecognition×2 + awareness) / 6 |
📦 Slot CB / Nickel
The nickel cornerback. Quick-twitch athlete who works inside against slot receivers and RBs out of the backfield. Does not need outside CB size — just quickness, awareness, and short-area coverage.
| Key Ratings | Speed 84+, Short-Area Quickness 82+, Man Coverage 78+, Zone Coverage 76+ | Weaknesses | Size limited; outside matchups vs. big WRs difficult |
|---|---|---|---|
| Best Scheme Fit | Nickel Man, Nickel Zone — specific role player | Algorithm | nickelScore = (speed + manCoverage + zoneCoverage + playRecognition) / 4 |
🦅 Ball Hawk / Playmaker
Creates turnovers. Instinctively reads the QB and gambles on routes. Not always the most reliable in coverage, but one interception from this CB changes field position and momentum.
| Key Ratings | Play Recognition 84+, Awareness 82+, Zone Coverage 80+, Interception instinct | Weaknesses | Man Coverage 68–74; gambling nature leads to occasional blown coverages |
|---|---|---|---|
| Best Scheme Fit | 4-3 Zone (Cover 3), 3-4 Zone (Cover 4), Nickel Zone | Algorithm | ballHawkScore = (playRecognition×2 + awareness×2 + zoneCoverage) / 5 |
▶ SAFETY (S — SS / FS)
🧱 Box Safety / Strong Safety
The eighth man in the box. Physical presence near the line. Stops the run, covers TEs in short zones, and delivers pop on crossing routes. More linebacker than defensive back in attitude and alignment.
| Key Ratings | Hit Power 84+, Tackling 82+, Block Shedding 78+, Strength 78+, Play Recognition 76+ | Weaknesses | Speed 72–80; deep coverage limited |
|---|---|---|---|
| Best Scheme Fit | 4-3 Man (SS role), 3-4 Blitz, any run-first defense | Algorithm | boxSafetyScore = (hitPower×2 + tackling×2 + blockShedding) / 5 |
🦅 Center Fielder / Free Safety
Patrols deep. The last line of defense. Reads the QB before the snap, gets a jump on the ball’s trajectory, and ranges sideline-to-sideline. The deep eraser who prevents the big play.
| Key Ratings | Speed 84+, Play Recognition 84+, Zone Coverage 82+, Awareness 82+, Catching 78+ | Weaknesses | Hit Power 68–76; box physicality limited |
|---|---|---|---|
| Best Scheme Fit | 4-3 Zone, 3-4 Zone, Nickel Zone — the deep anchor in every coverage | Algorithm | centerFielderScore = (speed×2 + playRecognition×2 + zoneCoverage) / 5 |
⚡ Hybrid / Versatile Safety
Plays in the box and deep equally. No single skill is elite, but the value is in alignment flexibility. Defensive coordinators can move him anywhere. The most scheme-adaptable safety.
| Key Ratings | All safety ratings 78+, balanced between box and deep skills | Weaknesses | No ceiling skill — trades peak ability for floor versatility |
|---|---|---|---|
| Best Scheme Fit | 3-4 (must fill multiple roles), any complex zone system | Algorithm | hybridSafetyScore = (boxSafetyScore + centerFielderScore) / 2 — if gap < 8, → Hybrid |
▶ KICKER (K)
💥 Power Kicker
Long-range weapon. Makes field goals from 55+ yards and regularly pins opponents deep with kickoffs. Takes shots other kickers cannot attempt.
| Key Ratings | Kick Power 90+, Kick Accuracy 72+ | Weaknesses | Can miss shorter, more routine attempts |
|---|---|---|---|
| Best Scheme Fit | Any offense that plays in large stadiums or cold weather cities | Algorithm | powerKickerScore = kickPower × 1.5 + kickAccuracy × 0.5 |
🎯 Accuracy Kicker
Makes the kicks he should make. Never misses a chip shot, rarely misses under 40 yards. High-value in late-game situations where reliability matters more than range.
| Key Ratings | Kick Accuracy 90+, Kick Power 76+ | Weaknesses | 55+ yard range limited |
|---|---|---|---|
| Best Scheme Fit | Any offense; preferred in domed stadiums and warm climates | Algorithm | accuracyKickerScore = kickAccuracy × 1.5 + kickPower × 0.5 |
▶ PUNTER (P)
⏱️ Hang Time Punter
Maximum air time on every punt. Gives coverage units extra time to get downfield and minimise return yards. The net-yardage specialist.
| Key Ratings | Hang Time 90+, Kick Power 82+ | Weaknesses | Directional accuracy less critical |
|---|---|---|---|
| Best Scheme Fit | Any defense — hang time reduces return yardage universally | Algorithm | hangTimePunterScore = hangTime × 1.5 + kickPower × 0.5 |
📍 Directional Punter
The coffin corner specialist. Pins opponents inside the 20 yard line with pinpoint placement. Limits opposing starting field position consistently throughout the game.
| Key Ratings | Kick Accuracy 86+, Hang Time 80+, Kick Power 76+ | Weaknesses | Raw power and distance limited |
|---|---|---|---|
| Best Scheme Fit | Defense that plays field position game; teams in playoff-style matchups | Algorithm | directionalPunterScore = kickAccuracy × 1.5 + hangTime × 0.5 |
SECTION 4: ARCHETYPE DETERMINATION ALGORITHMS
Each player’s archetype is computed using weighted rating formulas. The archetype with the highest score wins. For positions with a “balanced” archetype (Feature Back, Balanced OL, Hybrid TE, etc.), the balanced archetype triggers when all sub-scores are within a threshold gap of each other.
Ratings are on a 40–99 scale. A score of 70 is league average. Formulas produce a composite score — the archetype with the highest composite wins. Ties broken by position-specific tiebreaker logic.
QB
| Archetype | Formula | Qualifier / Tiebreaker |
|---|---|---|
| Pocket Passer | (intelligence×3 + composure×2 + shortAcc + midAcc + throwUnderPressure) / 8 | Tiebreaker: if speed < 72 → Pocket |
| Dual-Threat | (speed×2 + elusiveness×2 + throwOnRun + breakSack) / 6 | Tiebreaker: if speed ≥ 78 → Scrambler over Pocket |
| Big Arm | (deepAcc×3 + armStrength×2 + playAction) / 6 − (decisions / 20) | Tiebreaker: if deepAcc ≥ 83 → Gunslinger |
| Game Manager | (decisions×3 + composure + intelligence) / 5 − (deepAcc / 12) | Tiebreaker: if decisions ≥ 84 AND speed < 70 → Game Manager |
RB
| Archetype | Formula | Qualifier / Tiebreaker |
|---|---|---|
| Speed Back | (speed×2 + elusiveness×2 + jukeMoves) / 5 | Min speed 83 to qualify |
| Power Back | (trucking×2 + breakTackle×2 + strength) / 5 | Min trucking 78 to qualify |
| Receiving Back | (catching×2 + shortRouteRunning + yardAfterCatch) / 4 | Min catching 78 to qualify |
| Feature Back | (speedScore + powerScore + receiverScore) / 3 | Triggers if max gap between the three sub-scores < 8 |
WR
| Archetype | Formula | Qualifier / Tiebreaker |
|---|---|---|
| Speed Burner | (speed×3 + deepRoute×2 + separation) / 6 | Min speed 88 to qualify |
| Route Runner | (shortRoute×2 + midRoute×2 + catching + separation) / 6 | Min catching 80 to qualify |
| Slot Receiver | (speed + midRoute×2 + shortRoute + elusiveness) / 5 | Speed 80–87 range typical |
| Big Body | (catchInTraffic×2 + spectacularCatch + strength + stiffArm) / 5 | Min catchInTraffic 80 to qualify |
TE
| Archetype | Formula | Qualifier / Tiebreaker |
|---|---|---|
| Receiving TE | (catching×2 + shortRoute + midRoute + separation) / 5 | Min catching 78 to qualify |
| Blocking TE | (runBlockPower×2 + impactBlocking + passBlockPower + strength) / 5 | Min runBlockPower 80 to qualify |
| Hybrid TE | (receivingScore + blockingScore) / 2 | Triggers if gap between receiving and blocking scores < 10 |
OL
| Archetype | Formula | Qualifier / Tiebreaker |
|---|---|---|
| Run Blocker | (runBlockPower×2 + runBlockFinesse + impactBlocking + leadBlock) / 5 | Min runBlockPower 80 to qualify |
| Pass Protector | (passBlockPower×2 + passBlockFinesse×2 + intelligence) / 5 | Min passBlockPower 80 to qualify |
| Balanced Lineman | (runBlockScore + passBlockScore) / 2 | Triggers if gap between run and pass scores < 8 |
DE
| Archetype | Formula | Qualifier / Tiebreaker |
|---|---|---|
| Pass Rush | (max(powerMoves, finesseMoves)×2 + speed + breakSack) / 4 | Min finesse or power 78 to qualify |
| Run Stopper | (blockShedding×2 + hitPower + strength + tackling) / 5 | Min blockShedding 78 to qualify |
| Complete DE | (passRushScore + runStopScore) / 2 | Triggers if gap between scores < 8 |
DT
| Archetype | Formula | Qualifier / Tiebreaker |
|---|---|---|
| Nose Tackle | (strength×2 + powerMoves×2 + blockShedding) / 5 | Min strength 84 to qualify |
| Interior Rusher | (finesseMoves×2 + powerMoves + playRecognition) / 4 | Min finesseMoves 78 to qualify |
| Two-Gap Disruptor | (noseScore + passRushDTScore) / 2 | Triggers if gap < 8 between scores |
LB
| Archetype | Formula | Qualifier / Tiebreaker |
|---|---|---|
| Pass Rusher LB | (blitz×2 + max(powerMoves, finesseMoves) + speed) / 4 | Min blitz 78 to qualify |
| Coverage LB | (zoneCoverage×2 + manCoverage + playRecognition + speed) / 5 | Min zone 76 to qualify |
| Run Stopper LB | (blockShedding + tackling×2 + hitPower + strength) / 5 | Min tackling 78 to qualify |
| Complete / MIKE | (playRecognition×2 + tackling + intelligence + avgAll) / 5 | Triggers if all sub-scores within 8 |
CB
| Archetype | Formula | Qualifier / Tiebreaker |
|---|---|---|
| Lockdown CB | (manCoverage×3 + speed×2 + press) / 6 | Min manCoverage 82 to qualify |
| Zone CB | (zoneCoverage×3 + playRecognition×2 + awareness) / 6 | Min zoneCoverage 80 to qualify |
| Slot / Nickel | (speed + manCoverage + zoneCoverage + playRecognition) / 4 | Speed 80–87 range typical |
| Ball Hawk | (playRecognition×2 + awareness×2 + zoneCoverage) / 5 | Min playRecognition 80 to qualify |
Safety
| Archetype | Formula | Qualifier / Tiebreaker |
|---|---|---|
| Box Safety (SS) | (hitPower×2 + tackling×2 + blockShedding) / 5 | Min hitPower 80 to qualify |
| Center Fielder (FS) | (speed×2 + playRecognition×2 + zoneCoverage) / 5 | Min speed 82 to qualify |
| Hybrid Safety | (boxScore + fielderScore) / 2 | Triggers if gap between scores < 8 |
K / P
| Archetype | Formula | Qualifier / Tiebreaker |
|---|---|---|
| Power Kicker | kickPower × 1.5 + kickAccuracy × 0.5 | Min kickPower 86 to qualify |
| Accuracy Kicker | kickAccuracy × 1.5 + kickPower × 0.5 | Min kickAccuracy 86 to qualify |
| Hang Time Punter | hangTime × 1.5 + kickPower × 0.5 | Min hangTime 86 to qualify |
| Directional Punter | kickAccuracy × 1.5 + hangTime × 0.5 | Min kickAccuracy 82 to qualify |
SECTION 5: FORMATION BEST-FIT MATRIX
The tables below show which player archetypes perform best in each offensive scheme and defensive scheme combination. A player with the ideal archetype for his team’s scheme receives a performance bonus in the simulation algorithm. Players outside their ideal archetype are not penalized — but the ideal archetype unlocks the scheme’s full potential.
OFFENSIVE SCHEME BEST-FIT MATRIX
| SCHEME | QB | RB | WR | TE | OL |
|---|---|---|---|---|---|
| West Coast | Pocket / Game Mgr | Receiver / Feature | Route Runner / Slot | Receiving / Hybrid | Balanced / Pass Prot |
| Air Raid | Pocket / Big Arm | Receiving Back | Speed Burner / Route | Receiving TE | Pass Protector |
| Vertical Threat | Big Arm / Gunslinger | Power (play action) | Speed Burner | Hybrid / Blocking | Pass Protector |
| Power Run | Game Manager | Power Back | Big Body / Jump Ball | Blocking TE | Run Blocker |
| Spread Option | Dual-Threat | Speed Back | Slot / Route Runner | Hybrid TE | Balanced |
| Pro Style | Pocket / Game Mgr | Feature / All-Purpose | Route Runner / Slot | Hybrid TE | Balanced |
DEFENSIVE SCHEME BEST-FIT MATRIX
| SCHEME | CB | Safety | DE | DT | NT | LB |
|---|---|---|---|---|---|---|
| 4-3 Zone | Zone CB or Lockdown | Ctr Fielder (both) | Complete / Run Stop | Pass Rush or Complete | Two-Gap / Disruptor | Coverage / Complete |
| 4-3 Man | Lockdown / Press | Box Safety (SS) | Pass Rush Specialist | Pass Rush DE | Disruptor DT | Run Stop / Complete |
| 3-4 Blitz | Lockdown (on island) | Hybrid Safety | Complete / All-Purp | Complete DE / Any | NT / Space Eater | Blitz LB + Complete |
| 3-4 Zone | Zone CB / Ball Hawk | Center Fielder (FS) | Complete / Run Stop | Run Stop DE | Two-Gap Disruptor | Coverage + Run Stop |
| Nickel Man | Lockdown + Slot CB | Box (SS) + Center (FS) | Pass Rush Spec. | Pass Rush DE | Interior Rusher | Pass Rush + Coverage |
| Nickel Zone | Zone + Slot CB | Center Fielder (both) | Complete / Any | Run Stop DE | Any DT | Coverage + Complete |
HOW SCHEME FIT AFFECTS THE SIMULATION
When a player’s archetype matches his team’s scheme, the GameSimEngine applies a fit bonus to his performance calculations. The bonus is modest (not game-breaking) — scheme fit is an advantage, not a guarantee.
| Fit Level | Sim Modifier | Example |
|---|---|---|
| Ideal Fit | +5–8% completion bonus / +0.8 run yards | Pocket QB in Air Raid; Power Back in Smashmouth; Lockdown CB in Man |
| Compatible Fit | No modifier (neutral) | Route Runner WR in Air Raid; Balanced OL in any scheme |
| Scheme Mismatch | -3–5% completion / -0.5 run yards | Game Manager QB in Vertical Threat; Blocking TE in Air Raid |
SECTION 3: SCHEME ROSTER REQUIREMENTS
Each scheme demands a specific blend of positional talent. The tables below define how many starters are fielded at each position per scheme, how many roster backups are required, and the total target count on the 53-man roster. The Center also serves as the long snapper — no separate LS position exists. Kicker (K) and Punter (P) are each carried as 1 on the roster but are not counted among the 11 offensive starters.
OFFENSIVE SCHEME ROSTER REQUIREMENTS
O-line is constant across all schemes: 2 OT + 2 OG + 1 C (5 starters, 5 backups total). Skill position packages vary.
▶ 1. West Coast Offense (WCO)
| Position | Starters | Req. Backups | Total on Roster | Note |
|---|---|---|---|---|
| QB | 1 | 2 | 3 | |
| RB | 1 | 3 | 4 | RB is a passing weapon |
| WR | 2 | 4 | 6 | |
| TE | 2 | 2 | 3 | Receiving/blocking TE |
| OT | 2 | 2 | 4 | |
| OG | 2 | 2 | 4 | |
| C | 1 | 1 | 2 | |
| K | 1 | 0 | 1 | |
| P | 1 | 0 | 1 |
Total starters: 11 (offensive) | Total backups: 16 | Total roster spots: 28
▶ 2. Air Raid
| Position | Starters | Req. Backups | Total on Roster | Note |
|---|---|---|---|---|
| QB | 1 | 2 | 3 | |
| RB | 1 | 3 | 4 | Checkdown / blocking |
| WR | 4 | 2 | 6 | 4-wide base set |
| TE | 0 | 3 | 3 | Packages only; still roster 3 |
| OT | 2 | 2 | 4 | |
| OG | 2 | 2 | 4 | |
| C | 1 | 1 | 2 | |
| K | 1 | 0 | 1 | |
| P | 1 | 0 | 1 |
Total starters: 11 (offensive) | Total backups: 15 | Total roster spots: 28
▶ 3. Vertical Threat / Deep Ball
| Position | Starters | Req. Backups | Total on Roster | Note |
|---|---|---|---|---|
| QB | 1 | 2 | 3 | Big arm required |
| RB | 1 | 3 | 4 | Play-action credibility |
| WR | 3 | 3 | 6 | Speed burners |
| TE | 1 | 2 | 3 | Blocking or hybrid |
| OT | 2 | 2 | 4 | Pass protection priority |
| OG | 2 | 2 | 4 | |
| C | 1 | 1 | 2 | |
| K | 1 | 0 | 1 | |
| P | 1 | 0 | 1 |
Total starters: 11 (offensive) | Total backups: 15 | Total roster spots: 28
▶ 4. Power Run / Smashmouth
| Position | Starters | Req. Backups | Total on Roster | Note |
|---|---|---|---|---|
| QB | 1 | 2 | 3 | Game manager |
| RB | 2 | 2 | 4 | 2-back sets (I-Form) |
| WR | 2 | 4 | 6 | Red zone targets |
| TE | 1 | 2 | 3 | Blocking TE |
| OT | 2 | 2 | 4 | Run blockers |
| OG | 2 | 2 | 4 | Dominant interior |
| C | 1 | 1 | 2 | |
| K | 1 | 0 | 1 | |
| P | 1 | 0 | 1 |
Total starters: 11 (offensive) | Total backups: 15 | Total roster spots: 28
▶ 5. Spread Option / RPO
| Position | Starters | Req. Backups | Total on Roster | Note |
|---|---|---|---|---|
| QB | 1 | 2 | 3 | Mobile QB essential |
| RB | 1 | 3 | 4 | Speed back |
| WR | 3 | 3 | 6 | Slot receiver priority |
| TE | 1 | 2 | 3 | Hybrid TE |
| OT | 2 | 2 | 4 | Zone blocking |
| OG | 2 | 2 | 4 | |
| C | 1 | 1 | 2 | |
| K | 1 | 0 | 1 | |
| P | 1 | 0 | 1 |
Total starters: 11 (offensive) | Total backups: 15 | Total roster spots: 28
▶ 6. Pro Style / Balanced
| Position | Starters | Req. Backups | Total on Roster | Note |
|---|---|---|---|---|
| QB | 1 | 2 | 3 | Versatile QB |
| RB | 1 | 3 | 4 | All-purpose back |
| WR | 2 | 4 | 6 | |
| TE | 2 | 1 | 3 | 2-TE formations |
| OT | 2 | 2 | 4 | |
| OG | 2 | 2 | 4 | |
| C | 1 | 1 | 2 | |
| K | 1 | 0 | 1 | |
| P | 1 | 0 | 1 |
Total starters: 11 (offensive) | Total backups: 15 | Total roster spots: 28
DEFENSIVE SCHEME ROSTER REQUIREMENTS
Defensive backups are sourced from the combined depth chart (DE 4, DT 4, OLB 3, MLB 2-3, CB 5, SS 2, FS 2 target roster). Front structure drives OLB/MLB split and DT depth.
▶ 4-3
| Position | Starters | Req. Backups | Total on Roster | Role Note |
|---|---|---|---|---|
| DE | 2 | 2 | 4 | Edge setters |
| DT | 2 | 2 | 4 | Interior run stop |
| OLB | 2 | 1 | 3 | SAM + WILL |
| MLB | 1 | 1 | 2 | MIKE — run funneler |
| CB | 2 | 3 | 5 | Man coverage pair |
| SS | 1 | 1 | 2 | Box safety |
| FS | 1 | 1 | 2 | Deep center |
Total starters: 11 | Total backups: 11 | Total roster spots: 22
▶ 3-4
| Position | Starters | Req. Backups | Total on Roster | Role Note |
|---|---|---|---|---|
| DE | 2 | 2 | 4 | Two-gap ends |
| DT | 1 | 3 | 4 | NT must two-gap |
| OLB | 2 | 1 | 3 | Primary pass rushers |
| MLB | 2 | 1 | 3 | 2 ILBs start; roster 3 |
| CB | 2 | 3 | 5 | |
| SS | 1 | 1 | 2 | |
| FS | 1 | 1 | 2 |
Total starters: 11 | Total backups: 12 | Total roster spots: 23
▶ Cover 2
| Position | Starters | Req. Backups | Total on Roster | Role Note |
|---|---|---|---|---|
| DE | 2 | 2 | 4 | |
| DT | 2 | 2 | 4 | |
| OLB | 2 | 1 | 3 | |
| MLB | 1 | 1 | 2 | Drops into Tampa-2 zone |
| CB | 2 | 3 | 5 | Press at line of scrimmage |
| SS | 1 | 1 | 2 | Flat zone / box |
| FS | 1 | 1 | 2 | Deep half |
Total starters: 11 | Total backups: 11 | Total roster spots: 22
▶ Cover 3
| Position | Starters | Req. Backups | Total on Roster | Role Note |
|---|---|---|---|---|
| DE | 2 | 2 | 4 | |
| DT | 2 | 2 | 4 | |
| OLB | 2 | 1 | 3 | Hook/curl zones |
| MLB | 1 | 1 | 2 | Hook zone / spy |
| CB | 2 | 3 | 5 | Deep third each side |
| SS | 1 | 1 | 2 | Underneath zone |
| FS | 1 | 1 | 2 | Deep center field |
Total starters: 11 | Total backups: 11 | Total roster spots: 22
▶ Blitz Heavy (Nickel)
| Position | Starters | Req. Backups | Total on Roster | Role Note |
|---|---|---|---|---|
| DE | 2 | 2 | 4 | |
| DT | 2 | 2 | 4 | |
| OLB | 1 | 2 | 3 | One blitzes; one covers |
| MLB | 1 | 1 | 2 | Blitz or spy |
| CB | 3 | 2 | 5 | Nickel CB in slot |
| SS | 1 | 1 | 2 | Safety blitz packages |
| FS | 1 | 1 | 2 | Last line of defense |
Total starters: 11 | Total backups: 11 | Total roster spots: 22
The Player Profile
Overview
Tapping any player in the roster, depth chart, trade screen, or league browser opens the Player Profile — a 5-tab card screen styled after Football Manager’s player view. Every number on this screen is either directly stored in the player model or computed deterministically from it.
Tabs: SKILLS · DEVELOP · CONTRACT · GAMES · CAREER
Fixed Header
The header is always visible regardless of which tab is active.
| Position badge | Orange chip (e.g. QB, WR). Position.rawValue. |
|---|---|
| Jersey number | #XX — assigned at player generation, persists career. |
| Age | Current season age. Drives career arc and OVR decay. |
| Archetype label | Computed by ArchetypeEngine from the player’s top attributes. Example: ‘Pocket Passer’, ‘Speed Rusher’, ‘Press Corner’. |
| Injury indicator | Red text — body part + weeks remaining — shown only when player is injured. |
| IT Factor badge | Rising / IT FACTOR / LEGEND — revealed by ItFactorEngine once threshold is met. Generational talent badge unlocks at star status. |
| Ring badges | Championship ring icon × count. Earned by winning the Super Bowl. |
| OVR ring | Circular progress ring around the Overall Rating number. Color: dark green ≥90, medium green ≥80, amber ≥70, orange ≥60, red <60. |
SKILLS Tab
Shows the player’s complete attribute profile split into three sections, plus archetype chips and physical measurements.
Talent Tier Badge
Only shown for STAR, SUPERSTAR, and GENERATIONAL players (the top three tiers). Badge color matches the tier: gold = Generational, purple = Superstar, blue = Star. The majority of players (Starter / Role Player / Backup tiers) do not get a badge.
Archetype Chips
A horizontal row of 2–3 chips showing the player’s most defining numeric attributes. Each chip shows a raw 0–99 number with the attribute name below it. These are the same stats that give the player their archetype label. Example for a WR: Catching | Route Running | Separation.
Height / Weight Row
Displayed as a two-cell card with HEIGHT and WEIGHT. Height uses feet-and-inches format (e.g. 6’2″). Weight is in pounds. Both are generated once at creation and never change.
Rating Color System
Every attribute number appears in a colored badge:
| RANGE | BADGE COLOR | MEANING |
|---|---|---|
| 90–99 | Dark Green | Elite — top-tier NFL caliber |
| 80–89 | Medium Green | Above average — reliable starter |
| 70–79 | Amber | Average pro starter range |
| 60–69 | Orange | Below average — backup territory |
| 50–59 | Red-orange | Poor — developmental or depth |
| <50 | Dark red | Very poor — cut candidate |
PHYSICAL Section
What it shows: The player’s athleticism and body attributes.
Attributes vary by position but typically include: Speed, Strength, Agility, Burst, Stamina, Injury Resistance. For linemen, Strength weights heavily. For skill positions, Speed and Burst dominate.
Source: Player.ratings.physical — generated at creation, updated each offseason by OffseasonEngine.
MENTAL Section
What it shows: The player’s cognitive and psychological game.
Always includes Composure (how well the player performs under pressure — key to clutch situations and affects game simulation directly). Other common attributes: Football IQ, Awareness, Coachability, Leadership, Clutch. Each position has a specific mental card defined in PlayerCardEngine.
Note: Composure is generated using a position-specific probability distribution — QBs and veterans cluster higher; rookie linemen cluster lower.
TECHNICAL Section
What it shows: The player’s football craft and skill execution.
These are position-specific skills: a QB sees Arm Strength, Accuracy Short/Mid/Deep, Release, Ball Security. A CB sees Man Coverage, Zone Coverage, Press, Pursuit, Catching. Etc. These technical attributes feed directly into OVR formula weights for each position and into the archetype engine.
Source: Player.ratings.technical — each attribute has its own generation distribution and some have secondary probability tables for outlier values (e.g. elite TE Release, OL Agility).
DEVELOP Tab
Shows historical OVR progression, ceiling, and the three key factors that drive offseason development.
Rating Progression Chart
A line + area chart plotting the player’s overall rating by season. The x-axis shows the last N seasons; the y-axis is clamped to a range starting 5 points below the player’s historical minimum. An orange line tracks the curve, with filled markers at each data point.
Important: The chart only builds up after each completed season. In year 1 the chart shows a single point.
Estimated Potential (Scouts)
| Label | Generational / Superstar / Star / Starter / Role Player / Backup — derived from TalentTier |
|---|---|
| Current OVR | The player’s current overall rating (left number) |
| Ceiling OVR | Player.potential — the maximum OVR this player can realistically reach. Set at generation based on talent tier. |
| Progress ring | Shows what fraction of the ceiling has been reached. Blue = lots of upside, orange = near ceiling, green = fully realized |
Scouts’ estimate is an approximation — actual peak depends on coaching, development environment, and offseason dice rolls.
Development Stars (Three Tiles)
Three tiles side by side, each rated 0–5 stars. Stars represent the quality of each development factor for this specific player.
COACHING (1–5 stars)
Measures how good the coaching staff is for this player’s position. Computed from: (position coach rating × 2 + HC rating + coordinator rating) / 4. A position coach vacancy reduces this score significantly because the slot gets a forced default of 55.
| 5 stars | Average ≥85 across the chain — elite development environment |
|---|---|
| 4 stars | Average 75–84 — above average |
| 3 stars | Average 65–74 — average |
| 2 stars | Average 55–64 — below average |
| 1 star | Average <55 — poor coaching environment, likely a vacant role |
TEAM MENTORS (0–5 stars)
Counts the quality of teammates at the same position. High-tier teammates provide mentorship through competition and shared knowledge. Scoring: Generational teammate = +5, Superstar = +3, Star = +2, Quality Starter = +1. Points are summed and clamped to 5 stars.
A backup QB on a roster with Patrick Mahomes will have 5 mentor stars. A DE on a thin defensive line will have 0.
PERSONALITY (1–5 stars)
Reflects the player’s internal development drive:
| Work Ethic Elite | +2 points |
|---|---|
| Work Ethic Good | +1 point |
| Work Ethic Poor | -1 point |
| Coachability High | +1 point |
| Coachability Difficult | -1 point |
| Leadership High | +2 points |
| Leadership Medium | +1 point |
| Big Game Player | +1 point |
| Clutch Performer | +1 point |
Injury History
A reverse-chronological list of every recorded injury. Each row shows the body part (in red), the season + week the injury occurred, and how many weeks the player was out. ‘None’ is displayed if the player has never been injured.
Injuries that occurred before the player joined your roster are still visible — injury history is career-wide, not team-specific.
CONTRACT Tab
Shows the player’s character traits, current contract terms, and all available contract actions.
CHARACTER Section
Morale indicator: A colored circle with an arrow icon.
| Up arrow (green) | Player is happy. Morale is positive. |
|---|---|
| Neutral (gray) | Player is content. No morale modifier. |
| Down arrow (red) | Player is unhappy. Negative morale modifier. |
| Angry (dark red) | Player is disgruntled. May request a trade. |
Seven character traits (each displayed as LOW / MED / HIGH):
| Greed | How much the player prioritizes money in negotiations. HIGH = demands market value; LOW = open to discounts. |
|---|---|
| Loyalty | How strongly the player values staying with the organization. HIGH = hometown discounts possible. |
| Ambition | How much the player wants to win now. HIGH = may request trade if team struggles; LOW = patient. |
| Ego | How the player reacts to reduced roles. HIGH = scheme conflicts, locker room tension. |
| Work Ethic | Impact on development. ELITE = fastest progression; POOR = slower development. |
| Personality | Social impact on teammates. HIGH = boosts morale and cohesion. |
| Leadership | Ability to lift teammates. HIGH = significant locker room influence and mentor star generation. |
Locker Room Impact badge: A summary label derived from personality + leadership. Categories range from ‘Toxic’ to ‘Anchor’ and affect team morale and staff chemistry calculations.
Contract Details Section
| Annual Salary | What counts against the salary cap each year the contract is active ($thousands). |
|---|---|
| Cap Hit | Total cap charge this season, including any dead cap from restructuring. |
| Years Remaining | Seasons left on the current deal. |
| Dead Cap | What you owe if you release this player now — prorated signing bonus accelerates onto the current year. |
| Dead Cap (June 1) | Split release: partial dead cap this year + remainder next year. |
| Market Value | The engine’s estimate of what this player would command on the open market. |
Contract Action Buttons
| EXTEND / MANAGE | Opens ContractManageView with three tabs: Extend (new deal), Restructure (convert salary to bonus), Franchise Tag. |
|---|---|
| RELEASE | Opens a confirmation dialog with two options: standard release (all dead cap hits immediately) or June 1 designation (splits dead cap across this season and next). |
| ADD TO TRADE BLOCK | Adds the player to your team’s trade block. The TradeEngine will start generating AI offers. |
| SIGN (FA only) | Opens the FA offer sheet — only visible when viewing a free agent. Set years and salary, then submit the offer. |
| PROPOSE TRADE | Visible when the player belongs to another team and you’ve initiated a trade seed. Opens TradeProposalView. |
GAMES Tab
A scrollable game-by-game log for the current season. Each row shows the week, opponent, result (W/L), and the player’s key stats for that game. Stats shown vary by position.
This tab is powered by PlayerGamesView.swift and reads from the player’s accumulated season stats tied to each game record.
CAREER Tab
Season-by-season career stats, milestones, and legacy information.
Season History
One row per season the player has appeared in. Shows year, team abbreviation, games played, and position-specific season totals. Seasons before the player joined your league show where they played.
Accolades
Pro Bowl selections, All-Pro honors, and championship rings. Each accolade is listed with the season it was earned.
HOF Status
Displayed when the player meets the Hall of Fame threshold for their position. The HOFEngine evaluates career statistical milestones (e.g. QB: 40,000 yards + 250 TDs; WR: 900 receptions + 12,000 yards). Once triggered, the HOF badge appears here.
College
The college or university the player attended. Assigned at player generation using CollegeData.swift (tiered probability table from elite programs to mid-major). High-potential players are more likely to come from Tier 1 schools.
How OVR Is Calculated
Each player has a single Overall Rating (0–99) that summarizes their full attribute set. OVR is a weighted average of Physical + Mental + Technical attributes, with weights specific to each of the 18 positions. A +2 bonus is added to all players to keep ratings in a realistic NFL range (late-round rookies average ~65, Pro Bowl starters ~82–88).
See FD_OVR_Formula_Reference.docx for the full position-by-position weight tables.
BrannGM: Football ’26 · Player Profile Reference · v1.0 · July 2026
Player Development & Progression
BRANNGM: FOOTBALL ’26
PROGRESSION SYSTEM
Master Gameplay Reference
Part of the BrannGM: Football ’26 Master Gameplay Manual
Version 1.0 · Season 2026
Overview
The Progression System is the engine that makes BrannGM: Football ’26 a true dynasty game. Every offseason, each player, coach, scout, and physio changes — some grow, some plateau, some decline. The trajectory arrow (▲▲▲ through ▼▼) tells you which direction a person is heading without needing to open their profile.
Arrows are calculated once per offseason and stored on the model. They update the following offseason based on the new inputs — age, potential gap, coaching quality, and team performance. Nothing is random about the arrow itself: the same inputs always produce the same arrow.
KEY DESIGN PRINCIPLES
• Arrow = trajectory, not quality. A 99 OVR player with ▼▼ is still elite — but plan to replace them.
• Arrows update annually. No mid-season changes. Plan around the offseason reveal.
• Coaching matters position-by-position. Stacking great coaches at the right spot accelerates specific players.
• Staff have trajectories too. An ascending 75 OVR OC is more valuable than a declining 85 OVR one.
Trajectory Arrow Tiers
Six tiers, each mapping to a projected OVR delta range. The arrow appears inline on every list row — roster, depth chart, staff, and draft class.
| TIER | PROJECTED DELTA | WHAT IT MEANS | |
|---|---|---|---|
| ▲▲▲ | Elite Growth | +3 or more OVR projected per season | Exceptional growth window — young player with elite potential, strong coaching, and high work ethic. Rarely seen in veterans. |
| ▲▲ | Strong Growth | +2 OVR projected | Solid upward trend. Usually a young player with room to grow and above-average coaching behind them. |
| ▲ | Developing | +1 OVR projected | Gradual improvement. Typical for mid-career players still trending up. |
| — | Stable | 0 change expected | At or near their ceiling. Can still be a cornerstone player — arrow indicates trajectory, not quality. |
| ▼ | Fading | −1 to −2 OVR projected | Early decline phase. Veteran entering age 30–32. Still productive, but the clock is ticking. |
| ▼▼ | Declining | −3 or more OVR projected | Steep drop-off. Typically 33+ or significantly past their prime. Plan succession. |
Player Development
Every player’s OVR changes once per offseason. The change is determined by four interacting factors:
1. AGE CURVE
Under 24
Typical delta: +1 to +4 (randomised, then scaled)
24–25
Typical delta: 0 to +3
26–28 (growth taper)
Typical delta: −1 to +2
29–30
Typical delta: −2 to +1
31–32
Typical delta: −4 to 0
33–34
Typical delta: −6 to −1
35+
Typical delta: −9 to −3
2. POTENTIAL GAP
Growth deltas are capped by the gap between a player’s current OVR and their potential ceiling. A player at 75 OVR / 99 potential has 24 points of headroom. A player at 75 OVR / 77 potential has 2 points — they’re almost done growing, regardless of age.
Rule: if OVR ≥ potential, the growth delta is forced to 0.
3. WORK ETHIC TRAIT
Poor: 0.70× (growth is blunted)
Average: 1.00× (baseline)
Good: 1.20× (accelerated)
Elite: 1.50× (exceptional — rare)
Work Ethic multiplies the raw age-curve delta before coaching is applied. A player with Elite work ethic and a +3 raw delta becomes +4 (rounded) before coaching touches it.
4. COACHING QUALITY
Position-specific multiplier (0.75–1.25×) derived from the three-coach chain for that position. Replaces the old team-wide coaching average.
Stacking a 99-rated HC, 99-rated OC, and 99-rated QB Coach gives a QB the maximum 1.25× coaching multiplier — the biggest single lever available outside of talent tier.
FULL FORMULA (growth phase only)
finalDelta = rawAgeDelta × workEthicMultiplier × coachingMultiplier
Clamped to: potential − current OVR (cannot grow past ceiling)
Coaching Influence Engine
The coaching multiplier is the single most controllable lever in player development. Unlike age or potential, you choose your staff. The engine evaluates each player’s position against a three-coach chain — Head Coach, coordinator, and position coach — all drawing on the specific sub-rating relevant to that position.
Position → Coach Chain
| POSITION | HEAD COACH (33%) | COORDINATOR (33%) | POSITION COACH (33%) |
|---|---|---|---|
| QB | qbsRating | OC · qbsRating | QB Coach · qbsRating |
| RB | rushingRating | OC · rushingRating | RB Coach · rushingRating |
| WR / TE | receivingRating | OC · receivingRating | WR Coach · receivingRating |
| OT / OG / C | blockingRating | OC · blockingRating | OL Coach · blockingRating |
| DE / DT | passRushRating | DC · passRushRating | DL Coach · passRushRating |
| OLB / MLB | passRushRating | DC · passRushRating | LB Coach · passRushRating |
| CB / SS / FS | coverageRating | DC · coverageRating | DB Coach · coverageRating |
| K / P | kickingRating | STC · kickingRating | (no dedicated coach) |
Quality Score → Multiplier
The three coaching sub-ratings are averaged (vacant slots are excluded, not zeroed). The combined score maps linearly to a multiplier:
| QUALITY SCORE | MULTIPLIER | DESCRIPTION |
|---|---|---|
| 99 | 1.25× | Elite coaching — fastest possible development |
| 85 | 1.18× | Strong coaching — meaningfully accelerated growth |
| 70 | 1.00× | Average coaching — baseline development rate |
| 55 | 0.87× | Below average — slightly slower development |
| 40 | 0.75× | Poor coaching — slowest development |
MULTIPLIER FORMULA
multiplier = 0.75 + (qualityScore − 40) / (99 − 40) × 0.50
Score 40 → 0.75× Score 70 → 1.00× Score 99 → 1.25×
EXAMPLE — Stacking a QB Room
HC qbsRating = 95 · OC qbsRating = 99 · QB Coach qbsRating = 99
Average quality score = (95 + 99 + 99) / 3 = 97.7 → multiplier ≈ 1.24×
A 22-year-old QB with Elite work ethic would see: +3 raw delta × 1.50 × 1.24 = +5.6 → +6 OVR
Staff Progression
Coaches, scouts, and physios have their own trajectory arrows. Staff development runs once per offseason immediately after player development. The trajectory reflects where a staff member is in their career arc, not their current OVR.
| STAFF TYPE | AGE PEAK | EXPERIENCE CURVE | PERFORMANCE SIGNAL |
|---|---|---|---|
| Coaches | 32–50 | Growing years 1–5 in role Plateau years 6–12 Decline after 55 | Win% ≥62.5% → +1 nudge Win% <37.5% → −1 nudge |
| Scouts | 28–45 | Strong growth years 1–3 Growth years 4–6 Plateau years 7–15 Decline after 49 | Draft hit rate (future) No performance signal currently |
| Physios | 30–52 | Growth years 1–4 Plateau years 5–14 Decline after 53 | Team injury rate (below league avg → +nudge) |
STRATEGIC IMPLICATION
A first-year OC with a ▲▲▲ arrow and a 72 OVR is often a better hire than a veteran OC with a ▼▼ arrow and an 88 OVR — especially if you’re on a multi-year rebuild. Watch trajectory before signing long contracts.
Where Trajectories Are Displayed
Trajectory arrows are visible on every key list view in the game. No tapping into profiles required — you can assess your entire roster and staff at a glance.
| SCREEN | WHO GETS AN ARROW | HOW IT’S SHOWN |
|---|---|---|
| Roster List (TEAM tab) | All active players | Trajectory arrow beside OVR badge. Replaces the old +/− number. Green/gray/orange/red at a glance. |
| Depth Chart | All depth chart entries | Arrow shown on trailing edge of each row before injury status badge. |
| Draft Class / Prospects | All eligible prospects | Arrow based on potential stars (5★ = ▲▲▲, 4★ = ▲▲, 3★ = ▲, 2★ = —, 1★ = ▼). Reflects development ceiling, not current OVR. |
| Staff List — Coaches Tab | All coaching staff | Coloured pill badge (▲▲▲ / ▲▲ / ▲ / — / ▼ / ▼▼) after OVR circle on every coach row. |
| Staff List — Scouts Tab | All scouts | Same pill badge on every scout row in Front Office. |
| Staff List — Physios Tab | Head + Assistant Physio | Same pill badge on physio rows. |
GM Personality Interactions
Two GM Personalities interact directly with the progression system:
⬆️ PLAYER DEVELOPER
+1 additional OVR delta per season for every player on your roster who is age 25 or younger — on top of all other factors. Only applies when the player is already developing positively.
🔭 SCOUTING ACE
+10 to the effective scout rating on every film review, tightening the error range on prospect attribute reveals. This directly improves how accurately draft trajectories are predicted.
BUILDING A DYNASTY THROUGH PROGRESSION
Draft players with ▲▲▲ arrows. Build coaching stacks around your key positions. Hire ascending staff with room to grow. Sell players whose arrows have turned before the market catches on. The trajectory arrow is the most honest signal in BrannGM: Football ’26 — use it.
Development Reference Tables
Talent Tier & Ceiling
Talent Tier System — Ceiling, Distribution & What Changes It
| Tier | Label | In-Game Tag | OVR Ceiling Range | % of Players | Description |
|---|---|---|---|---|---|
| S+ | Generational | S+ Tier | 95 – 99 | ~0.5% | Once-in-a-generation player. Brady, Lawrence, Rice-level greatness. Hidden ceiling for first 6 career years. |
| S | Superstar | S Tier | 88 – 95 | ~3% | True superstar. Pro Bowl regular, franchise cornerstone. |
| A | Star | A Tier | 82 – 90 | ~8% | High-end starter. Will be a difference-maker for years. |
| B | Quality Starter | B Tier | 75 – 84 | ~18% | Solid starter, keeps his spot. Won’t carry a team alone. |
| C | Journeyman | — | 65 – 77 | ~30% | Rotational player. Competes for a starting role. |
| D | Backup | — | 55 – 68 | ~28% | Career backup. Valuable depth. |
| F | Filler | — | 45 – 60 | ~13% | Practice squad / late-round depth. |
WHAT CHANGES THE CEILING?
| Coaching quality | NO — coaching makes him reach his ceiling FASTER, not higher. |
|---|---|
| Team Mentors (elite teammates) | NO — mentors accelerate development but don’t raise the ceiling. |
| Super Bowl rings | NO — rings add to career accolades and HoF % but not OVR ceiling. |
| Scouting accuracy | NO — better scouts reveal the true ceiling more accurately (future: scout noise). |
| It Factor reveal | POSSIBLE — It Factor composure bonus shows in Mental card (+5 to +15 pts visible). |
| Player regression (future) | FUTURE — a major injury or burnout could lower the model’s peakOVR mid-career. |
Career Arc
Career Arc — Development Delta by Age Bracket
| Age Bracket | Delta Min | Delta Max | Avg Delta | Career Phase | Work Ethic Mult | Notes |
|---|---|---|---|---|---|---|
| Under 24 | +1 | +4 | Rising ↑ | 0.70 – 1.50× | High growth window. Elite work ethic at this age = massive gains. | |
| 24 – 25 | 0 | +3 | Prime Approach ↑ | 0.70 – 1.50× | Growth slows — player approaching peak. | |
| 26 – 28 | -1 | +2 | Peak window ↔ | 1.0 only (delta>0) | Prime years. Development multiplier only applies to positive deltas. | |
| 29 – 30 | -2 | +1 | Leveling off ↓ | 1.0 only (delta>0) | Late prime / early decline. Small growth still possible. | |
| 31 – 32 | -4 | 0 | Decline ↓ | N/A (decline only) | Pure decline phase. No positive delta possible. | |
| 33 – 34 | -6 | -1 | Sharp Decline ↓↓ | N/A | Significant yearly drop. Elite players may survive if peakOVR high enough. | |
| 35+ | -9 | -3 | End of Career ↓↓↓ | N/A | Steep decline. Most players retired. Legends limp along at reduced OVR. |
PEAK AGE RANGES BY POSITION
| Position | Peak Start Age | Peak End Age | Decline / Year | Notes |
|---|---|---|---|---|
| QB | 26–28 | 29–33 | 3.0 | QBs peak late and last long — high mental demands delay true prime |
| RB | 23–25 | 27–29 | 4.0 | Running backs peak early and decline sharply due to physical wear |
| WR | 24–27 | 28–32 | 3.5 | Wide receivers have a mid-length prime, routes compensate for speed loss |
| TE | 25–28 | 29–33 | 3.0 | Tight ends peak in late 20s, blocking skills age well |
| OL | 26–29 | 30–35 | 2.0 | Offensive linemen are most durable — technique improves with age |
| DE | 24–27 | 28–31 | 3.5 | Edge rushers need explosive athleticism — declines in early 30s |
| DT | 25–28 | 29–33 | 2.5 | Interior linemen durable; power stays longer than speed |
| LB | 24–27 | 28–31 | 3.5 | Linebackers decline as athleticism fades, recognition delays it |
| CB | 23–26 | 27–30 | 4.0 | Corners rely on speed — decline hits early and fast |
| S | 24–27 | 28–32 | 3.0 | Safeties last longer than corners — positioning covers speed loss |
| K/P | 25–28 | 29–38 | 1.5 | Kickers age best — pure skill. Decline is gradual. |
Team Mentors
Team Mentors — Star Calculation & Development Impact
| Teammate Talent Tier | In-Game Label | Mentor Score | Approx. OVR | Why This Matters |
|---|---|---|---|---|
| S+ Generational | Generational | +5 pts | 95–99 | Rare. Playing next to a legend accelerates your learning curve dramatically. |
| S Superstar | Superstar | +3 pts | 88–95 | True star. Teaches you to compete at the highest level. |
| A Star | Star | +2 pts | 82–90 | High-end starter. Sets a strong example of professionalism. |
| B Quality Starter | Starter | +1 pt | 75–84 | Solid pro. Baseline mentorship — just being around a good pro helps. |
| C/D/F | — | 0 pts | < 75 | No mentor credit. Can’t teach what you haven’t mastered. |
MENTOR SCORE → STAR RATING
| Score | Stars | Example Scenario |
|---|---|---|
| 0 pts | 0 Stars | No elite teammates at this position |
| 1 pt | 1 Star | One quality starter to learn from |
| 2 pts | 2 Stars | A star player in the room |
| 3 pts | 3 Stars | A superstar OR two star players |
| 4 pts | 4 Stars | A generational + a star, or two superstars |
| 5 pts | 5 Stars | Rare: generational + superstar at same position |
| ⚠ Important: | Only same-position teammates count. A generational QB does NOT mentor your WRs. | |
| Future Feature: | Mentor stars will add a bonus to the development delta (currently display-only). |
College Cohorts
BrannGM: Football ’26 — College Cohorts Reference
3-5 year scouting horizon: class grades, generational alerts, position outlook, talent distribution
WHAT ARE COLLEGE COHORTS?
| Purpose | Future draft classes (ineligible players) organised by years until eligible. The GM gets a 3-5 year window into the talent pipeline. |
|---|---|
| Data source | Prospects generated at league creation and each new offseason in LeagueSetup. Ineligible prospects advance one year each offseason. |
| Visibility rule | Names, positions, colleges, and potential stars visible for all cohort players. True OVR/peakOVR stay hidden until eligible. |
| Generational reveal | S+ players (peakOVR >= 95) trigger a gold banner. Position and college shown even before a player becomes eligible. |
| Scouting | Film review (free) auto-runs for eligible-class players at board creation. Paid actions unlock after a player becomes eligible. |
CLASS GRADE FORMULA (classGrade() in CollegeProspectsView.swift)
| Grade | Label | 5-Star Count | 4-Star Count | Gen Talent? | Notes |
|---|---|---|---|---|---|
| A+ | HISTORIC | >=2 | any | YES | Gen S+ talent anchors class. Extremely rare (~0.5% of all prospects). |
| A | ELITE | >=3 OR gen | any | Optional | Multiple elite ceilings. Once-per-decade class depth. |
| A- | LOADED | >=2 | any | No | Strong top-end talent. Two franchise-level ceilings. |
| B+ | DEEP | >=1 | >=5 | No | Elite anchor + strong depth across multiple positions. |
| B | SOLID | 0 | >=3 | No | Good mid-level depth. No stars but useful starters abound. |
| B- | AVERAGE | 0 | >=1 | No | At least one high-ceiling player; otherwise ordinary. |
| C | THIN | 0 | 0 | No | Below-average class. Limited franchise-starter potential. |
GENERATIONAL TALENT ALERT (Lightning Bolt Banner)
| Trigger condition | player.peakOVR >= 95 (S+ Tier). Approximately 0.5% of all prospects reach this threshold. |
|---|---|
| What is shown | Position group + College visible. Player name also visible. Lightning bolt icon on cohort cards and in the prospect list. |
| Golden name color | S+ players display in gold text in the prospect list with a lightning bolt badge next to their name. |
| Class tag override | Any class containing a generational player is tagged HISTORIC regardless of the rest of the class quality. |
| Grade override | Class grade = A+ if generational present AND >=2 five-stars in the same class. Otherwise forced to A. |
| Tanking signal | Banner gives GM a clear multi-year signal to position for a top pick. Franchise-altering strategy decisions start here. |
PROSPECT BUZZ LABELS (buzzLabel() in CollegeProspectsView.swift)
| Label | Potential Stars | Gen Tier? | Meaning |
|---|---|---|---|
| GEN. TALENT | Any | YES | S+ player (peakOVR >= 95). Gold badge. Once-per-decade prospect. |
| NATIONAL BUZZ | 5-star | No | Superstar ceiling (peakOVR 88-94). Top prospect status nationwide. |
| REGIONAL BUZZ | 4-star | No | Star ceiling (peakOVR 82-90). Legitimate 1st/2nd round talent. |
| UNDER THE RADAR | 3-star | No | Quality starter ceiling (75-84). Worth monitoring. |
| DEVELOPING | 1-2 star | No | Below-average ceiling. Depth/rotation player upside. |
POSITION OUTLOOK (positionDepth() in CollegeProspectsView.swift)
| Color | Level | Condition |
|---|---|---|
| Green | LOADED | >=2 prospects with potentialStars >= 4 in this position group |
| Yellow | AVERAGE | 1 prospect with potentialStars >= 4 OR >=3 with potentialStars >= 3 |
| Red | THIN | 0 four-star prospects and fewer than 3 three-star at this position |
Position groups: QB / RB / WR / TE / OL (OT/OG/C) / DE/DT / LB (OLB/MLB/LB) / DB (CB/FS/SS)
TALENT DISTRIBUTION BAR (talentDistributionBar() in CollegeProspectsView.swift)
| Tier | Color | Condition | Description |
|---|---|---|---|
| S+ | Gold | isGenerationalTier() — peakOVR >= 95 | Rarest segment. Gold fill. Once-per-decade players. |
| S | Dark Green | 5-star potential (not generational) | peakOVR ~88-94. Superstar ceiling. |
| A | Med Green | 4-star potential | peakOVR ~82-90. Star / franchise-starter ceiling. |
| B | Olive | 3-star potential | peakOVR ~75-84. Quality starter ceiling. |
| C | Rust Red | 2-star potential | peakOVR ~65-77. Journeyman / backup range. |
| D/F | Dark Red | 1-star or 0-star potential | peakOVR < 65. Filler / practice squad range. |
Bar width proportional to count within the cohort class. Very small tiers suppress the label overlay.
Snaps & Playing Time
NFL-calibrated snap-percentage targets by position and depth-chart slot (averages based on pro tracking data 2020–2024).
Offense
| Position | Depth Slot | NFL % (Low) | NFL % (High) | FD Target Snap % | FD Code Falloff | Design Notes |
|---|---|---|---|---|---|---|
| QB | Starter (DC #1) | 0.98 | 1 | 1 | hardcoded-always | QB always uses offRoster.first{pos==.QB}. Depth chart slot #1 = starter. No randomness. |
| QB | Backup | 0 | 0.02 | 0 | n/a | Only plays if starter is injured. depthChartOrderedRoster moves injured players to end. |
| C | Starter | 0.95 | 1 | 0.98 | n/a (100%) | OL plays every snap. Not individually stat-tracked; inferred from total offensive plays. |
| OG | Starter | 0.95 | 1 | 0.98 | n/a (100%) | Both guards play every snap. Backup OG only enters on injury or late-game. |
| OT | Starter | 0.92 | 1 | 0.97 | n/a (~97%) | LT/RT starters. Minor rotation (3%) for rest in blowouts. |
| RB | Starter (bell-cow) | 0.52 | 0.68 | 0.6 | 0.48 | falloff 0.48 → starter gets ~60% of carries. Change to 0.60 for 2-back split. |
| RB | RB2 | 0.2 | 0.32 | 0.25 | 0.48 | RB2 gets ~25%; RB3 shares remaining ~8%. Snap % from pickPlayer weight. |
| WR | WR1 | 0.82 | 0.93 | 0.87 | 0.68 | falloff 0.68 → WR1 ~37% of targets from 4-WR pool. On field ~87% of plays. |
| WR | WR2 | 0.68 | 0.8 | 0.73 | 0.68 | WR2 ~26% of targets; WR3 ~18%; WR4 ~8%. |
| WR | WR3 / Slot | 0.4 | 0.58 | 0.48 | 0.68 | Slot receiver sees more snaps in 3-WR sets. |
| WR | WR4+ | 0.12 | 0.28 | 0.18 | 0.68 | Reserve WR — limited snaps; mainly special teams. |
| TE | TE1 | 0.62 | 0.8 | 0.7 | 0.68 | TE1 shares WR pool; gets ~12% of all targets. ~70% offensive snaps. |
| TE | TE2 | 0.18 | 0.38 | 0.25 | 0.68 | TE2 mostly blocks; rarely targeted. |
Defense
| Position | Depth Slot | NFL % (Low) | NFL % (High) | FD Target Snap % | FD Code Falloff | Design Notes |
|---|---|---|---|---|---|---|
| DE | Starter | 0.62 | 0.8 | 0.7 | 0.55 | falloff 0.55 → starter DE gets ~65% of pass rush snaps. Rotational DE ~23%. |
| DE | Rotational | 0.28 | 0.45 | 0.33 | 0.55 | 3-man DE rotation is common in modern NFL. |
| DT | Starter (3T / NT) | 0.52 | 0.68 | 0.6 | 0.68 | DT rotation is heavier. 3-man DT rotation typical; starter gets ~60%. |
| DT | Rotational DT | 0.3 | 0.48 | 0.38 | 0.68 | Second DT gets ~38% in rotation. |
| OLB | Starter | 0.7 | 0.88 | 0.78 | 0.68 | OLB starter; falloff 0.68 shared with MLB in pickPlayer pool. |
| MLB | Starter | 0.85 | 0.95 | 0.9 | 0.68 | MLB highest defensive snap % — an every-down linebacker. |
| LB | Backup (OLB/MLB) | 0.15 | 0.3 | 0.2 | 0.68 | Backup LB rotates in on run-downs or 2-LB packages. |
| CB | CB1 | 0.85 | 0.95 | 0.9 | 0.82 | falloff 0.82 → CB1 covers ~46% of pass plays. Almost never leaves the field. |
| CB | CB2 | 0.78 | 0.88 | 0.82 | 0.82 | CB2 ~33% of coverage assignments. |
| CB | Nickel / Slot CB | 0.45 | 0.62 | 0.5 | 0.82 | Nickel CB plays in 5-DB sets; ~50% of snaps in modern NFL (3rd-down situations). |
| FS | Starter | 0.87 | 0.95 | 0.9 | 0.82 | Free Safety plays almost every defensive snap. Rarely rotated. |
| FS | Backup | 0.05 | 0.15 | 0.08 | 0.82 | Backup FS only enters on injury or late blowout. |
| SS | Starter | 0.82 | 0.92 | 0.87 | 0.82 | Strong Safety slightly lower than FS due to dime packages. |
| SS | Backup | 0.08 | 0.18 | 0.12 | 0.82 | Backup SS mirrors FS backup role. |
Special Teams
| Position | Depth Slot | NFL % (Low) | NFL % (High) | FD Target Snap % | FD Code Falloff | Design Notes |
|---|---|---|---|---|---|---|
| K | Starter | 1 | 1 | n/a | n/a | K plays on all FG/PAT attempts. Snaps ≈ (FGA + PAT). Not in pickPlayer — always .first{.K}. |
| P | Starter | 1 | 1 | n/a | n/a | P plays every punt down. Not in pickPlayer — always .first{.P}. |
| HOW SNAPS ARE TRACKED IN BRANNGM: FOOTBALL ’26 (Code Referenc | e) | |||||
| QB | Always offRoster.first{$0.position == .QB}. Starter = DC slot #1. Earns an offensiveSnap on EVERY play. | |||||
| OL (C/OG/OT) | Play 100% of offensive snaps. Not tracked in PlayerStats; OL snap count inferred from total game plays. | |||||
| RB | pickPlayer(falloff: 0.48) — starter ~60% of carries, RB2 ~25%, RB3 ~8%. | |||||
| WR / TE | pickPlayer(falloff: 0.68) — WR1 ~37% of targets, WR2 ~26%, WR3 ~18%, TE1 ~12%. | |||||
| DE | pickPlayer(falloff: 0.55) — DE starter dominant pass rusher; ~65% of DE snaps. | |||||
| DT | pickPlayer(falloff: 0.68) — DT rotation heavier; starter ~60%. | |||||
| MLB / OLB | pickPlayer(falloff: 0.68) — MLB gets most tackles (~90%); OLB shares pool. | |||||
| CB | pickPlayer(falloff: 0.82) — CB1 covers ~46% of pass plays; CB2 ~33%; Nickel ~22%. | |||||
| FS / SS | pickPlayer(falloff: 0.82) — Safety starter on field ~87-90% of defensive snaps. | |||||
| K / P | Always offRoster.first{pos == .K/.P}. Kicker plays all FG/PAT; Punter all punts. |
Injuries & the Physio Department
1. Overview
BrannGM: Football ’26 uses 15 named injury types across three severity tiers. Every injury that sidelines a player is drawn from this table. The physio department tracks, treats, and advises on all active injuries, and the GM can request early clearance — with consequences.
Injury frequency is calibrated to real NFL data. On average, expect 1–3 significant injuries per team per season. Running backs are the most vulnerable; kickers and punters almost never get hurt.
2. The 15 Injury Types
The table below lists every injury in the game. Colour coding: green = Mild, yellow = Moderate, red = Severe.
| Injury | Severity | Weeks | Physio Blocks | OVR Penalty | Risk Mult | Common Positions |
|---|---|---|---|---|---|---|
| Ankle Sprain | Mild | 1–2 | No | −5 OVR | ×1.6 | All positions |
| Groin Pull | Mild | 1–3 | No | −5 OVR | ×1.6 | QB, RB, K/P |
| Knee Contusion | Mild | 1–2 | No | −5 OVR | ×1.6 | All positions |
| Broken Finger | Mild | 2–4 | No | −5 OVR | ×1.6 | QB, WR, OL |
| Rib Contusion | Mild | 1–3 | No | −5 OVR | ×1.6 | RB, TE, LB |
| Back Spasm | Mild | 1–2 | No | −5 OVR | ×1.6 | QB, OL, DL |
| Turf Toe | Mild | 1–3 | No | −5 OVR | ×1.6 | WR, CB, RB |
| High Ankle Sprain | Moderate | 3–5 | No | −10 OVR | ×2.8 | RB, WR, QB |
| Hamstring Strain | Moderate | 2–4 | No | −10 OVR | ×2.8 | RB, WR, LB, CB |
| MCL Sprain | Moderate | 3–6 | No | −10 OVR | ×2.8 | QB, RB, OL |
| Shoulder Separation | Moderate | 2–5 | No | −10 OVR | ×2.8 | QB, WR, DB |
| Rotator Cuff Strain | Moderate | 3–6 | No | −10 OVR | ×2.8 | QB, DE, OL |
| ACL Tear | Severe | 18–22 | YES | BLOCKED | N/A | All (season-ending) |
| Fibula Fracture | Severe | 10–14 | YES | BLOCKED | N/A | All positions |
| Concussion | Severe | 1–3* | YES | BLOCKED | N/A | QB, LB, DB, WR |
* Concussion: Duration is 1–3 weeks, but protocol is ALWAYS enforced — the GM cannot override concussion clearance regardless of weeks remaining.
3. Severity Tiers
3.1 Mild (Green)
Minor soft-tissue damage resolved in 1–3 weeks. The physio approves play-through with an OVR penalty of 5 points and elevated re-injury risk (×1.6).
Ankle Sprain · Groin Pull · Knee Contusion · Broken Finger · Rib Contusion · Back Spasm · Turf Toe
3.2 Moderate (Yellow)
Significant soft-tissue damage requiring 2–6 weeks of rehab. Override docks 10 OVR points and applies a ×2.8 re-injury multiplier.
High Ankle Sprain · Hamstring Strain · MCL Sprain · Shoulder Separation · Rotator Cuff Strain
3.3 Severe (Red) — Physio Always Blocks
Structural damage requiring complete healing. No GM override is possible for any severe injury.
ACL Tear — 18–22 weeks; automatically season-ending.
Fibula Fracture — 10–14 weeks. Bone must fully consolidate before contact.
Concussion — 1–3 weeks, but clearance protocol is non-negotiable. Permanent neurological risk.
4. Injury Probability by Position
Base per-game injury rates. Modifiers stack multiplicatively.
| Position | Base Rate / Game | Notes |
|---|---|---|
| RB | 4.8% | Highest — constant contact |
| OLB / MLB | 3.6% | High — gap-filling, tackling |
| DE / DT | 3.2% | High — engagement every play |
| WR | 3.0% | Moderate — route running, catches |
| CB / S | 2.8% | Moderate — coverage / tackling |
| TE | 2.6% | Moderate |
| OT / OG / C | 2.4% | Lower — protected position |
| QB | 1.8% | Lower — protected; high impact when hurt |
| K / P | 0.8% | Rare |
4.1 Modifiers
Injury-Prone trait: ×1.65
Age 30–32: ×1.20 | Age 33–35: ×1.45 | Age 36+: ×1.70
Physio Prevention Score 100: ×0.85 | Score 50: ×1.00 | Score 0: ×1.15
Disciplinarian GM trait: ×0.88 for own team
5. GM Early-Return Override
The GM may request early clearance for any injured player from the Physio → Injury List tab. The physio evaluates the request and either refuses or provides a warning before the GM decides.
5.1 Flow
Step 1 — Tap “Request Early Return” on any injured player in the Injury List.
Step 2 — Physio evaluates injury type and severity.
Severe injury: Physio refuses. Alert shows reason. No bypass.
Mild / Moderate: Physio approves with warning showing risk % and OVR penalty.
Step 3 — GM chooses “Override Physio” (risky) or “Follow Protocol” (safe).
5.2 Override Consequences
| Severity | OVR Penalty (while active) | Re-Injury Risk Multiplier | Risk Window |
|---|---|---|---|
| Mild | −5 OVR | ×1.6 × (weeks early × 14% base) | = weeks overridden (min 2) |
| Moderate | −10 OVR | ×2.8 × (weeks early × 14% base) | = weeks overridden (min 2) |
| Severe | BLOCKED | Physio refuses — no override | N/A |
Re-injury risk is applied per-game for a window equal to the weeks overridden (minimum 2 games). If the player re-injures, a fresh injury roll is made — which may be worse than the original.
5.3 Physio Approach Effect on Displayed Risk
Preventive physio: overstates risk ×1.30 (conservative — protects players).
Balanced physio: accurate estimate.
Reactive physio: understates risk ×0.65 — may encourage risky GM decisions.
The actual risk is always computed correctly; only the number shown to the GM differs.
6. “Playing Hurt” Badge
Any player on the field under a GM override displays a “PLAYING HURT” badge in the Injury List and Injury Report. The OVR penalty and games remaining in the risk window are visible at all times so the GM can reassess.
7. Injury History (DEVELOP Tab)
Every injury is recorded permanently in the player’s career file, visible under DEVELOP → Injury History. Entries log: injury name, season, week, and weeks missed. A long injury history affects trade value and HOF scoring.
8. Physio Department Impact
Prevention Score: Reduces base injury rate for all rostered players. Score 100 = 15% fewer injuries than league average.
Rehab Score: Each week, (rehabScore / 100 × 20%) chance of shaving one extra recovery week.
Physio Approach trait: Distorts the override risk % shown to the GM (see §5.3).
9. Design Notes
Severity tier is rolled first (~9% severe, ~35% moderate, ~56% mild), then a position-weighted injury type is chosen. Position likelihood is internal — the user sees only the diagnosis name.
Injury-prone players draw from the upper half of their injury’s weeks range.
Target frequency: 1–3 significant injuries per team per 18-week season.
The 15 types cover all common NFL injury reports without making recovery times unpredictable.
BrannGM: Football ’26 · Physio Department Reference · Internal GM Manual
Physio Reference Tables
Attributes & Gameplay Impact
PHYSIO ATTRIBUTES — GAMEPLAY WIRING
How each physio attribute flows from the data model into the simulation engine
| ATTRIBUTE | RANGE | STORED ON | GAMEPLAY EFFECT | STATUS | |
|---|---|---|---|---|---|
| Overall Rating (rating) | 0 – 100 | Staff struct | Drives recoveryBonus. Head physio at rating=80 gives 0.6 + 0.80 + asst contribution. Higher overall = faster weekly healing. | ACTIVE | |
| Prevention Rating (preventionRating) | 0 – 100 | Staff struct | Averaged into TeamStaff.preventionScore. Displayed as PREVENTION stars in Front Office Overview. NOT yet applied as an injury-chance multiplier in InjuryEngine. | DISPLAY ONLY | |
| Rehab Rating (rehabRating) | 0 – 100 | Staff struct | Averaged into TeamStaff.rehabScore. Displayed as REHAB stars in Front Office Overview. NOT yet applied as a per-week recovery accelerator. | DISPLAY ONLY | |
| Recovery Bonus (recoveryBonus) | 0.6 – 1.6+ | TeamStaff (computed) | Formula: 0.6 + (head.rating / 100) + (asst.rating / 200). Used in progressWeeklyRecoveries() to scale the weeks-remaining countdown. | ACTIVE | |
| Fitness Management (fitnessManagementRating) | 0 – 100 | Staff (derived) | Derived from base rating via seed 50. Intended to reduce player fatigue accumulation over a long season. Not yet wired. | FUTURE | |
| Nutrition Rating (nutritionRating) | 0 – 100 | Staff (derived) | Derived from base rating via seed 51. Intended to give small late-season OVR or stamina bonus. Not yet wired. | FUTURE | |
| Physio Reliability (physioReliabilityRating) | 0 – 100 | Staff (derived) | Derived from base rating via seed 52. Intended to determine accuracy of injury timeline estimates. Not yet wired. | FUTURE | |
| Communication (phyioCommunicationRating) | 0 – 100 | Staff (derived) | Derived from base rating via seed 53. Intended to affect player morale/chaplain synergy when injured. Not yet wired. (Note: typo ‘phyio’ in code.) | FUTURE | |
| Approach Trait (physioApproachTrait) | Preventive / Reactive / Balanced | Staff (deterministic) | Displayed on physio rows and profiles. ‘Preventive’ intended to boost prevention bonus. ‘Reactive’ intended to boost rehab bonus. Not yet wired. | DISPLAY | |
| Focus Trait (physioFocusTrait) | Soft Tissue / Bone & Joint / General / Conditioning | Staff (deterministic) | Displayed in profiles. Intended to specialise recovery bonuses by injury category. Not yet wired. | DISPLAY | |
| Physio Specialty (physioSpecialty) | e.g. ‘Healer (Groin Strain)’ | Staff (optional string) | Shown in PhysioCandidatesView subtitle. Intended to reduce recovery weeks when injury type matches specialty. Not yet wired. | DISPLAY |
Recovery Formula
RECOVERY BONUS FORMULA — REFERENCE
TeamStaff.recoveryBonus = 0.6 + (head.rating / 100.0) + (asst.rating / 200.0)
The recovery bonus scales how fast injured players heal each week. It is used in InjuryEngine.progressWeeklyRecoveries() and also drives the PREVENTION and REHAB stars in the Overview dashboard.
LIVE CALCULATOR
| Head Physio Overall Rating | 75 | ← Edit this value (0-100) | ||
|---|---|---|---|---|
| Assistant Physio Overall Rating | 65 | ← Edit this value (0-100) | ||
| RECOVERY BONUS (multiplier) | 1.675 | 0.60 = baseline with no physio 1.60+ = elite head + elite asst |
RECOVERY BONUS RANGE REFERENCE
| Head OVR | Asst OVR | Recovery Bonus | Interpretation | |
|---|---|---|---|---|
| 0 | 0 | 0.6 | No physio staff — players heal at minimum speed. | |
| 60 | 50 | 1.45 | Average team — slightly above baseline healing. | |
| 75 | 65 | 1.675 | Good department — noticeable recovery improvement. | |
| 85 | 75 | 1.825 | Elite Head + solid Asst — top-tier healing speed. | |
| 95 | 90 | 2 | Best possible — maximum recovery bonus. |
RTP Tension System
RETURN-TO-PLAY (RTP) TENSION SYSTEM
Unique to BrannGM: Football ’26 — no other football sim has this mechanic
HOW IT WORKS
| When can you clear early? | Any injured player (not on IR, not season-ending) with weeks remaining > 0 can be cleared early via a swipe action in the Roster view. |
|---|---|
| What happens when you do? | The player is immediately activated to your 53-man. But they carry a hidden re-injury risk for the next 2 games. |
| What is the risk? | 14% base re-injury chance PER WEEK cleared early. Injury-prone trait adds ×1.5 multiplier. Capped at 70% actual risk. |
| How is risk presented? | Your physio gives you an ESTIMATE — not the real number. The accuracy depends on their approach trait (see below). |
| What happens on setback? | Player re-injures the same body part. A fresh severity roll determines weeks out. News item generated. |
| When does risk clear? | After 2 clean games with no setback, the risk window closes automatically and injuryInfo is wiped. |
ACTUAL RISK FORMULA (HIDDEN FROM GM)
| Base Risk | Injury Prone modifier | Cap | Example (2 weeks early, healthy) | Example (2 weeks early, injury prone) |
|---|---|---|---|---|
| weeks_early × 14% | × 1.5 if injury prone | 70% maximum | 2 × 14% = 28% actual | 2 × 14% × 1.5 = 42% actual |
| Weeks Early | Actual Risk (normal) | Actual Risk (injury prone) | Notes | |
| 1 week early | 14% | 21% | 5–75% range enforced | |
| 2 weeks early | 28% | 42% | ||
| 3 weeks early | 42% | 63% | ||
| 4 weeks early | 56% | 70% (capped) | ||
| 5+ weeks early | 70% (capped) | 70% (capped) |
PHYSIO APPROACH TRAIT — HOW IT DISTORTS YOUR VIEW
| Trait | Display Modifier | Effect on GM | Example (28% actual risk) | Strategic Implication |
|---|---|---|---|---|
| Preventive | × 1.30 (overstates) | GM sees HIGHER risk than reality | Displays ~36% | More conservative. You may wait longer than needed, but your players stay healthy. |
| Balanced | × 1.00 (accurate) | GM sees the real risk | Displays ~28% | Accurate information. Best for informed decisions. |
| Reactive | × 0.65 (understates) | GM sees LOWER risk than reality | Displays ~18% | Dangerous. You think it’s safe but the true risk is higher. Stars may return and re-tear. |
GM DECISION GUIDE
| Low-risk clear (worth it) | 1 week early, healthy player, Balanced or Preventive physio → <20% displayed. Do it for playoff push. |
|---|---|
| Calculated risk | 2 weeks early, healthy, Balanced physio → ~28% displayed. Acceptable if player is your only starter at that position. |
| Dangerous territory | 3+ weeks early OR injury prone player OR Reactive physio. Displayed risk may look fine but actual risk is high. |
| Never do this | Clearing a player with a Reactive physio in the final weeks of a playoff push — you have false confidence. |
| Best setup | Preventive or Balanced physio gives you honest or conservative estimates. Worth paying for. |
The Team Chaplain
Overview
A team chaplain provides spiritual support and pastoral care to your players and staff. In BrannGM: Football ’26, the chaplain is not rated on a 0–99 scale — instead, the key variables are presence (none, volunteer, or paid) and commitment level, which determines how many of the 10 benefit areas are active.
Chaplains have no individual OVR and do not occupy a standard staff slot. They are managed from the FRONT OFFICE → PHYSIOS tab under the TEAM CHAPLAIN card.
How Benefit Tiers Work
None: 0 of 10 benefits active. No gameplay effect.
Volunteer: Benefits 1–5 active. Free of charge. The chaplain provides basic pastoral care and morale support.
Paid ($150K/yr): All 10 benefits active. Full commitment includes community outreach, character mentorship, and deep organizational integration.
Note: The game seeds ~35% of AI teams with paid chaplains, ~15% with volunteer chaplains, and ~50% with none at league creation.
All 10 Benefits — Detailed Reference
| # | BENEFIT | TIER | ENGINE CODE | VOLUNTEER EFFECT | PAID EFFECT |
|---|---|---|---|---|---|
| 1 | Morale Lift | VOLUNTEER | chaplainMoraleBonus | +5 morale/week applied to team morale stat | +10 morale/week applied to team morale stat |
| 2 | Clutch Composure | VOLUNTEER | chaplainClutchBonus | +3% team performance boost in close-game situations (added to play strength calc) | +7% team performance boost in close-game situations |
| 3 | Injury Recovery Cushion | VOLUNTEER | chaplainInjuryCushion | Injury duration multiplied by 0.90 (10% faster recovery) | Injury duration multiplied by 0.80 (20% faster recovery) |
| 4 | Mental Resilience | VOLUNTEER | (via clutch composure) | Contributes to Clutch Composure — players maintain focus under pressure | Full Clutch Composure bonus active; players resist pressure effects |
| 5 | Team Chemistry | VOLUNTEER | (via morale bonus) | Contributes to Morale Lift — higher team cohesion through shared spiritual foundation | Full Morale Lift bonus active; locker-room unity elevated |
| 6 | Faith & Accountability | PAID | (cultural modifier) | — | Reduces negative character trait influence; players less susceptible to ego/greed flares |
| 7 | Player Development Bonus | PAID | chaplainDevelopmentBonus | — | +4% player development rate across entire roster each offseason |
| 8 | Loyalty Bonus | PAID | chaplainLoyaltyBonus | — | +5% hometown discount — players more likely to accept below-market extensions |
| 9 | Community Engagement | PAID | chaplainCommunityBonus | — | +3 fan excitement points each offseason (via FanEngagementEngine) |
| 10 | Character Development | PAID | (cultural modifier) | — | Reduces character-based discipline issues; supports long-term organizational culture |
Quick Comparison: Volunteer vs. Paid
| VOLUNTEER CHAPLAIN (FREE) | PAID CHAPLAIN ($150K/yr) | |
|---|---|---|
| Benefits Active | 5 of 10 | All 10 |
| Morale Boost | +5/week | +10/week |
| Clutch Bonus | +3% | +7% |
| Injury Recovery | 10% faster | 20% faster |
| Player Dev Rate | — | +4%/offseason |
| Loyalty Discount | — | +5% hometown discount |
| Fan Excitement | — | +3/offseason |
| Cost | $0 | $150K/year |
Benefit Deep Dives
Benefit 1 — Morale Lift
Active at: Volunteer and Paid
Engine: TeamStaff.chaplainMoraleBonus → GameSimEngine
The chaplain’s morale bonus is added to the team’s effective morale score when calculating play strength in game simulation. A higher morale directly increases the team performance multiplier, meaning your offense and defense execute at a higher level week-to-week.
Volunteer: +5 morale | Paid: +10 morale
Benefit 2 — Clutch Composure
Active at: Volunteer and Paid
Engine: TeamStaff.chaplainClutchBonus → GameSimEngine (play strength formula)
When the game is close, players with chaplain support maintain a sharper mental edge. This bonus is added directly to the team’s play strength calculation in GameSimEngine, scaled to game situation. It stacks with composure ratings, morale, and scheme bonuses.
Volunteer: +3% | Paid: +7%
Benefit 3 — Injury Recovery Cushion
Active at: Volunteer and Paid
Engine: TeamStaff.chaplainInjuryCushion → InjuryEngine.recover()
When a player’s injury recovery is processed each week, the chaplain cushion multiplier is applied to their injury duration. A paid chaplain’s 0.80 multiplier means a player who would be out 10 weeks is instead out 8 weeks.
Volunteer: × 0.90 duration (10% faster) | Paid: × 0.80 duration (20% faster)
This stacks with your physio’s rehabRating — the two recovery systems apply independently.
Benefit 4 — Mental Resilience
Active at: Volunteer and Paid (contributes to Clutch Composure)
Mental Resilience represents the chaplain’s role in helping players manage pressure, adversity, and losing streaks. In the engine it contributes to the Clutch Composure bonus (Benefit 2). Teams with a chaplain are more mentally durable — they’re less likely to collapse after bad plays or tough stretches.
Benefit 5 — Team Chemistry
Active at: Volunteer and Paid (contributes to Morale Lift)
A shared spiritual and communal foundation builds unit cohesion. This contributes to the Morale Lift bonus (Benefit 1). The chaplain’s presence as a trusted, neutral figure in the locker room reduces interpersonal friction and keeps morale stable across longer losing stretches.
Benefit 6 — Faith & Accountability
Active at: Paid only
Engine: Cultural modifier (character trait influence)
A paid chaplain runs regular accountability programs — small groups, one-on-one meetings, mentorship frameworks. This dampens negative character trait flares. Players with high Greed or Ego traits are less likely to act on those traits in damaging ways (e.g. demanding trades, disrupting team culture) when a paid chaplain is present.
Benefit 7 — Player Development Bonus
Active at: Paid only
Engine: TeamStaff.chaplainDevelopmentBonus → OffseasonEngine.ageAndDevelop()
A paid chaplain’s investment in the whole player — mind, body, spirit — translates to a measurable development boost. Each offseason, every player on your roster receives a +4% development rate multiplier on top of their standard coaching influence. Over multiple seasons, this compounds into meaningful OVR gains for young players.
Benefit 8 — Loyalty Bonus
Active at: Paid only
Engine: TeamStaff.chaplainLoyaltyBonus → contract signing / FA interest checks
Players who feel genuinely cared for are more willing to give the organization a financial discount when re-signing. The loyalty bonus nudges players toward hometown discounts during contract negotiations — your current roster players have a +5% propensity to accept below-market extensions.
Benefit 9 — Community Engagement
Active at: Paid only
Engine: TeamStaff.chaplainCommunityBonus → FanEngagementEngine (offseason)
A paid chaplain coordinates community outreach events, hospital visits, youth programs, and local charity partnerships. Each offseason, this adds +3 fan excitement points to your franchise’s excitement metric — the same stat that affects attendance, merch revenue expectations, and the owner’s patience with your record.
Benefit 10 — Character Development
Active at: Paid only
Engine: Cultural modifier (long-term character arc)
Over time, a paid chaplain shapes the organizational culture. Players drafted or signed into this environment are slightly more likely to develop positive character traits and less likely to regress toward destructive ones. This is a slow-burn benefit — the payoff is a franchise that stays disciplined and accountable across multiple seasons, rather than requiring constant roster management to control locker-room issues.
Is a Paid Chaplain Worth It?
At $150K/year, a paid chaplain is one of the cheapest staff investments in the game. The staff budget cap typically allows $15M–$30M+ for coaching/scouting staff — $150K is a rounding error.
The ROI is strongest for teams that:
Even a Volunteer chaplain provides meaningful value at zero cost — the +3% clutch bonus and 10% faster injury recovery are worth activating immediately.
BrannGM: Football ’26 · Chaplain System Reference · v1.0 · July 2026
Coaching & Staff
The Coaching Staff
1 Coaching Staff Roles
Your franchise employs up to 11 coaching roles (4 coordinators + 7 position coaches). Every role is fully coded and affects gameplay in a specific way.
1.1 Coordinator & Head Coach Roles
| Role | Primary Gameplay Effect | Dev Positions |
|---|---|---|
| Head Coach (HC) | Sets motivationBaseline, disciplineBaseline, focusBaseline. HC.rating weighted ×3 in all three baselines. CoachStyle determines SchemeFit (+2.0/+0.5/−2.0 team strength). isMotivator amplifies morale swings. | All positions |
| Offensive Coordinator (OC) | Contributes ×2 to all three locker-room baselines. OC scheme must match HC style for full SchemeFit bonus. Feeds into staff.coachingRating used in teamStrength. | All positions |
| Defensive Coordinator (DC) | Contributes ×2 to all three baselines. DC rating feeds defenseRating used in teamStrength. | All positions |
| Special Teams Coordinator (STC) | Contributes ×1 to baselines. Drives staff.kickingRating for special-teams execution. | K, P |
1.2 Position Coach Roles
| Role | Develops | Technical Specialty |
|---|---|---|
| QB Coach | QB | qbsRating — accuracy, pocket poise, release timing |
| RB Coach | RB | rushingRating — vision, elusiveness, ball security |
| WR Coach | WR, TE | receivingRating — route running, catching, YAC |
| OL Coach | OT, OG, C | blockingRating — pass/run blocking, anchor, footwork |
| DL Coach | DE, DT | passRushRating — get-off, pass rush moves, sacks |
| LB Coach | OLB, MLB | passRushRating (shared) + coverage/pursuit |
| DB Coach | CB, SS, FS | coverageRating — man/zone coverage, ball skills |
Development speed formula: developmentBonus = (rating / 70.0) + (0.15 if isDeveloper). A 90-rated position coach grows their players ~28% faster than a 50-rated coach (~71% multiplier).
2 Mental & Technical Sub-Ratings
Every coach has both MENTAL and TECHNICAL sub-ratings derived deterministically from their overall rating and personality traits. These are visible in StaffProfileView.
2.1 Mental Sub-Ratings
| Sub-Rating | Derived From | What It Drives |
|---|---|---|
| Motivation | rating + 12 if isMotivator | motivationBaseline → team.morale at season start. Also amplifies morale delta after wins/losses (+1 win / +2 loss buffer for motivator HCs). |
| Management | derived(rating ± 10) | Not yet wired into gameplay. Displayed in staff profile for future use. |
| Discipline | rating + 8 if isTactician | disciplineBaseline → team.discipline at season start. Reduces penalty rate and fumble rates; lowers off-field incident probability. |
| Playcalling | rating + 6 if isTactician | Not wired standalone — contributes to coachingRating aggregate (teamStrength coachBonus = (coaching − 70) × 0.10). |
2.2 Technical Sub-Ratings
| Sub-Rating | Primary Role | Effect |
|---|---|---|
| Play Design | isDeveloper coaches | Feeds into developmentRating aggregate for player progression speed. |
| QBS Rating | QB Coach | Full rating for QB coach; penalised derived value for all others. |
| Rushing Rating | RB Coach | Full rating for RB coach; drives RB/FB development speed. |
| Receiving Rating | WR Coach | Full rating for WR coach; drives WR and TE development speed. |
| Blocking Rating | OL Coach | Full rating for OL coach; drives OT, OG, C development speed. |
| Pass Rush Rating | DL Coach / LB Coach | Both share primary status; drives DE, DT, OLB, MLB development. |
| Coverage Rating | DB Coach | Full rating for DB coach; drives CB, SS, FS development speed. |
| Kicking Rating | STC | Drives K and P special-teams development. |
Position coaches rated 80+ develop their specialist group noticeably faster than coordinators filling that coaching slot. The game guarantees primary-role coaches always outscore secondary-role coaches in their specialty.
3 Blitz Frequency & Coaching Traits
3.1 Blitz Frequency
Each coach has a blitzFrequencyTrait of Low, Medium, or High, derived deterministically from their UUID. This is currently a display characteristic (visible in StaffProfileView) and is planned for wiring into GameSimEngine in a future update.
| Frequency | Planned Gameplay Effect |
|---|---|
| Low | Cover-first defense. Fewer sacks but more consistent pass coverage. Lower variance. |
| Medium | Balanced approach — the current default simulation behavior. |
| High | Aggressive pass rush. Higher sack rate but more vulnerable to screens, draws, and quick throws. |
3.2 Other Coaching Trait Labels
| Trait | Values | Current Status |
|---|---|---|
| Playcalling Trait | Aggressive / Balanced / Conservative | Display only. |
| RB Approach | Workhorse / Committee / Dual-Threat / Pass-First | Display only. |
| Defensive Style | 4-3 Zone / 3-4 Man / 4-2 Man / Hybrid | Display only. |
| Coach Style (HC only) | Smashmouth / Air Raid / West Coast / etc. | WIRED — determines SchemeFit vs OC offensive scheme (see Section 5). |
4 Contracts — Greed, Loyalty & Ambition
Coaches have three character traits that affect contract negotiations and offseason movement decisions.
4.1 Trait Definitions
| Trait | Levels | Where It’s Wired |
|---|---|---|
| Greed | LOW / MED / HIGH | Affects the contractQuote shown during negotiation (‘I want fair compensation’ vs ‘Make me an offer’). Future update: salary demands will scale with greedLevel. |
| Loyalty | LOW / MED / HIGH | coachLoyalty is WIRED in CoachMovementEngine. HIGH loyalty → −0.15 departure probability. LOW loyalty → +0.15. |
| Ambition | HIGH / MED / LOW | coachAmbition is WIRED. HIGH ambition → +0.20 departure probability. LOW → −0.10. |
4.2 Departure Score Formula
Each offseason, CoachMovementEngine computes a departure probability (0.0–1.0) for every coach. A score ≥ 0.40 means the coach will accept outside offers from AI teams.
| Factor | Effect on Departure Probability |
|---|---|
| Base | + 0.20 (20% base) |
| Rating ≥ 85 | + 0.15 (elite coaches in demand) |
| Rating 75–84 | + 0.08 |
| Rating < 65 | − 0.10 (poor coaches rarely get offers) |
| Ambition HIGH | + 0.20 (chasing bigger roles) |
| Ambition MED | + 0.05 |
| Ambition LOW | − 0.10 (content, stable) |
| Loyalty HIGH | − 0.15 (wants to stay) |
| Loyalty LOW | + 0.15 (ready to leave) |
| Win % > 60% | − 0.10 (winning retains coaches) |
| Win % < 40% | + 0.10 (losing pushes coaches out) |
| Contract: 1 year left | + 0.15 (urgency) |
| Contract: 2 years left | + 0.05 |
| Owner Desirability ≤ 2 | + 0.10 (bad ownership repels coaches) |
| Owner Desirability ≥ 4 | − 0.10 (strong culture retains coaches) |
| Promotion offered (coord → HC) | + 0.12 (extra incentive to leave) |
Extend contracts before they hit 1 year remaining to prevent poaching of valued staff.
5 Morale — Causes & Gameplay Effects
Morale (0–100) represents the team’s emotional state. It fluctuates throughout the season and has a direct, measurable effect on every game via the moraleBonus component of teamStrength.
5.1 What Drives Morale Changes
| Event | Morale Change |
|---|---|
| Win (standard HC) | + 4 pts |
| Win (isMotivator HC) | + 5 pts (extra +1 boost) |
| Loss (standard HC) | − 4 pts |
| Loss (isMotivator HC) | − 2 pts (motivators cushion losses) |
| Off-field incident (discipline < 78 or morale < 65) | − 3 to − 8 pts (random) |
| Press conference — positive answer | + 1 to + 4 pts (question-specific) |
| Press conference — negative/evasive answer | − 1 to − 3 pts |
| Chaplain (Volunteer) — weekly ambient | + 5 pts equivalent |
| Chaplain (Paid) — weekly ambient | + 10 pts equivalent |
| Season start | Reset toward motivationBaseline (staff weighted average) |
Morale is clamped to the range 25–100. It cannot fall below 25 no matter how bad the losing streak, and cannot exceed 100.
5.2 How Morale Affects Gameplay
moraleBonus in teamStrength = (morale − 70) × 0.04
| Morale Value | moraleBonus | Context |
|---|---|---|
| 100 (peak) | + 1.20 | Red-hot locker room, firing on all cylinders |
| 85 | + 0.60 | Strong chemistry, confident team |
| 70 (neutral) | + 0.00 | No effect — average NFL locker room |
| 55 | − 0.60 | Cracks showing, effort inconsistent |
| 40 | − 1.20 | Fractured locker room, losing causes more losing |
| 25 (floor) | − 1.80 | Complete dysfunction — maximum drag on performance |
Off-field incident probability: chance = max(0, (78 − discipline) / 100 × 0.12) + max(0, (65 − morale) / 100 × 0.05). Incidents further reduce morale by 3–8 pts and discipline by 1–4 pts, creating a compounding spiral if left unchecked.
5.3 motivationBaseline (Season Start)
When a new season begins, morale is initialized to the motivationBaseline — a staff-quality weighted average:
Head Coach motivation rating × 3 (biggest single lever)
OC + DC motivation rating × 2 each
STC motivation rating × 1
Each position coach motivation rating × 1
A coach’s motivationRating = their overall rating, boosted +12 if they have the isMotivator trait. Hiring a motivator HC is the fastest path to a higher season-opening morale.
6 HC Hot Seat System
The Hot Seat measures how much pressure your Head Coach is under from ownership. It appears in COACHES > STAFF and drives escalating BLITZ buzz lines throughout the season.
6.1 Heat Score Formula (0–100)
Computed by FanEngagementEngine.hcHotSeatScore(). Higher score = hotter seat.
| Factor | Points Added / Removed |
|---|---|
| Owner Patience < 20 | + 55 pts |
| Owner Patience 20–34 | + 40 pts |
| Owner Patience 35–49 | + 25 pts |
| Owner Patience 50–64 | + 12 pts |
| Owner Patience 65+ | 0 pts |
| Wins ≥ 5 below expectation | + 30 pts |
| Wins 3–4 below expectation | + 20 pts |
| Wins 1–2 below expectation | + 10 pts |
| Season record: ≤ 3 wins | + 20 pts |
| Season record: 4–6 wins | + 8 pts |
| GM–HC Tension ≥ 80 | + 20 pts |
| GM–HC Tension 65–79 | + 10 pts |
| HC in Year 1 (tenure = 0) | − 35 pts (honeymoon grace) |
| HC in Year 2 (tenure = 1) | − 15 pts (partial grace) |
6.2 Heat Tiers
| Score | Label | What It Means |
|---|---|---|
| 0–24 | Safe | Ownership is satisfied. No pressure. |
| 25–39 | Warming Up | Mild concern. A couple more losses and questions begin. |
| 40–59 | Hot Seat | Media is asking. Ownership watching closely. |
| 60–79 | On Notice | Formal warning. Replacement names being discussed. |
| 80–100 | Seat on Fire | Firing is imminent. Sources say the decision has been made. |
6.3 In-Game Displays
COACHES > STAFF tab: A heat card appears below the HC row when score ≥ 25. Shows the heat score bar, tier label, and up to 3 replacement candidates from the free coach market.
Replacement candidates: HC-role coaches in the market, plus any OC/DC with OVR ≥ 70 who could be promoted. Sorted by rating descending.
BLITZ Buzz Report: Graduated language for any HC league-wide scoring ≥ 40. Score 40–59: ‘seat is getting warm.’ Score 60–79: ‘on notice.’ Score 80+: ‘ownership already vetting replacements.’
HomeView Banner: The existing GM Hotseat banner (ownerPatience <
tracks YOUR job security as GM — a separate system from the HC Hot Seat.
7 Quick Reference Summary
teamStrength Formula Components
teamStrength = base + staffFit + playerFit + archetypeBonus + coachBonus + moraleBonus + focusBonus + excitementBonus + chaplainBonus + chemistryBonus
| Component | Formula |
|---|---|
| coachBonus | ((offenseRating + defenseRating) / 2 − 70) × 0.10 |
| moraleBonus | (morale − 70) × 0.04 |
| focusBonus | (focus − 70) × 0.03 |
| staffFit (SchemeFit) | Ideal: +2.0 · Compatible: +0.5 · Mismatch: −2.0 |
| chemistryBonus | ≥80: +2.0 · ≥60: 0.0 · ≥40: −2.0 · <40: −5.0 |
| chaplainBonus | chaplainClutchBonus + chaplainMoraleBonus × 0.04 |
Staff Baseline Weights (Morale / Discipline / Focus)
| Role | Weight |
|---|---|
| Head Coach | × 3 (dominant factor) |
| Offensive Coordinator | × 2 |
| Defensive Coordinator | × 2 |
| Special Teams Coord. | × 1 |
| Each Position Coach | × 1 |
Key Thresholds at a Glance
| Value | Meaning |
|---|---|
| HC OVR ≥ 85 | Elite — always draws outside interest; depart if ambition HIGH. |
| Morale 70 | Neutral. Above = overperform; below = underperform. |
| Discipline 78 | Below this, off-field incident probability activates. |
| Staff Chemistry ≥ 80 | Chemistry bonus: +2.0 team strength. |
| Staff Chemistry < 40 | Chemistry penalty: −5.0 team strength (severe). |
| HC Heat Score ≥ 25 | Hot seat card appears in COACHES tab. |
| HC Heat Score ≥ 40 | BLITZ buzz begins. |
| Owner Patience < 40 | GM hotseat banner triggers (your job is at risk). |
| Owner Patience = 0 | GM is fired — franchise ends. |
Staff Ratings & Budget
Internal reference — how star ratings are computed and how the staff budget works.
1. Staff Rating Cards — How the Stars Are Computed
Every star rating in the Front Office OVERVIEW tab converts a 0–100 internal score to a 0–5 star display by dividing by 20. A score of 80 = 4.0 stars; 60 = 3.0 stars.
Universal Star Rating Scale
| Stars | Score Range | What It Means |
|---|---|---|
| ★★★★★ (5) | 85 – 100 | Elite — top 5 in the league |
| ★★★★☆ (4) | 70 – 84 | Strong — above-average staff |
| ★★★☆☆ (3) | 55 – 69 | Average — functional but limited |
| ★★☆☆☆ (2) | 40 – 54 | Weak — noticeable drag on performance |
| ★☆☆☆☆ (1) | 20 – 39 | Poor — replace as soon as budget allows |
1A. Coaches
Two rating cards appear on the Coaches summary block. Both derive from the coaching staff’s individual OVR ratings.
| Card Label | Code Property | Formula |
|---|---|---|
| PLAYER DEV | staff.developmentRating | Average OVR of all coaches + 2 per coach with the Developer trait |
| GAMEDAY | staff.coachingRating | Simple average OVR of all 11 coaches (no weighting by role) |
The engine also uses two additional weighted formulas internally to compute the OFF and DEF team ratings displayed on the team header:
Weighted Coaching Formulas (Internal Engine)
| Role | Weight | Counts Toward | Notes |
|---|---|---|---|
| Head Coach | × 3 | OFF + DEF ratings | Most influential — hiring well here matters most |
| Offensive Coordinator | × 2 | OFF rating | Controls offensive scheme quality |
| Defensive Coordinator | × 2 | DEF rating | Controls defensive scheme quality |
| Position Coaches (×7) | × 1 each | OFF or DEF | Split by side of ball (off: QB/RB/WR/OL, def: DL/LB/DB) |
| Sp. Teams Coordinator | × 1 | GAMEDAY only | Excluded from weighted OFF/DEF formulas |
1B. Scouts
The scouting department has two distinct cards measuring different things: overall department accuracy vs. the Head Scout’s individual talent-identification ability.
| Card Label | Code Property | Formula |
|---|---|---|
| EVALUATOR | ScoutingEngine.departmentStrength | Head ×40% + Off Scout ×25% + Def Scout ×25% + Avg(Assistants) ×10% |
| STAR SPOTTER | staff.headScout.rating | Head Scout individual OVR only |
EVALUATOR — Department Strength Formula
This score controls scouting accuracy: how close your reported OVR is to a player’s true OVR. A strength of 90+ means reports are usually within 2–3 points. Below 65, reports can be off by 10+ points — you may overpay for average players.
STAR SPOTTER — Head Scout Rating
Simply the Head Scout’s individual OVR. It represents talent identification ability — the ‘find the hidden gem’ skill. A 90-rated Head Scout may surface a 5th-round steal that a 65-rated scout would miss entirely.
1C. Physios
The physio department generates two sub-ratings from each physio’s attributes (derived from their base OVR via seeded randomization, seeds 50–53). Cards are averaged across both Head and Assistant Physio.
| Card Label | Code Property | Formula |
|---|---|---|
| PREVENTION | staff.preventionScore | avg( physio.preventionRating, assistantPhysio.preventionRating ) |
| REHAB | staff.rehabScore | avg( physio.rehabRating, assistantPhysio.rehabRating ) |
PREVENTION feeds the injury cushion multiplier — a 5-star physio department meaningfully reduces soft-tissue injury probability. REHAB controls recovery speed; players on a high-REHAB staff can return 1–2 weeks sooner.
If either physio slot is vacant, both scores default to 50 (2.5 stars). Keeping both slots filled is important — the assistant contributes nearly equally to both cards.
2. Staff Budget — How It Works
The staff budget is completely separate from the player salary cap. It is owner-controlled and covers all coaching, scouting, and physio salaries (plus the chaplain if paid). Players never draw from this pool.
2A. Starting Budget — New GM
When a new league is created, each team’s starting staff budget is set once based on the owner’s Spending personality rating (1–5):
| Owner Spending | Personality Label | Formula | Starting Budget |
|---|---|---|---|
| 1 — Lowest | Frugal | 8,000 + 1×4,000 | $12,000K ($12M) |
| 2 | Cost-Conscious | 8,000 + 2×4,000 | $16,000K ($16M) |
| 3 — Mid | Moderate | 8,000 + 3×4,000 | $20,000K ($20M) |
| 4 | Big Spender | 8,000 + 4×4,000 | $24,000K ($24M) |
| 5 — Highest | Goes All In | 8,000 + 5×4,000 | $28,000K ($28M) |
The owner’s Spending personality is fixed at franchise creation. It represents ownership’s willingness to invest in the front office, independent of wins or losses.
2B. Annual Growth — 3% Per Year
The player salary cap escalates at 7%/year (CBA media-deal trajectory). The staff budget grows more slowly — front office and coaching markets inflate at roughly 3–4% annually in real football.
The recommended code addition in OffseasonEngine.swift (alongside the existing salary cap escalation line):
10-Year Budget Projection at 3% Annual Growth
| Year | Frugal ($12M) | Moderate ($20M) | Big Spender ($24M) | Goes All In ($28M) | Salary Cap (7%) |
|---|---|---|---|---|---|
| 1 | $12.0M | $20.0M | $24.0M | $28.0M | $301.2M |
| 2 | $12.4M | $20.6M | $24.7M | $28.8M | $322.3M |
| 3 | $12.7M | $21.2M | $25.5M | $29.7M | $344.8M |
| 4 | $13.1M | $21.8M | $26.2M | $30.6M | $368.9M |
| 5 | $13.5M | $22.5M | $27.0M | $31.5M | $394.8M |
| 7 | $14.3M | $23.9M | $28.6M | $33.4M | $452.1M |
| 10 | $16.1M | $26.9M | $32.2M | $37.6M | $553.9M |
The salary cap grows roughly twice as fast as the staff budget. This is intentional — it mirrors the real NFL, where player salaries consume an ever-larger share while coaching/staff costs grow more modestly.
2C. Budget Increases — Owner Petitions
Once per season, the GM can petition the owner for a one-time budget increase. Larger requests carry a penalty to the approval odds:
Petition Size vs. Odds and Consequences
| Requested | Penalty | Effect on Odds | If Approved |
|---|---|---|---|
| $1M – $3M | None | No reduction | Budget +$1M–$3M, no expectation change |
| $4M | −5% | Slightly harder | Budget +$4M, season goal raised one level |
| $5M | −10% | Harder | Budget +$5M, season goal raised one level |
| $7M | −20% | Difficult | Budget +$7M, season goal raised one level |
| $10M | −35% | Very difficult | Budget +$10M, season goal raised one level |
Approved petitions permanently increase the budget (before annual 3% growth is applied). The owner expects more in return — the season goal steps up one level regardless of how big the increase was.
2D. Budget vs. Actual Staff Cost
The overview card compares the budget against the combined salaries of all coaches, scouts, physios, and the chaplain (if paid):
| Status | Condition | Owner Reaction |
|---|---|---|
| Under Budget ✓ | totalStaffCost ≤ staffBudget | No impact on patience |
| At Budget ~ | Within 10% over budget | Minor patience drain over time |
| Over Budget ✗ | More than 10% over budget consistently | Erodes owner patience like losing seasons |
Being consistently over budget long-term damages owner patience similarly to poor on-field performance — the owner is watching both the win column and the front office’s financial discipline.
Staff Chemistry
1. Overview
Staff Chemistry measures how well your Head Coach, Offensive Coordinator, and Defensive Coordinator function as a unified leadership group. It is displayed in the Front Office Overview screen as a 0–100 score alongside your team’s Motivation, Discipline, and Focus gauges.
Chemistry is not about individual talent — it is about familiarity, trust, and shared philosophy. A 75-rated coaching trio that has worked together for three seasons will consistently outperform a 80-rated trio that was assembled last week.
2. The Chemistry Score (0–100)
Every team has a Chemistry score that ranges from 0 to 100. It has two components:
Base Chemistry — the underlying score, updated each offseason. Reflects multi-year trends in staff continuity.
Mid-Season Penalty — a temporary negative modifier applied immediately when you fire a core coach during the regular season. Resets to zero at the start of each new offseason.
Effective Chemistry = Base Chemistry + Mid-Season Penalty
The Effective Chemistry value is what drives the game simulation modifier and what is displayed in the Front Office.
Chemistry Tiers
| Score | Tier | Color | Game Effect | Typical Cause |
|---|---|---|---|---|
| 80–100 | HIGH | Green | +2.0 team strength | 3+ years of continuity, strong scheme alignment |
| 60–79 | SOLID | Blue | No modifier (neutral) | Returning coordinators, one new hire |
| 40–59 | STRAINED | Orange | −2.0 team strength | Both coordinators new, or one mid-season fire |
| 0–39 | FRACTURED | Red | −5.0 team strength | HC fired mid-season, multiple mid-season changes |
3. What Drives Chemistry
Each offseason, after the league processes coordinator contract expirations and replacements, Chemistry is recalculated for every team. The engine looks at three things: who returned, who is new, and whether coordinators’ schemes align with the HC’s philosophy.
Offseason Delta Factors
| Factor | Delta | Notes |
|---|---|---|
| HC returns for another season | +3 | Stability at the top anchors the rest of the staff |
| HC is new this offseason | −5 | New HC = new system for everyone to learn |
| OC returns for another season | +5 | Continuity in the offensive scheme |
| OC is new this offseason | −10 | New OC means new playbook for all skill players |
| DC returns for another season | +5 | Continuity in the defensive system |
| DC is new this offseason | −10 | New DC means new coverage concepts and blitz packages |
| OC scheme matches HC scheme | +3 | Offensive alignment bonus — both pulling same direction |
| DC scheme matches HC scheme | +3 | Defensive alignment bonus — same philosophy top to bottom |
| Mid-season HC/OC/DC firing | −25 | Immediate penalty applied; stacks if multiple firings occur |
Deltas are cumulative and applied to the existing base score each offseason. A team that has maintained the same HC/OC/DC trio with good scheme alignment will compound upward season over season — eventually hitting the 80+ HIGH tier and earning a permanent +2 team strength bonus.
Example — Season 3 chemistry calculation:
Start: 72 (Solid, from prior season)
HC returned → +3 (76)
OC returned → +5 (81)
DC returned → +5 (86)
OC scheme matches HC → +3 (89)
DC scheme matches HC → +3 (92)
Final base: 92 → HIGH (+2 team strength)
4. Mid-Season Firings
Firing your Head Coach, Offensive Coordinator, or Defensive Coordinator during the regular season triggers an immediate Chemistry Penalty of −25 per firing. This penalty is applied on top of the base score and is visible immediately in the Front Office Overview.
Stacking: Multiple mid-season firings stack. Fire both your OC and DC in the same season and you take −50 combined.
Persistence: The penalty remains for the rest of the season. It does not decay week by week.
Reset: All mid-season penalties are cleared at the start of the offseason. The base score is then recalculated fresh based on who you retained vs. replaced.
Warning indicator: The Front Office Overview displays a red warning banner when a mid-season penalty is active, showing the current penalty amount.
5. How Chemistry Affects Game Simulation
Chemistry is applied as a modifier to team strength in every game simulation — both quick-sim (instant result) and full play-by-play. It layers on top of all other modifiers including player OVR, scheme fit, morale, discipline, focus, fan excitement, and the chaplain bonus.
| Effective Chemistry | Modifier | Context |
|---|---|---|
| 80–100 | +2.0 | HIGH — staff operates with instinctive coordination |
| 60–79 | 0.0 | SOLID — baseline, no benefit or penalty |
| 40–59 | −2.0 | STRAINED — miscommunications, slow adjustments |
| 0–39 | −5.0 | FRACTURED — systemic dysfunction, plan execution suffers |
6. Viewing Chemistry in the Front Office
Staff Chemistry is visible in the Front Office Overview tab, in the Locker Room card, directly beneath the Motivation, Discipline, and Focus gauges.
Locker Room Card — Elements
Chemistry score — the current Effective Chemistry value (0–100), displayed in the tier color.
Tier label — HIGH / SOLID / STRAINED / FRACTURED, color-coded to match.
Progress bar — visual fill from 0 to 100 in the tier color.
Penalty warning — a red banner appears below the bar when a mid-season penalty is active, showing the penalty amount.
Chemistry is only visible for your own team. When previewing an opponent’s staff in the Teams browser, the chemistry display is not shown.
7. Scenario Examples
| Scenario | Base Chem | Effective | Outcome |
|---|---|---|---|
| Same HC/OC/DC for 3+ years, both coordinators scheme-aligned | 82 | 82 | HIGH — +2 team strength every game |
| HC returned, new OC hired in offseason (scheme-matched) | 64 | 64 | SOLID — neutral modifier |
| New OC and new DC both hired in same offseason | 45 | 45 | STRAINED — −2 team strength |
| OC fired in Week 6 of regular season (−25 penalty applied) | 68 | 43 | Drops to STRAINED mid-season |
| HC fired Week 9, new HC + OC installed | 70 | 20 | FRACTURED — −5 team strength for rest of season |
8. GM Strategy Guide
Building High Chemistry
Identify an OC and DC who share scheme alignment with your HC before signing them — the scheme match bonus (+3 each) compounds over multiple seasons.
Prioritize coordinator contract extensions before they expire. A coordinator whose contract runs out is replaced by the AI with a 65% chance of scheme alignment — fine on average, but you lose the continuity bonus.
HC stability is the foundation. Even a modest HC who stays for five seasons earns +3 chemistry per year through continuity alone.
After drafting or rebuilding around a new scheme, accept one low-chemistry season while you install new coordinators — it pays off in year 2 and beyond.
When to Accept Low Chemistry
If your current coordinator is underperforming AND your base chemistry is already low (STRAINED/FRACTURED), the penalty of a new hire barely changes your situation.
Firing a coordinator in the offseason carries no mid-season penalty. If the system clearly isn’t working, the clean time to make a change is always the offseason, never mid-season.
An elite HC hire can briefly drop chemistry (−5 for being new) but the scheme alignment bonuses and the compounding tenure effect typically recover the loss within two seasons.
What to Avoid
Never fire your OC or DC mid-season unless the roster is already out of contention. The −25 penalty applied to the remaining schedule is almost never worth the short-term gain.
Don’t chase ratings alone. A 92-rated OC hired mid-season costs −25 chemistry and cannot recover it in-season. A retained 82-rated OC with two years of tenure contributes +5 chemistry — a 7-point swing before the game even starts.
Be aware of coordinator contract years. A coordinator on the last year of their contract is one offseason decision away from a −10 chemistry hit if you don’t extend or find a quality replacement.
9. Technical Reference
Data Model
staffChemistry (Int, 0–100): The base chemistry score stored on each Team. Defaults to 60 for old saves.
staffChemistryPenalty (Int, ≤ 0): Accumulator for mid-season firing penalties. Resets to 0 each offseason.
effectiveChemistry (computed): max(0, min(100, staffChemistry
staffChemistryPenalty)). This is the value used in game sim and displayed in the UI.
yearsWithTeam (Int, on Staff): Consecutive seasons the staff member has been with this team. Used by the offseason engine to distinguish returning (> 0) from new (= 0) hires.
Offseason Sequence
1. expireContracts — decrements contract years remaining for all staff.
2. expireAndReplaceStaff — AI teams auto-hire replacements for expired coordinators (65% scheme-match rate). New hires have yearsWithTeam = 0.
3. updateStaffChemistry — reads yearsWithTeam for HC/OC/DC, computes delta, applies to base chemistry, clears mid-season penalty, increments yearsWithTeam for all retained staff.
League Creation
LeagueSetup.generateStaff() seeds HC with 1–4 random years and OC/DC with 0–3 random years, simulating pre-existing team histories.
OffseasonEngine.seedInitialTrajectories() computes initial chemistry (clamped 35–85) based on the seeded tenures and scheme alignment, so teams start with differentiated chemistry from day one.
BrannGM: Football ’26 · Staff Chemistry System · Version 1.0
Coach Role Impact & the Coach Hall of Fame
Coach HOF & Role Impact Reference
Hall of Fame Formula · Role-by-Role Gameplay BreakdownBlitz Frequency · Player Development Chain · Locker Room Impact
1 Coach Hall of Fame (HOF) System
The HOF bar appears on the CAREER tab of every Head Coach, Offensive Coordinator, Defensive Coordinator, and Special Teams Coordinator. Position coaches, scouts, and physios are excluded — they do not accumulate HOF points.
1.1 HOF Point Formula
Points are computed from four factors. The bar shows points / 1200 as a percentage.
| Factor | Formula | Max Points | Notes |
|---|---|---|---|
| Career Wins (estimated) | wins × 2 | ~720 | Derived from yearsExperience × OVR-scaled win% |
| Championship Rings | rings × 120 | 720 | Capped at 6 rings (720 pts max) |
| Coach of the Year Awards | awards × 40 | ~200 | Unlocks for coaches with OVR ≥ 80 |
| Overall Rating | rating × 2 | 198 | Current OVR, 1–99 scale |
Full formula (coded in Staff.swift):
1.2 HOF Thresholds
| HOF % | Status | Typical Profile |
|---|---|---|
| 0 – 24% | Long Shot | Below-average coach, short career, 0 rings |
| 25 – 49% | Borderline | Solid coordinator career, 0 rings, decent OVR |
| 50 – 74% | Strong Case | Multi-year HC, playoff appearances, high OVR |
| 75 – 89% | Likely Inductee | 2+ rings or elite OVR + long tenure |
| 90 – 100% | Lock | 3+ rings or 90+ OVR veteran, Coach of Year history |
1.3 Estimated Career Stats Formula
Wins are derived from years × an OVR-scaled win percentage (since game-by-game logs are not stored globally per coach):
Example: OVR 90, 20-year career → (20 × (50+18)) / 17 = 80 wins × 2 = 160 HOF pts. Add 3 rings (360) = 520/1200 ≈ 43%.
1.4 Season History (GAMES Tab) — New in This Update
Each completed season now appends a StaffSeasonRecord to every coach. The GAMES tab displays these as a career history table with five columns:
• YEAR — two-digit season year (e.g. ’26)
• TEAM — three-letter abbreviation of the team they coached
• RECORD — regular-season W-L
• OVR — team overall rating (green ≥ 80, amber ≥ 70, red < 70)
• PO — 🏆 if champion; W-L if made playoffs; dash if they missed
Championship rows are gold-tinted. History records before the offseason movement engine runs, so it always reflects the team actually coached that year.
2 Coaching Role Impacts on Gameplay
All coaching effects flow through four pathways: (1) Team Strength — the core game-day OVR number, (2) Player Development — offseason OVR growth multipliers, (3) Locker Room — morale/discipline/focus baselines, and (4) Scheme Fit — bonus for matching HC philosophy to roster archetypes.
2.1 Head Coach (HC) — The Most Important Role
| Impact Area | Formula / Weight | Bonus Range | Status |
|---|---|---|---|
| Team Strength (offense) | offenseRating: HC × 3 weight | ±~6 | WIRED |
| Team Strength (defense) | defenseRating: HC × 3 weight | ±~6 | WIRED |
| Coach Bonus | (avg off+def − 70) × 0.10 | −7 to +3 | WIRED |
| Motivation Baseline | HC motivationRating × 3 | 50–99 | WIRED |
| Discipline Baseline | HC disciplineRating × 3 | 50–99 | WIRED |
| Focus Baseline | HC managementRating × 3 | 50–99 | WIRED |
| Motivator / Players’ Coach | +8 motivation bonus if trait active | +8 pts | WIRED |
| Scheme Fit Bonus | HC style aligns with OC scheme | +2.0 / +0.5 / −2.0 | WIRED |
| Player Dev (all positions) | HC is 30% of every dev chain | 0.75–1.25× | WIRED |
| HC Hot Seat | ownerPatience + record vs expectation | 0–100 score | WIRED |
| Mid-Season Fire Penalty | −25 chemistry if fired in-season | Chemistry | WIRED |
The HC’s CoachStyle (Smashmouth, Air Raid, Defensive Guru, etc.) determines the team’s offensive scheme alignment bonus. A perfect fit (OC scheme matches HC style) adds +2.0 to teamStrength; no fit = −2.0.
2.2 Offensive Coordinator (OC)
| Impact Area | Formula / Weight | Bonus Range | Status |
|---|---|---|---|
| offenseRating weight | OC × 2 in HC×3 + OC×2 + pos×1 average | ±~4 | WIRED |
| Motivation Baseline | OC motivationRating × 2 | +2 unit | WIRED |
| Discipline Baseline | OC disciplineRating × 2 | +2 unit | WIRED |
| Focus Baseline | OC managementRating × 2 | +2 unit | WIRED |
| Scheme Fit (OC) | OC scheme must match HC CoachStyle | +2.0 or 0 | WIRED |
| Tactician → Discipline | isTactician → +5 discipline baseline | +5 pts | WIRED |
| Tactician → Focus | Both OC + DC Tacticians → +8 focus | +3 or +8 | WIRED |
| QB/RB/WR/OL Dev Chain | OC in middle of offense dev chain (35%) | 0.75–1.25× | WIRED |
2.3 Defensive Coordinator (DC) — Includes Blitz Frequency
| Impact Area | Formula / Weight | Bonus Range | Status |
|---|---|---|---|
| defenseRating weight | DC × 2 in HC×3 + DC×2 + pos×1 average | ±~4 | WIRED |
| Motivation Baseline | DC motivationRating × 2 | +2 unit | WIRED |
| Discipline Baseline | DC disciplineRating × 2 | +2 unit | WIRED |
| Focus Baseline | DC managementRating × 2 | +2 unit | WIRED |
| Tactician → Discipline | isTactician → +5 discipline baseline | +5 pts | WIRED |
| Tactician → Focus | Both OC + DC Tacticians → +8 focus | +3 or +8 | WIRED |
| Defensive Anchor Star | DC OVR ≥ 87 → +3.0 defRating bonus | +3.0 | WIRED |
| Blitz Frequency (NEW) | High → +1.5; Medium → 0; Low → −1.0 | −1.0 to +1.5 | WIRED |
| DL/LB/DB Dev Chain | DC in middle of defense dev chains (35%) | 0.75–1.25× | WIRED |
Blitz Frequency is deterministic (derived from the DC’s UUID) and permanent. It reflects the DC’s philosophy. A “High” blitz DC generates extra pass-rush pressure (+1.5 teamStrength) but leaves more coverage gaps. A “Low” blitz DC plays a conservative, bend-don’t-break scheme (−1.0). Medium is baseline.
2.4 Special Teams Coordinator (STC)
| Impact Area | Formula / Weight | Status |
|---|---|---|
| Motivation Baseline | STC motivationRating × 1 weight | WIRED |
| Discipline Baseline | STC disciplineRating × 1 weight | WIRED |
| Focus Baseline | STC managementRating × 1 weight | WIRED |
| Kicker/Punter Dev Chain | STC at top of K/P dev chain (35%) | WIRED |
2.5 Position Coaches (QB / RB / WR / OL / DL / LB / DB)
| Coach Role | Positions Developed | Technical Specialty Used | Chain Weight |
|---|---|---|---|
| QB Coach | QB | qbsRating (accuracy, poise, release) | 35% (final link) |
| RB Coach | RB | rushingRating (vision, elusiveness, ball security) | 35% |
| WR Coach | WR, TE | receivingRating (routes, YAC, catching) | 35% |
| OL Coach | OT, OG, C | blockingRating (pass/run blocking, footwork) | 35% |
| DL Coach | DE, DT | passRushRating (get-off, pass-rush moves) | 35% |
| LB Coach | OLB, MLB | passRushRating + coverage/pursuit | 35% |
| DB Coach | CB, SS, FS | coverageRating (man/zone, ball skills) | 35% |
Development chain: HC (30%) + Coordinator (35%) + Position Coach (35%). A vacant slot re-weights remaining coaches proportionally. Elite position coaches push development 25% faster than an average staff.
3 Locker Room Impact
Three baselines — Motivation, Discipline, Focus — are computed every time the team is evaluated. They feed team.morale and team.focus, which in turn affect teamStrength each game.
3.1 Baseline Weight Formulas
| Baseline | Weight Scheme | Bonus Triggers | Affects |
|---|---|---|---|
| Motivation | HC×3, OC×2, DC×2, STC×1, PCs×1 avg | isMotivator or Players’ Coach style → +8 each | team.morale |
| Discipline | HC×3, OC×2, DC×2, STC×1, PCs×1 avg | Tactician coordinator → +5; other Tacticians → +2 | team.morale |
| Focus | HC×3, OC×2, DC×2, STC×1, PCs×1 avg | Both OC+DC Tacticians → +8; one → +3 | team.focus |
3.2 How Baselines Flow Into teamStrength
| Variable | Starting Point | teamStrength Formula | Swing |
|---|---|---|---|
| team.morale | motivationBaseline; shifts weekly | (morale − 70) × 0.04 | ±~2.0 |
| team.focus | focusBaseline; shifts with discipline | (focus − 70) × 0.03 | ±~0.9 |
At morale 90: +0.80. At morale 50: −0.80. At morale 30 (toxic): −1.60. At focus 95: +0.75. At focus 50: −0.60.
3.3 Staff Chemistry (Separate Bonus)
| Chemistry | teamStrength Adj. | Typical Cause |
|---|---|---|
| 80–100 | +2.0 | Veterans together 3+ years, matching schemes |
| 60–79 | 0.0 | Normal staff, some turnover |
| 40–59 | −2.0 | Recent coordinator hire or scheme mismatch |
| 0–39 | −5.0 | Mid-season firing or multiple new hires |
Firing the HC, OC, or DC during the regular season applies −25 chemistry immediately. Chemistry recovers as tenure builds (each season together = +3 to +5 chemistry per pair).
3.4 Chaplain Stacks on Top of Coaching Effects
| Level | Morale Bonus/Wk | Injury Cushion | Clutch Boost | Dev Multiplier Boost |
|---|---|---|---|---|
| None | 0 | 1.00× | +0.00 | +0.000 |
| Volunteer | +5 | 0.90× | +0.03 | +0.000 |
| Paid ($150K/yr) | +10 | 0.80× | +0.07 | +0.040 |
4 Quick Reference — Wired vs Display-Only
| Feature | Status | Engine / File |
|---|---|---|
| HC team-strength weight (×3 offense + defense) | WIRED | TeamStaff.offenseRating / defenseRating |
| OC team-strength weight (×2 offense) | WIRED | TeamStaff.offenseRating |
| DC team-strength weight (×2 defense) | WIRED | TeamStaff.defenseRating |
| DC defensive anchor (OVR ≥ 87 → +3.0) | WIRED | League.defRating |
| DC blitz frequency → teamStrength | WIRED ✓ NEW | GameSimEngine.teamStrength |
| Coach Bonus (avg coach − 70) × 0.10 | WIRED | GameSimEngine.teamStrength |
| Motivation baseline → morale | WIRED | TeamStaff.motivationBaseline |
| Discipline baseline → morale | WIRED | TeamStaff.disciplineBaseline |
| Focus baseline → team.focus | WIRED | TeamStaff.focusBaseline |
| Morale → teamStrength | WIRED | GameSimEngine: (morale−70) × 0.04 |
| Focus → teamStrength | WIRED | GameSimEngine: (focus−70) × 0.03 |
| Staff chemistry → teamStrength | WIRED | GameSimEngine: chem ≥80 +2 / <40 −5 |
| isMotivator trait → motivation boost | WIRED | TeamStaff.motivationBaseline +8 |
| isTactician → discipline + focus boost | WIRED | TeamStaff.disciplineBaseline / focusBaseline |
| Position coaching chain → player dev | WIRED | CoachingInfluenceEngine |
| isDeveloper trait → +15% dev rate | WIRED | Staff.developmentBonus |
| Scheme fit (HC style vs OC scheme) | WIRED | GameSimEngine / offensiveSchemeFit |
| Chaplain morale + clutch + dev | WIRED | Multiple engines |
| Coach ambition / loyalty → departure | WIRED | CoachMovementEngine |
| Staff season history (GAMES tab) | WIRED ✓ NEW | OffseasonEngine.recordStaffSeasons |
| HC hot seat score → FO card + BLITZ | WIRED | FanEngagementEngine.hcHotSeatScore |
| greedLevel → salary demand scaling | DISPLAY ONLY | Shows in CONTRACT tab; not in salary math |
| managementRating standalone | DISPLAY ONLY | Rolls into focusBaseline only |
| OC blitz frequency | FUTURE | Could wire to offRating in a later update |
| STC impact on field position | PARTIAL | In K/P dev chain; no standalone ST score yet |
The Coaching Carousel
Overview
BRANNGM: FOOTBALL ’26 — COACHING STAFF MOVEMENT SYSTEM
Promotion Ladder · Poaching Rules · OVR Translation · Retention Strategy
▸ THE PROMOTION LADDER
| LEVEL 1 | POSITION COACH | Develops individual players at a specific position. Can be PROMOTED to OC or DC. Can be POACHED to become a coordinator elsewhere if OVR ≥ 75. | |
|---|---|---|---|
| LEVEL 2 | COORDINATOR (OC / DC) | Runs the offensive or defensive scheme. Can be PROMOTED to Head Coach. Can be POACHED to become a coordinator or HC at another team. | |
| LEVEL 3 | HEAD COACH | Leads the entire franchise. Cannot be poached. Leaves only if fired, retires, or contract expires. |
▸ CORE RULES
| One rung at a time | No coach may skip a level. A position coach cannot become a head coach directly — they must first become a coordinator for at least one season. |
|---|---|
| HC cannot be poached | Head coaches are locked to their team until fired, retired, or their contract expires. They cannot be targeted by AI teams mid-contract. |
| OC / DC poachable | Coordinators may receive offers from other teams each offseason. The GM can retain them via a staff budget raise or strong team culture. |
| Position coach poachable (conditional) | A position coach with OVR ≥ 75 may be poached to become a coordinator elsewhere. Lower-rated position coaches are not attractive enough to draw coordinator offers. |
| One promotion per coach per offseason | A coach can only advance one level per league year. They cannot be promoted and poached simultaneously. |
| One-season adjustment penalty | Any coach promoted or laterally poached receives a −6 OVR penalty for their first season in the new role, representing the learning curve. The penalty lifts at the next offseason and normal trajectory development resumes. |
▸ OFFSEASON COACHING MOVEMENT SEQUENCE
| Step 1 — Fire coaches | Teams fire HCs and/or coordinators. Fired coaches enter the free market immediately. |
|---|---|
| Step 2 — Calculate departure interest | For each remaining coordinator (and position coach OVR ≥ 75), compute Departure Interest Score. Scores above the 40% threshold generate outside offers. |
| Step 3 — Poaching offers sent | AI teams with vacancies target available coaches in priority order: HC vacancies filled first, then coordinator slots. |
| Step 4 — Retention window | The player GM sees which of their coaches have received offers. They may retain threatened coaches by approving a salary increase (if staff budget permits). |
| Step 5 — Promotions resolved | Internally, teams may promote a position coach to fill a coordinator vacancy, or a coordinator to fill a newly-open HC role. |
| Step 6 — Market clears | Remaining vacancies are filled from the open coaching market (recently fired coaches and unclaimed free agents). Season begins with all rosters set. |
Poaching Formula
COACHING DEPARTURE INTEREST SCORE — FORMULA REFERENCE
Each coordinator (and position coach OVR ≥ 75) is evaluated each offseason. If Departure Interest Score > 40%, the coach receives an offer from an AI team.
| MODIFIER CONDITION | VALUE | TYPE | APPLIES TO | NOTES |
|---|---|---|---|---|
| Base departure interest | 20% | Base | All eligible coaches | Starting point before any modifiers applied |
| Coach OVR ≥ 85 (elite) | +18% | Coach quality | OC / DC | Elite coordinators draw HC interest from other teams |
| Coach OVR 80–84 (very good) | +12% | Coach quality | OC / DC | Strong coordinators are credible HC candidates |
| Coach OVR 75–79 (solid) | +6% | Coach quality | OC / DC / Pos Coach | Position coaches at this threshold become coordinator targets |
| Won 10+ games this season | +10% | Team performance | OC / DC | Strong résumé makes outside teams interested |
| Lost 4+ games this season | +6% | Team performance | OC / DC | Coordinators on losing teams may welcome change |
| Final year of contract | +12% | Contract status | OC / DC | Expiring contract = maximum departure leverage |
| Ambition trait = HIGH | +15% | Personality | OC / DC | High-ambition coaches actively seek promotion to HC |
| Ambition trait = LOW | −8% | Personality | OC / DC | Low-ambition coaches are content in coordinator role |
| Loyalty trait = HIGH | −15% | Personality | OC / DC | Loyal coaches prioritize staying with their current team |
| Loyalty trait = LOW | +10% | Personality | OC / DC | Low-loyalty coaches are more willing to leave |
| Team won championship last season | −14% | Team prestige | OC / DC | Why leave a championship staff? |
| Team made playoffs last season | −6% | Team prestige | OC / DC | Playoff teams are desirable destinations to stay |
| Owner desirability rating ≥ 4 | −10% | Organization quality | OC / DC | Great ownership culture makes coaches want to stay |
| Owner desirability rating ≤ 2 | +8% | Organization quality | OC / DC | Meddlesome or unreliable owners push coordinators away |
| Team on 3+ year playoff drought | +7% | Team trajectory | OC / DC | Coaches on struggling programs look for winning opportunities |
| Coordinator already offered extension | −20% | Retention action | OC / DC | A GM-issued retention offer significantly reduces departure risk |
THRESHOLD & OUTCOME
| Score < 25% | No interest. Coach is content and no offers are generated. |
|---|---|
| Score 25–39% | Background interest only. Coach may listen but does not actively seek a move. No offer this year. |
| Score 40–59% | OFFER RECEIVED. AI team extends an offer. GM gets a retention prompt. |
| Score ≥ 60% | STRONG OFFER. Coach is actively seeking a move. Retention is significantly harder and more expensive. |
Departure Calculator
DEPARTURE INTEREST SCORE — INTERACTIVE CALCULATOR
Enter values in BLUE cells. Score calculates automatically.
COACH INPUTS
| Coach OVR (40–99) | 78 | Enter the coach’s current overall rating |
|---|---|---|
| Ambition Trait | MED | Enter: HIGH / MED / LOW |
| Loyalty Trait | MED | Enter: HIGH / MED / LOW |
| Won 10+ games last season? (YES/NO) | NO | |
| Lost 4+ games last season? (YES/NO) | NO | |
| Final year of contract? (YES/NO) | NO | |
| Team won championship last season? (YES/NO) | NO | |
| Team made playoffs last season? (YES/NO) | NO | |
| Owner desirability (1–5) | 3 | 1=poor, 3=average, 5=great |
| Team on 3+ year playoff drought? (YES/NO) | NO | |
| Retention offer extended? (YES/NO) | NO |
SCORE BREAKDOWN
| Base departure interest | 0.2 | Fixed starting value | |
|---|---|---|---|
| OVR modifier (≥85→+18%, 80-84→+12%, 75-79→+6%) | 0.06 | Based on OVR input above | |
| Ambition modifier (HIGH→+15%, LOW→−8%) | 0 | Based on Ambition trait input | |
| Loyalty modifier (HIGH→−15%, LOW→+10%) | 0 | Based on Loyalty trait input | |
| Won 10+ games → +10% | 0 | ||
| Lost 4+ games → +6% | 0 | ||
| Final year of contract → +12% | 0 | ||
| Won championship last season → −14% | 0 | ||
| Made playoffs last season → −6% | 0 | ||
| Owner desirability (≥4→−10%, ≤2→+8%) | 0 | ||
| 3+ year playoff drought → +7% | 0 | ||
| GM issued retention offer → −20% | 0 | Most powerful single lever available to the GM | |
| TOTAL DEPARTURE INTEREST SCORE | 0.26 | Capped at 0%–100% | |
| RESULT | ◑ BACKGROUND INTEREST — No offer this year |
OVR Translation
OVR TRANSLATION ON PROMOTION
When a coach is promoted, their OVR is recalculated under the new role’s formula. Existing sub-ratings stay the same — only the weights change. A one-season adjustment penalty of −6 OVR then applies while the coach adapts to the larger responsibility.
PROMOTION PATHS — TRANSLATION FORMULA
| PROMOTION PATH | TRANSFER RATE | ADJ. PENALTY | FLOOR OVR | CEILING OVR | NET FIRST-YEAR OVR (example) |
|---|---|---|---|---|---|
| Position Coach → Offensive Coordinator | 78% | −6 (first season only) | 55 | 76 | 78 OVR coach → 61 OVR OC first season (78×0.78=61 − 6 penalty = 55 effective) |
| Position Coach → Defensive Coordinator | 78% | −6 (first season only) | 55 | 76 | Same as OC path above |
| OC → Head Coach | 82% | −6 (first season only) | 52 | 79 | 85 OVR OC → 70 OVR HC first season (85×0.82=70 − 6 penalty = 64 effective) |
| DC → Head Coach | 82% | −6 (first season only) | 52 | 79 | Same as OC→HC path above |
| Coordinator poached laterally (OC→OC or DC→DC at new team) | 95% | −3 (adaptation to new scheme) | 60 | Max retained | Near-full OVR transfer. Small penalty for new playbook. |
| Position Coach poached as Coordinator (OVR ≥ 75 only) | 78% | −6 (first season only) | 55 | 74 | Same formula as internal promotion path |
QUICK REFERENCE — STARTING OVR IN NEW ROLE (before adjustment penalty)
| OLD OVR | As OC / DC (×0.78, floor 55) | As HC (×0.82, floor 52) | Lateral Coordinator (×0.95) |
|---|---|---|---|
| 60 | 55 | 52 | 57 |
| 65 | 55 | 53 | 62 |
| 70 | 55 | 57 | 66 |
| 75 | 58 | 61 | 71 |
| 78 | 61 | 64 | 74 |
| 80 | 62 | 66 | 76 |
| 82 | 64 | 67 | 78 |
| 85 | 66 | 70 | 81 |
| 88 | 69 | 72 | 84 |
| 90 | 70 | 74 | 86 |
| 92 | 72 | 75 | 87 |
| 95 | 74 | 78 | 90 |
⚠ Note: After the adjustment penalty year, the normal trajectory development system resumes. A promoted coach on an upward trajectory may recover quickly; one on a declining arc may struggle.
Sub-Rating Transfer
SUB-RATING TRANSFER MATRIX
Shows what percentage of each sub-rating carries forward when a coach is promoted. Sub-ratings that don’t transfer directly initialize at 60% of the coach’s overall average in the new role, representing base competency.
POSITION COACH → OC / DC
| POSITION COACH SUB-RATING | TRANSFERS TO NEW ROLE AS | TRANSFER % | RATIONALE |
|---|---|---|---|
| Teaching | Player Development | 90% | Coaching players at a position group is nearly identical at coordinator level |
| Technical Knowledge | Scheme / Positional Expertise | 88% | Deep position knowledge feeds directly into scheme design for that side of the ball |
| Motivation | Motivation / Player Management | 80% | Motivating a unit is similar; motivating a full offense/defense group requires more range |
| Film Study / Prep | Game Planning | 75% | Preparation skills transfer well but coordinator prep scope is broader |
| NEW: Play Calling | (Initializes at 60% of avg) | — | Position coaches rarely call plays; this starts at a base level |
| NEW: Scheme Design | (Initializes at 62% of avg) | — | Designing plays and formations is a new skill; position experience helps but is partial |
COORDINATOR (OC / DC) → HEAD COACH
| COORDINATOR SUB-RATING | TRANSFERS TO HC ROLE AS | TRANSFER % | RATIONALE |
|---|---|---|---|
| Scheme Design | Offensive / Defensive Philosophy | 82% | Deep scheme knowledge feeds the HC’s strategic identity |
| Play Calling | Game Management (partial) | 55% | HCs rarely call plays directly; the coordinator mindset partially maps to situational game management |
| Player Development | Player Development (team-wide) | 75% | Developing players transfers — scope expands from a group to the full roster |
| Game Planning | Game Management | 78% | Weekly prep habits and opponent analysis transfer strongly |
| Motivation (unit-level) | Motivation (full team) | 70% | Motivating an offense or defense is good prep; motivating the full 53-man roster is harder |
| NEW: Leadership | (Initializes at 65% of avg) | — | Leading a full franchise is distinct from coordinating a unit. Leadership starts at a moderate base |
| NEW: Staff Management | (Initializes at 58% of avg) | — | Hiring, managing, and developing assistant coaches is a new responsibility |
| NEW: Media / PR | (Initializes at 60% of avg) | — | Coordinators rarely face the media. HC media duties start low and develop over seasons |
Retention
COACH RETENTION — TOOLS & STRATEGY
When a coordinator receives an outside offer, the GM is given a retention window. The following tools are available to keep a valued coach.
RETENTION TOOLS
| TOOL | DEPARTURE SCORE MODIFIER | COST / REQUIREMENT | NOTES |
|---|---|---|---|
| Issue Retention Offer | −20% to departure score | Staff budget spend (auto-approved if budget available) | Most powerful tool. Must be activated before the retention window closes. |
| Win the championship | −14% (retroactive next offseason) | None — earned on the field | The best retention tool is winning. Championship culture retains coaches naturally. |
| Make the playoffs | −6% next offseason | None | Stacks with championship bonus if both apply. |
| High owner desirability (≥4) | −10% ongoing | Build owner rating via GM trait choices | A well-run organization is a place coaches want to stay long-term. |
| Promote the coordinator to HC (if HC vacancy exists) | N/A — prevents poach | Must have an open HC position | Filling an internal HC vacancy with your OC/DC prevents them from leaving while also rewarding loyalty. |
| Do nothing | No modifier | No cost | If departure score exceeds threshold, the coach leaves. The GM must then hire or promote. |
RETENTION PRIORITY GUIDE
| Elite coordinator (OVR ≥ 85) | ALWAYS retain if budget allows | An elite OC or DC is an asset worth significant investment. Their departure will cost you multiple seasons of development to replace. |
|---|---|---|
| Good coordinator (OVR 75–84) | RETAIN if departure score ≥ 40% | Worth keeping, but evaluate whether a strong internal position coach could step up. Don’t overpay a coordinator on a declining trajectory. |
| Average coordinator (OVR < 75) | Let them go if score ≥ 50% | An average coordinator leaving creates an opportunity to promote a strong position coach or sign a better free-agent coordinator from the open market. |
| High-loyalty coordinator | Passive retention — low risk | High-loyalty coaches rarely reach the departure threshold. Focus budget on coaches with Low or Medium loyalty instead. |
Coaching Market
OFFSEASON COACHING MARKET — AI TEAM BEHAVIOR
After poaching is resolved and retention windows close, AI teams fill vacancies from the open coaching market. This tab documents the priority order and market pool composition.
COACHING FREE AGENT POOL — SOURCES
| # | SOURCE | AVAILABILITY | NOTES |
|---|---|---|---|
| 1 | Fired Head Coaches | HIGH | HCs fired at season end immediately enter the market. Many are experienced and will seek coordinator or HC roles depending on their OVR and age. |
| 2 | Coordinators who accepted poach offers | HIGH | Coordinators who left their teams to pursue other opportunities. Now available for vacancies at any team that needs them. |
| 3 | Coordinators on teams that fired their HC | MED-HIGH | When a HC is fired, his coordinators often follow. They become free agents even if they weren’t actively seeking a move. |
| 4 | Position coaches who accepted coordinator offers | MED | Position coaches (OVR ≥ 75) who were promoted-via-poach now fill coordinator slots. |
| 5 | Retired / returning coaches | LOW | A small random pool of coaches who previously retired may re-enter the market as coordinators or position coaches. Adds unpredictability to the market. |
AI TEAM VACANCY-FILLING PRIORITY ORDER
| STEP | ACTION | PRIORITY | NOTES |
|---|---|---|---|
| 1 | Fill HC vacancies first | Critical | A team without a HC cannot proceed. AI promotes internal OC/DC if eligible and OVR ≥ 72, otherwise signs best available from the free market. |
| 2 | Fill OC vacancy | High | Teams without an OC sign the best available coordinator from the market or promote their highest-OVR eligible position coach. |
| 3 | Fill DC vacancy | High | Same logic as OC. If no good coordinator is available, a position coach is promoted. |
| 4 | Fill position coach vacancies | Medium | Teams fill holes in their coaching tree from the remaining market. Position coach quality affects player development. |
| 5 | Opportunistic upgrades | Low | If a significantly better coordinator (OVR 10+ above current) is available and team budget permits, AI may proactively upgrade even without a vacancy. |
💡 DESIGN NOTE: HC promotions from within are preferred by AI teams when the internal coordinator has OVR ≥ 72. This creates authentic coaching trees where coordinators ‘graduate’ to HC roles, mirrors real NFL patterns, and keeps the coaching market dynamic year over year.
The Scouting Department
Scouting Department Reference Manual
How Scout Attributes Affect Draft Evaluation Accuracy
Game Design Reference | Internal Use
1. Overview
Your scouting department is the lens through which you see the draft class. Every evaluation you receive — OVR estimates, potential labels, skill group reveals — passes through your scouts first. Better scouts mean tighter error bands, more accurate grades, and fewer painful surprises on draft day.
Scout quality is governed by five systems: Overall Rating (the master accuracy number), Specialty (positional focus that sharpens accuracy at specific positions), Draft Round Strength (which round tier they evaluate best), Scouting Region (geographic coverage), and Mental & Technical Sub-Ratings (individual skill attributes). This document covers each system in detail.
2. Scout Roles and Hierarchy
| Role | Weight in Formula | Specialty Options | Rating Cap |
|---|---|---|---|
| Head Scout | 50% of dept formula | Any specialty (all-around or any position) | 100 |
| Offensive Scout | 40% when side matches | Offensive side only — broad or positional | 99 |
| Defensive Scout | 40% when side matches | Defensive side only — broad or positional | 99 |
| Assistant Scout | 10% (avg of all assistants) | All-Around / Off Focus / Def Focus only | 85 |
The Head Scout is the anchor of the department. When no side specialist is assigned, the head scout carries 80% of the weight. When a side specialist is present (which is the normal state), the formula becomes:
Effective Rating = Head×0.50 + Specialist×0.40 + Avg(Assistants)×0.10
3. Overall Rating and Error Bands
Every scout has an Overall Rating (0–100). This rating determines the maximum OVR error the GM can receive when a scout evaluates a player. Higher ratings mean smaller error windows.
| Rating Tier | Label | Max OVR Error | Meaning |
|---|---|---|---|
| 100 | Perfect | ±0 | Exact reading every time |
| 95–99 | Elite | ±2 | Near-certain grade |
| 90–94 | Excellent | ±3 | Rarely more than 1 round off |
| 85–89 | Very Good | ±4 | Reliable — trust the read |
| 80–84 | Good | ±5 | Solid — minor misses possible |
| 75–79 | Average | ±8 | Moderate uncertainty |
| 70–74 | Below Avg | ±11 | Meaningful error expected |
| 65–69 | Weak | ±14 | High uncertainty |
| 55–64 | Poor | ±20 | Nearly unreliable |
| 0–54 | Terrible | ±30 | Evaluations are nearly random |
NOTE: Error is Gaussian (bell-curve distributed) — most evaluations land near the centre of the error band, not at the extremes. A 90-rated scout saying a player is a 78 OVR will usually be within 1–2 OVR of the true value.
4. Scout Specialty (Strength)
Every scout has a Specialty label shown on their profile card. This represents the specific area they evaluate best. Specialties are constrained by role — you cannot have an Offensive Scout with a Defensive Line specialty.
4.1 Specialty Options by Role
Head Scout
Can hold any specialty — the only role with full flexibility.
| Specialty | Bonus Positions | Accuracy Bonus |
|---|---|---|
| All-Around | (none — breadth advantage) | +0 (no positional bonus, evaluates all well) |
| Offensive Focus | (none — broad offense) | +0 (breadth, not depth) |
| Defensive Focus | (none — broad defense) | +0 (breadth, not depth) |
| QB Specialist | QB | +6 effective rating on QBs |
| RB Specialist | RB | +6 effective rating on RBs |
| WR / TE Specialist | WR, TE | +6 effective rating on WR & TE |
| OL Specialist | OT, OG, C | +6 effective rating on OL |
| DL Specialist | DE, DT | +6 effective rating on DL |
| LB Specialist | LB, OLB, MLB | +6 effective rating on all LB types |
| Secondary Specialist | CB, SS, FS | +6 effective rating on DBs |
Offensive Scout
Can only hold offensive specialties. Restricted from any defensive specialty.
| Specialty | Bonus Positions | Accuracy Bonus |
|---|---|---|
| All-Around | (none) | +0 |
| Offensive Focus | (broad offense) | +0 |
| QB Specialist | QB | +8 effective rating on QBs |
| RB Specialist | RB | +8 effective rating on RBs |
| WR / TE Specialist | WR, TE | +8 effective rating on WR & TE |
| OL Specialist | OT, OG, C | +8 effective rating on OL |
Defensive Scout
Can only hold defensive specialties. Restricted from any offensive specialty.
| Specialty | Bonus Positions | Accuracy Bonus |
|---|---|---|
| All-Around | (none) | +0 |
| Defensive Focus | (broad defense) | +0 |
| DL Specialist | DE, DT | +8 effective rating on DL |
| LB Specialist | LB, OLB, MLB | +8 effective rating on all LB types |
| Secondary Specialist | CB, SS, FS | +8 effective rating on DBs |
Assistant Scout
Assistants hold broad-focus labels only. They contribute to the department average (10% weight) but cannot hold positional specialties.
| Specialty | Effect |
|---|---|
| All-Around | General contribution to department accuracy (no positional bonus) |
| Offensive Focus | Slight narrative lean; still no positional specialty bonus |
| Defensive Focus | Slight narrative lean; still no positional specialty bonus |
4.2 How the Specialty Bonus Works
When your scout evaluates a player whose position matches their specialty, the game adds a bonus to the effective scout rating before computing the error:
Side Specialist (Offensive or Defensive Scout) matching position: +8 to effective rating
Head Scout matching position (fallback, no side scout assigned): +6 to effective rating
Example: Your Offensive Scout is rated 85 (Very Good, ±4 OVR error normally) and holds the QB Specialist specialty. When they evaluate a quarterback:
Effective rating = 85 + 8 = 93 (Excellent tier)
Max error narrows from ±4 → ±3
Gaussian distribution means most evaluations land within 1–2 OVR of truth
On a private workout (most accurate action), this can effectively become near-perfect
The bonus applies across all scouting actions, scaled by how direct the evaluation is:
| Action | Specialty Bonus Applied | Why |
|---|---|---|
| Film Review | +5 for positional match (reduced) | Film is indirect — specialist edge is smaller |
| Campus Visit | +8 / +6 full bonus | Live evaluation — specialist shines |
| Private Workout | +8 / +6 full bonus | Direct one-on-one — full specialist advantage |
| Interview | No bonus (not evaluation) | Character assessment — position irrelevant |
Scout Specialty ✔ CODED IN
5. Draft Round Strength
Each scout is assigned a Draft Round Strength label that reflects which tier of the draft they evaluate with the most confidence:
| Label | Round Tier | What It Means |
|---|---|---|
| Early Rounds | Rounds 1–2 | Expert at evaluating blue-chip, high-profile prospects |
| Mid Rounds | Rounds 3–4 | Strong at identifying solid starters and rotational players |
| Late Rounds | Rounds 5–7 | Specialises in finding undrafted gems and late-round value |
| All Rounds | Rounds 1–7 | No particular bias — equally reliable across all tiers |
In a full implementation, a scout with “Early Rounds” strength evaluates top-50 prospects with tighter error bands, while a “Late Rounds” scout is better at finding sleepers that other teams’ scouts overlook.
Draft Round Strength ◌ Display Only
NOTE: Currently displayed as a profile trait. Full round-tier accuracy wiring is planned for a future update. The label is assigned and visible but does not yet modify the error formula.
6. Scouting Region
Each scout has a regional footprint — the geographic area where they have the strongest college connections, network contacts, and in-person evaluation history:
| Region | College Footprint |
|---|---|
| National | No regional bias — broad coverage everywhere |
| Southeast | SEC, ACC, Sun Belt — Florida, Georgia, Alabama, Carolinas, etc. |
| Midwest | Big Ten, MAC — Ohio, Michigan, Indiana, Illinois, Iowa, etc. |
| West Coast | Pac-12 / Big 12 West — California, Oregon, Washington, Arizona, etc. |
| Northeast | Ivy, ACC North, Big East remnants — Connecticut, Pennsylvania, New Jersey, etc. |
A scout with regional expertise has stronger scouting contacts in that area — better film access, more accurate pro-day attendance, and tighter error on players from those college programs.
Scouting Region ◌ Display Only
NOTE: Currently displayed as a profile trait. Regional accuracy modifiers (tighter error bands for players from that region) are planned for a future update.
7. Technical Sub-Ratings
Technical sub-ratings represent the hard evaluation skills a scout has developed over their career. These are displayed on the scout’s profile TECHNICAL tab.
| Sub-Rating | What It Measures | Status |
|---|---|---|
| Player Evaluation | Raw accuracy of OVR grading — how close to the truth their number lands | CODED IN |
| Projection Accuracy | How well they predict a player’s peak OVR potential (ceiling estimate) | Display Only |
| Network Reach | Access to hard-to-reach prospects: small schools, private workouts, pro days | Display Only |
| Draft Day IQ | Ability to identify late-round value and UDFA gems under time pressure | Display Only |
7.1 Player Evaluation Rating — Wired In
This is the only technical sub-rating that directly modifies the accuracy formula. The head scout’s Player Evaluation rating is blended with their Overall Rating when computing their contribution to the department:
Head Scout Contribution = (Rating × 0.65) + (PlayerEvaluation × 0.35)
For a head scout (role = Head Scout), Player Evaluation = min(99, Rating + 5), giving a consistent slight upward adjustment. For scouts in other roles, Player Evaluation is derived independently (Rating ±10), creating real variation between scouts with the same Overall Rating.
7.2 Projection Accuracy — Planned
Designed to tighten the floor/ceiling estimate range on campus visits and private workouts. A scout with high Projection Accuracy narrows the ceiling band — giving you more reliable “upside” information. Not yet wired into the calculation engine.
7.3 Network Reach — Planned
Designed to unlock private workout access to otherwise unavailable prospects, and to increase the chance of discovering prospects at small schools who are not on other teams’ boards. Not yet wired in.
7.4 Draft Day IQ — Planned
Designed to modify the quality of AI recommendation signals on draft day — high-IQ scouts identify late-round value more reliably. Not yet wired in.
Player Evaluation ✔ CODED IN
Projection Accuracy / Network Reach / Draft Day IQ ◌ Display Only
8. Mental Sub-Ratings
Mental sub-ratings reflect the character, work habits, and reliability of a scout as a professional. These appear on the MENTAL tab of the scout’s profile.
| Sub-Rating | What It Measures | Status |
|---|---|---|
| Scout Focus | Attention to detail and thoroughness — affects report quality | Display Only |
| Scout Adaptability | Ability to evaluate unfamiliar schemes and athletes outside their background | Display Only |
| Scout Work Ethic | Hours logged, number of prospects reviewed, travel willingness | Display Only |
| Scout Reporting | Quality of written scout notes and ability to communicate findings | Display Only |
Mental sub-ratings are derived deterministically from the scout’s Overall Rating (±10 variation) and are currently displayed as profile traits. In future development, they are intended to affect:
Scout Focus → how accurately interview red/green flags are detected
Scout Adaptability → reduced error when evaluating players in unusual schemes
Scout Work Ethic → number of scouting action points available per offseason
Scout Reporting → richness of the scout notes and skill group reveal text
All Mental Sub-Ratings ◌ Display Only
NOTE: All four mental sub-ratings are currently display traits. They are generated, shown on profile, and designed for future gameplay impact.
9. Scouting Actions and When Specialty Matters
The four scouting actions build your knowledge of a prospect across the offseason. Specialty bonuses apply differently depending on how direct the evaluation is.
| Action | Cost | What It Reveals | Accuracy | Specialty Bonus |
|---|---|---|---|---|
| Film Review | Free (auto) | Initial OVR estimate + potential label | Lowest — 50% extra noise | +5 for positional match |
| Campus Visit | 1 Scout Day | Refined OVR estimate + floor/ceiling + 1 skill group | Medium | +8 / +6 full bonus |
| Private Workout | 3 Scout Days | Best OVR estimate + tight floor/ceiling + all skill groups | Highest | +8 / +6 full bonus |
| Interview | 1 Slot/week | Character flags (red/green) + scout notes | Scout rating affects flag detection | No bonus (not eval) |
NOTE: Film Reviews are applied automatically to the entire draft class at the start of each offseason. You spend Scout Days to take Campus Visits and Private Workouts on priority prospects.
10. Department Strength
Beyond individual scout accuracy, the department as a whole has a synergy multiplier that scales all error values. A high-functioning department reduces error by up to 30%.
Dept Strength = (Head×0.40) + (OffScout×0.25) + (DefScout×0.25) + (AvgAsst×0.10)
| Dept Strength | Letter Grade | Error Multiplier | Effect |
|---|---|---|---|
| 90+ | A+ | 0.73× | Errors reduced by 27% |
| 85–89 | A | 0.77× | Errors reduced by 23% |
| 80–84 | B+ | 0.81× | Errors reduced by 19% |
| 75–79 | B | 0.85× | Errors reduced by 15% |
| 70–74 | B− | 0.90× | Errors reduced by 10% |
| 65–69 | C | 0.95× | Errors reduced by 5% |
| <65 | D | 1.00× | No synergy benefit |
Department Synergy Multiplier ✔ CODED IN
11. Quick Reference Summary
| System | Coded In? | Effect When Active |
|---|---|---|
| Overall Rating | YES | Controls base error band (±0 to ±30 OVR) |
| Scout Specialty | YES | +8 (side) or +6 (head) to effective rating at specialty position |
| Player Evaluation Rating | YES | Head scout contribution blended: Rating×0.65 + Eval×0.35 |
| Department Synergy | YES | Error multiplier 0.70–1.00 based on dept average |
| Draft Round Strength | NO | Display trait — planned to modify error by prospect round tier |
| Scouting Region | NO | Display trait — planned to tighten error for region’s college players |
| Projection Accuracy | NO | Display trait — planned to affect floor/ceiling estimate range |
| Network Reach | NO | Display trait — planned to unlock prospect access |
| Draft Day IQ | NO | Display trait — planned for AI draft recommendation signals |
| Scout Focus | NO | Display trait — planned to affect interview flag detection |
| Scout Adaptability | NO | Display trait — planned for cross-scheme evaluation |
| Scout Work Ethic | NO | Display trait — planned to affect scout day budget |
| Scout Reporting | NO | Display trait — planned to affect scout note quality |
BrannGM: Football ’26 — Scouting Department Reference | Internal Game Design Document
Roster Building
Contracts & the Financial System
1. Salary Cap Overview
BrannGM: Football ’26 mirrors the 2026 NFL CBA salary cap structure. Every team operates under a hard cap — the maximum total compensation that counts against the team in any given league year. Managing cap space is one of the core strategic challenges of the game.
| Parameter | 2026 Value | Notes |
|---|---|---|
| Hard Cap (per team) | $301.2M | Total cap hits cannot exceed this |
| Veteran Minimum | $885K | No player can earn less ($840K in 2025) |
| Annual Cap Growth | ~7.0% | Driven by $113B media deal CBA structure |
| Minimum Spend Floor | 89% over 4 yrs | Teams must spend 89% of cap over rolling 4-year window |
| Signing Bonus Proration | Max 5 years | Bonus prorated over contract length, capped at 5 years |
| Post-June 1 Designations | 2 per team/yr | Splits dead cap: current yr vs. following yr |
1.1 Cap Space Calculation
Cap Space = Hard Cap – Sum of all active contract cap hits – Dead cap obligations
A team’s cap space is tracked per year. Carry-over from prior years (unspent cap) adds to the following year’s available space. Draft pick holds reduce usable cap space by estimated rookie slot values.
1.2 Dead Cap
Dead cap occurs when a player is released or traded before his contract expires. Any remaining prorated signing-bonus installments accelerate and hit the cap immediately (pre-June 1), or are split across two years (post-June 1 designation). Dead cap counts against team salary cap even though the player is no longer on the roster.
2. Player Contract Valuation
Every player’s market value — what they demand in negotiation — is calculated from five stacked multipliers applied to a base positional rate. This ensures that a greedy 26-year-old injury-free superstar demands far more than a loyal 34-year-old veteran with an injury history at the same OVR.
Adjusted Market Value = Base Value × Age Mult × Trajectory Mult × Character Mult × Injury Mult
2.1 Base Value by Position & OVR
Base value uses piecewise-linear interpolation across three OVR anchors: OVR 40 (floor — near vet minimum), OVR 75 (average NFL starter), and OVR 99 (top-of-market elite). All values in $thousands.
| Position | OVR 40 Floor | OVR 75 Starter | OVR 99 Elite | Franchise Tag |
|---|---|---|---|---|
| QB | $885K | $20.0M | $55.0M | $43.9M |
| WR | $885K | $12.0M | $40.0M | $27.3M |
| DE (Edge) | $885K | $13.0M | $45.0M | $24.4M |
| OT | $885K | $12.0M | $32.0M | $25.8M |
| DT | $885K | $9.0M | $28.0M | $27.1M |
| CB | $885K | $10.0M | $27.0M | $21.2M |
| LB / OLB / MLB | $885K | $9.0M | $27.0M | $26.9M |
| TE | $885K | $8.0M | $22.0M | $15.0M |
| OG / C | $885K | $8.0M | $22.0M | $25.8M |
| SS / FS | $885K | $7.5M | $22.0M | $20.1M |
| RB | $885K | $5.5M | $16.0M | $14.3M |
| K / P | $885K | $3.0M | $8.0M | $6.6M |
2.2 Age Curve Modifier
Player age is the single largest modifier after OVR. A 27-year-old at peak prime commands full market rate; a 35-year-old at the same OVR is a significant risk and demands a discount. QBs receive a slight longevity premium (proved by historical play well into mid-30s). RBs face steeper decline curves.
| Age Range | General Multiplier | QB Modifier | RB Modifier | Notes |
|---|---|---|---|---|
| ≤ 22 | 0.80× | 0.82× | 0.78× | Unproven raw rookie, limited track record |
| 23–24 | 0.90× | 0.92× | 0.87× | Promise shown, still developing |
| 25–27 | 1.00× | 1.00× | 0.96× | Prime — full market rate |
| 28–29 | 0.96× | 0.98× | 0.85× | Late prime — slight risk premium |
| 30–31 | 0.86× | 0.90× | 0.70× | Decline incoming for most positions |
| 32–33 | 0.74× | 0.82× | 0.55× | Visible decline, high injury risk |
| 34–35 | 0.62× | 0.72× | 0.40× | Near end of career |
| 36+ | 0.48× | 0.58× | 0.30× | Major question marks |
2.3 Career Trajectory Modifier
A player on an upward OVR trajectory can demand a premium over his current rating — teams are paying for his future, not just his present. A declining player is worth a discount. Trajectory is assessed by comparing the last two seasons’ OVR values.
| Trajectory | Multiplier | Definition |
|---|---|---|
| Rising (Breakout) | 1.15× | OVR increased ≥ 4 pts over the last two seasons |
| Rising (Steady) | 1.08× | OVR increased 2–3 pts over the last season |
| Stable | 1.00× | OVR within ±1 pt — no significant change |
| Declining (Mild) | 0.90× | OVR dropped 2–4 pts over the last season |
| Declining (Sharp) | 0.78× | OVR dropped 5+ pts — age or injury-driven |
2.4 Character Trait Modifiers
A player’s personality traits — greed, loyalty, ambition, ego, and work ethic — directly influence what he demands in negotiation and whether he accepts below-market offers. These traits interact: a highly loyal but greedy player will still give a hometown discount but will haggle hard over the actual numbers.
| Trait | Level | Salary Modifier | Acceptance Tolerance | Notes |
|---|---|---|---|---|
| Greed | HIGH | +22% demand | -10% tolerance | Knows his worth — will walk if underpaid |
| Greed | MED | +0% | ±0% | Standard market expectations |
| Greed | LOW | -12% demand | +8% tolerance | Happy to play; money isn’t everything |
| Loyalty | HIGH | -15% demand | +15% tolerance | Hometown discount — wants to stay |
| Loyalty | MED | +0% | ±0% | Open to any team at fair price |
| Loyalty | LOW | +8% demand | -8% tolerance | Will leave if another team pays more |
| Ambition | HIGH | -6% demand | +10% tolerance | Will cut price for a contender |
| Ambition | LOW | +0% | ±0% | Indifferent to winning, purely economic |
| Ego | HIGH | +12% demand | -12% tolerance | Overvalues himself — tough negotiation |
| Ego | MED | +0% | ±0% | Standard self-assessment |
| Ego | LOW | -5% demand | +5% tolerance | Humble — won’t push hard |
| Work Ethic | ELITE | -4% demand | +5% tolerance | Committed — not money-driven |
| Work Ethic | POOR | +8% demand | -8% tolerance | Overcompensates with pay demands |
Note: When multiple traits modify demand, all multipliers stack multiplicatively. A HIGH Greed + HIGH Ego player could demand ~36% above base market.
2.5 Injury History Modifier
Players with significant injury histories represent liability. Teams pay less and players receive discounted contracts reflecting the elevated risk. Active injuries at time of negotiation carry the steepest penalty.
| Injury Status | Multiplier | Notes |
|---|---|---|
| No injury history | 1.00× | Full market rate — clean bill of health |
| Single minor injury history | 0.95× | Slightly elevated risk acknowledged |
| Multiple minor injuries (3+) | 0.88× | Recurring issues — durability concern |
| Single major injury (ACL, torn hamstring, etc.) | 0.82× | Major injury in history — long recovery concern |
| Multiple major injuries | 0.72× | Chronic major injury history — high risk |
| Currently injured (active) | 0.85× | Active injury at time of negotiation |
| Currently on IR | 0.78× | On injured reserve — compounded risk |
3. Contract Structure
Every player contract in BrannGM: Football ’26 consists of several financial components that affect the team’s cap differently. Understanding the relationship between salary, bonus, cap hit, dead cap, and guaranteed money is essential to managing a competitive roster.
| Component | Definition | Cap Impact |
|---|---|---|
| Annual Salary (Base) | The player’s year-by-year base salary | Fully counts as cap hit each season; saved if player is cut |
| Signing Bonus | Up-front guaranteed payment; prorated over min(years, 5) | Prorated cap charge each year; becomes dead cap if released |
| Cap Hit | Annual Salary + Annual Bonus Proration | Total cap space consumed per year |
| Guaranteed Money | Signing bonus + any guaranteed base salary installments | Cannot be recovered if player is cut or traded |
| Dead Cap | Remaining unprorated bonus installments post-release/trade | Counts against cap even after player leaves roster |
| Carry-Over | Unused cap space rolled to the next league year | Adds to next year’s available cap space |
3.1 Signing Bonus Proration Example
A player signs a 4-year deal with a $20M signing bonus. Per CBA rules, $5M is prorated annually ($20M ÷ 4 years). If he is released after year 2 with 2 years remaining, $10M in dead cap accelerates immediately (pre-June 1) or $5M this year + $5M next year (post-June 1 designation).
| Year | Base Salary | Bonus Proration | Cap Hit | Dead Cap if Cut Now |
|---|---|---|---|---|
| Year 1 | $12.0M | $5.0M | $17.0M | $20.0M (all 4 years accelerate) |
| Year 2 | $12.0M | $5.0M | $17.0M | $15.0M (3 years remaining) |
| Year 3 | $13.0M | $5.0M | $18.0M | $10.0M (2 years remaining) |
| Year 4 | $13.0M | $5.0M | $18.0M | $5.0M (final year) |
3.2 Contract Weighting (Front / Balanced / Back)
The GM can choose how salary is distributed across the contract years:
| Weight Mode | Structure | Strategic Use |
|---|---|---|
| Front-Loaded | Higher salary in early years, lower later | Build trust; short-term cap sacrifice but cheaper future years |
| Balanced | Equal salary distribution across all years | Predictable cap planning; simplest structure |
| Back-Loaded | Lower early salary, escalating later years | Maximize current cap space; risk of future cap strain |
4. Contract Types
4.1 Rookie Scale Contracts
All drafted players receive mandatory rookie scale contracts set by the CBA. Round 1 picks receive fully guaranteed 4-year deals; later rounds receive partially guaranteed deals. First-round picks also have a team option for a 5th year (must be exercised by May 1 of the player’s 3rd season).
| Round | Total Value (range) | Annual Salary (approx) | Signing Bonus % | Guaranteed |
|---|---|---|---|---|
| R1 — Pick #1 | $54.6M | $13.7M/yr | 40% | Fully guaranteed |
| R1 — Pick #16 | $33.8M | $8.5M/yr | 40% | Fully guaranteed |
| R1 — Pick #32 | $16.8M | $4.2M/yr | 40% | Fully guaranteed |
| Round 2 | $7.2M–$12.9M | ~$2.5M/yr | 25% | Partially guaranteed |
| Round 3 | $4.2M–$6.5M | ~$1.4M/yr | 15% | Injury-only guarantee |
| Rounds 4–7 | $3.5M–$4.0M | ~$885K/yr | 10% | Signing bonus only |
4.2 Veteran Free Agent Contracts
When a veteran player’s deal expires, he enters free agency. Contract length is driven by position, age, and OVR:
| Position Group | Age < 28, OVR 80+ | Age 28–30 | Age 31+ | Notes |
|---|---|---|---|---|
| QB | 3–5 years | 3–4 years | 1–3 years | QBs earn the longest deals |
| WR / DE / OT / CB | 3–5 years | 2–4 years | 1–3 years | Premium positions, long commitments |
| DT / LB / TE / IOL / S | 3–4 years | 2–3 years | 1–2 years | Mid-tier length |
| RB | 2–4 years | 2–3 years | 1 year | RBs capped short; legs wear quickly |
| K / P | 3–4 years (OVR 82+) | 1–3 years | 1–2 years | Kickers unique — longevity rewarded |
4.3 Contract Extension
The GM can offer a contract extension to a player currently under contract at any time. The player’s demand is based on his adjusted market value at the time of extension. Extensions take effect immediately, replacing the remaining years on the current deal.
Salary offer within 10% of demand: auto-accepted
Salary offer 10–20% below demand: player evaluates based on loyalty/ambition traits
Salary offer 20%+ below demand: rejected outright
Loyalty HIGH trait: player accepts up to 15% below demand for his current team
Greed HIGH trait: tolerance narrows — must be within 5% of demand
4.4 Franchise Tag
The franchise tag keeps a free-agent player on the roster for one guaranteed year. The tag value is the higher of: the top-5 average annual salary at the player’s position, or 120% of his prior-year salary. Fully guaranteed — no release clause.
| Position | 2026 Non-Exclusive Tag | Transition Tag |
|---|---|---|
| QB | $43.9M | $37.8M |
| WR | $27.3M | $23.9M |
| DT | $27.1M | $22.5M |
| LB / OLB / MLB | $26.9M | $21.9M |
| OT / OG / C | $25.8M | $23.4M |
| DE | $24.4M | $21.5M |
| CB | $21.2M | $18.1M |
| SS / FS | $20.1M | $16.0M |
| TE | $15.0M | $12.7M |
| RB | $14.3M | $11.3M |
| K / P | $6.6M | $6.0M |
Franchise tag rules: A player can only be tagged a maximum of 3 consecutive years. Each repeat year increases the tag value by 20%.
4.5 Contract Restructure
A restructure converts base salary into signing bonus, reducing the current year’s cap hit but spreading the bonus proration into future years (creating future dead cap). Restructures are only available during the offseason.
Example: $20M base salary in Year 3 → convert $15M to signing bonus
Year 3 cap hit drops by $15M × (1 − 1/years_remaining)
Remaining years each gain +$15M/years_remaining in prorated bonus charge
Cannot restructure a player on the final year of his contract (nowhere to spread the bonus)
5. Staff & Personnel Contracts
Coaches, scouts, and physios each have their own salary structure. Staff salaries are driven by their OVR rating (a composite of all their relevant sub-attributes) and their role. Unlike player contracts, staff deals do not have signing bonuses or dead cap — they are year-by-year or multi-year base salary contracts that can be terminated without penalty.
5.1 Head Coach Salary Scale
| HC OVR Tier | OVR Range | Annual Salary Range | Typical Contract Length |
|---|---|---|---|
| Elite | 88–99 | $8.0M – $15.0M | 4–6 years |
| Great | 79–87 | $4.0M – $8.0M | 3–5 years |
| Solid | 68–78 | $2.0M – $4.0M | 2–4 years |
| Hot Seat | 60–67 | $1.0M – $2.0M | 1–2 years (on notice) |
5.2 Coordinator Salary Scale (OC / DC)
| Coord OVR Tier | OVR Range | Annual Salary Range | Notes |
|---|---|---|---|
| Elite | 84–90 | $3.0M – $6.0M | HC-candidate level; may demand promotion |
| Great | 76–83 | $1.5M – $3.0M | Solid system coordinator |
| Solid | 65–75 | $0.5M – $1.5M | Mid-level; learnable schemes |
| Struggling | 56–64 | $0.2M – $0.5M | Below average; board may pressure HC to replace |
5.3 Position Coach Scale
| Coach OVR Tier | OVR Range | Annual Salary Range |
|---|---|---|
| Strong | 75–99 | $0.3M – $1.5M |
| Average | 60–74 | $0.15M – $0.4M |
| Below Avg | 40–59 | $0.1M – $0.2M |
5.4 Scout Salary Scale
| Scout Role | OVR Range | Annual Salary Range | Notes |
|---|---|---|---|
| Head Scout (HS) | 75–99 | $1.0M – $2.0M | Leads scouting department; specialty matters |
| Head Scout (HS) | 60–74 | $0.4M – $1.0M | Average evaluator |
| Offensive Scout (OS) | 75–99 | $0.8M – $1.5M | Position group evaluator |
| Offensive Scout (OS) | 60–74 | $0.3M – $0.8M | |
| Defensive Scout (DS) | 75–99 | $0.8M – $1.5M | |
| Defensive Scout (DS) | 60–74 | $0.3M – $0.8M |
5.5 Physio Salary Scale
| Physio Role | OVR Range | Annual Salary Range | Impact |
|---|---|---|---|
| Head Physio (HP) | 80–99 | $2.0M – $4.0M | Elite rehab + injury prevention |
| Head Physio (HP) | 65–79 | $1.0M – $2.0M | Solid care — average outcomes |
| Head Physio (HP) | 40–64 | $0.3M – $0.8M | Below average; players heal slower |
| Asst. Physio (AP) | 70–99 | $0.8M – $1.8M | Specializes in one area (rehab or prevention) |
| Asst. Physio (AP) | 50–69 | $0.2M – $0.6M |
5.6 OVR-to-Salary Formula (Staff)
Staff annual salary is calculated as a piecewise-linear interpolation from OVR to salary range for the given role, then randomized ±10% to add natural variation between teams:
staffSalary = lerp(floorSalary, peakSalary, (OVR − minOVR) / range) × random(0.90, 1.10)
This ensures a DC with OVR 84 always earns meaningfully more than a DC with OVR 67, while still having realistic variation between different teams’ contracts.
6. Owner & Board Financial Model
The team owner and board of directors control the financial environment the GM operates within. They set the season goal, allocate the staff budget, and evaluate the GM’s performance. Owner sentiment directly affects financial flexibility and job security.
6.1 Board Season Goals
| Goal | Minimum Expectation | Grade for Achieving | Grade for Missing |
|---|---|---|---|
| Champions | Win the Super Bowl | A | D or below |
| Conference Finals | Reach Conf. Championship | A– | C |
| Playoffs | Make the Playoffs | B+ | C– |
| Win Division | Finish 1st in Division | B | C |
| Rebuild Year | Show player development | B– | D |
| Win > 50% | 8+ wins in 17-game season | B | C– |
6.2 Job Security Levels
| Status | Description | Risk Level |
|---|---|---|
| Dynasty Builder | Owner fully trusts GM; expanded budget, no pressure | None |
| High Confidence | Strong performance; budget maintained or increased | Low |
| Normal | Meeting expectations; standard board dynamic | Low-Med |
| Low Confidence | Underperforming; owner is concerned | Medium |
| No Confidence | Board is actively evaluating replacement options | HIGH |
| Fired | GM is dismissed; game over (or new team offer if earned) | Critical |
6.3 Staff Budget
The board allocates an annual staff budget — the maximum the team can spend on coaches, scouts, and physios combined. This budget is separate from the player salary cap.
| Budget Level | Annual Staff Budget | Access |
|---|---|---|
| Championship mandate | $30M – $45M | Elite coaches, top scouts, best physios |
| Competing | $20M – $30M | Good staff across the board |
| Rebuilding | $12M – $20M | Mid-tier staff; some gaps acceptable |
| Cost-cutting mode | $6M – $12M | Minimal viable staff |
The owner’s willingness to spend on staff is influenced by: team record, fan engagement, market size, and board goal level. A winning team in a large market will see budget increases; a losing team in a small market under cost-cutting owner sees budget cuts.
6.4 Owner Investment Events
Occasionally the owner will offer special investment events triggered by milestone achievements:
Super Bowl win: +$8M–15M to next-year staff budget
Back-to-back playoff berths: owner extends GM contract by 1 year
Record season win total: optional $10M–20M player cap boost (next year)
Consecutive losing seasons: board applies pressure; budget reduced by $5M
Poor fan engagement (<40%): owner considers reducing payroll
7. Negotiation Mechanics
Negotiation in BrannGM: Football ’26 is driven by the gap between what the GM offers and what the player demands. Demand is calculated fresh at the start of each negotiation window, accounting for all modifiers described in Section 2. Character traits then alter the acceptable gap.
7.1 Demand Calculation
At the start of every negotiation (extension, free agency, restructure):
Base demand salary = Adjusted Market Value (Section 2 formula)
Bonus demand = 30–55% of annual salary demand (higher for higher-OVR players)
Length demand = Talent Tier → Generational/Superstar: 4–5 yrs; Star: 3–5; Quality Starter: 2–4; Starter: 1–3; Backup: 1–2
Total demand = (demand salary + demand bonus) × demand years
7.2 Acceptance Thresholds
The base acceptance threshold for most players is that the GM’s salary offer must be within 10% of the demand salary. Character traits modify this threshold:
| Offer vs Demand | Base Outcome | Loyalty HIGH Outcome | Greed HIGH Outcome |
|---|---|---|---|
| Offer ≥ Demand | Auto-accepted | Auto-accepted | Auto-accepted |
| Offer 0–10% below demand | Auto-accepted | Auto-accepted | Auto-accepted |
| Offer 10–20% below demand | Rejected (borderline) | Accepted (loyal discount) | Rejected (hard line) |
| Offer 20–30% below demand | Rejected | Evaluates (50% chance) | Hard rejected |
| Offer >30% below demand | Hard rejected | Hard rejected | Hard rejected |
7.3 Free Agency Dynamics
In free agency (offseason), players without contracts are available to any team. The following modifiers apply specifically to free agency negotiations:
Loyalty LOW: player is willing to leave for 5% more from any team
Ambition HIGH: player will accept 10% less from a team in the top 8 in team OVR
Ego HIGH: player expects to be the highest-paid player at his position on any team — will reject if not
Injury active at time of free agency: demand naturally reduced (see Section 2.5)
7.4 In-Season Contract Notes
Extensions can be offered at any time during the season (but require roster spot and cap space)
Franchise tags can only be applied during the offseason window before free agency
Restructures are offseason-only (Weeks 1–17 of the game calendar are regular season)
Players on IR can still be extended but demand a slight premium (uncertainty about return)
8. Cap Management Strategies
8.1 Cap Space Projection (Multi-Year View)
The Team → CAP HIT tab shows per-year projections including: Salary (base pay), Bonus (prorated signing bonus), Dead (accelerated dead cap from prior releases), Carry (rollover from prior year), Space (remaining cap), and Picks (cap reserved for draft class). Planning 3+ years ahead is critical to avoid cap crunches.
8.2 Trade Block Strategy
Adding a player to the trade block signals availability to all 32 AI teams. The trade engine evaluates offers based on player value vs. draft pick compensation. Players with high dead cap should generally not be traded unless the team can absorb the dead cap hit.
Dead cap ≤ $5M: trade freely — minimal impact
Dead cap $5M–$15M: trade only if roster upgrade is significant
Dead cap > $15M: consider post-June 1 designation instead to split the hit
8.3 Offseason Cap Workflow (Recommended Order)
During the offseason, follow this order to maximize cap efficiency:
1. Evaluate dead cap exposure — cut high dead cap players using post-June 1 designations
2. Identify extension candidates before free agency opens (locks up key players at pre-FA prices)
3. Restructure veteran contracts to create immediate cap space for free agency signings
4. Sign free agents — fill positional needs with cap space created above
5. Project rookie cap holds for draft class (estimated by round)
6. Check minimum spend floor — ensure rolling 4-year average meets 89% of cap
8.4 The Dead Cap Trap
The most common cap mistake in BrannGM: Football ’26: aggressively restructuring multiple star players’ contracts to create short-term space, only to face $40M+ in dead cap over the following two seasons when those players age out or decline. Every restructure should be evaluated against the multi-year cap projection, not just the current season.
9. Quick Reference
9.1 Market Value Modifier Summary
| Factor | Best Case | Worst Case |
|---|---|---|
| Age (General) | 1.00× (age 25–27) | 0.48× (age 36+) |
| Trajectory | 1.15× (breakout) | 0.78× (sharp decline) |
| Greed | −12% (LOW) | +22% (HIGH) |
| Loyalty | −15% (HIGH = discount) | +8% (LOW = premium) |
| Ambition | −6% (HIGH on contender) | +0% |
| Ego | −5% (LOW) | +12% (HIGH) |
| Work Ethic | −4% (ELITE) | +8% (POOR) |
| Injury | 1.00× (clean) | 0.72× (chronic majors) |
9.2 Staff Salary Quick Reference
| Role | OVR 90+ | OVR 75–89 | OVR 60–74 | OVR < 60 |
|---|---|---|---|---|
| Head Coach | $10M–15M | $4M–8M | $2M–4M | $1M–2M |
| OC / DC | $4M–6M | $1.5M–3M | $0.5M–1.5M | $0.2M–0.5M |
| Position Coach | $0.8M–1.5M | $0.3M–0.8M | $0.15M–0.3M | $0.1M–0.15M |
| Head Scout | $1.5M–2M | $1M–1.5M | $0.4M–1M | $0.2M–0.4M |
| Asst. Scout | $1M–1.5M | $0.6M–1M | $0.3M–0.6M | $0.15M–0.3M |
| Head Physio | $3M–4M | $2M–3M | $1M–2M | $0.3M–0.8M |
| Asst. Physio | $1.5M–1.8M | $0.8M–1.5M | $0.3M–0.6M | $0.1M–0.3M |
All salary values are annual, in USD. Staff salaries fluctuate ±10% around these midpoints based on individual negotiation factors (experience, demand, prior team).
9.3 Salary Cap Milestones by Season
| Season | Projected Hard Cap | Vet Minimum | Notes |
|---|---|---|---|
| 2026 (baseline) | $301.2M | $885K | CBA media deal baseline |
| 2027 | $322.3M | $947K | +7% growth |
| 2028 | $344.8M | $1.013M | +7% growth |
| 2029 | $368.9M | $1.084M | +7% growth |
| 2030 | $394.8M | $1.160M | +7% growth |
The Trade System
Trade System Reference Manual
v2.0 · Season 2026
Overview
The Trade Center lets you negotiate player and pick deals with every CPU franchise in the league. The system uses a dynamic value engine to rate every player and pick, and AI teams will negotiate — not just accept or reject — when your offer is close to fair.
What’s new in v2.0: AI Counteroffers · My Trade Block · Player Trade Requests · Post-Trade BLITZ Headlines · Slot- and Year-Adjusted Pick Values · Talent Tier premiums on player values
Trade Center — Navigation
Open the Trade Center from the Front Office drawer. Three tabs organize your activity:
| Tab | What You’ll Find |
|---|---|
| Offers | Incoming CPU trade proposals. Also shows Player Trade Requests from your own roster. |
| My Block | Players you’ve listed as available. CPU teams bring targeted offers for these players. |
| League | A live log of every trade completed league-wide this season. |
Three browse buttons at the bottom let you explore the market:
CPU BLOCK — players other teams are actively shopping
ALL PLAYERS — the entire league roster, filterable by position
ALL PICKS — every draft pick in circulation, sorted by year and round
Trade Value Engine
Every player and draft pick has a point value that drives AI decision-making. All values are displayed in the trade proposal builder next to each asset.
Player Value Formula
The base formula is exponential: Value = (OVR − 55)² × 5, then multiplied by three modifier stacks:
| Modifier | Range | Notes |
|---|---|---|
| Age | ×0.40 – ×1.10 | Under 26: ×1.10 |
| Position | ×0.50 – ×1.40 | QB: ×1.40 |
| Talent Tier | ×0.70 – ×1.30 | See Talent Tier table below |
Talent Tier Modifier
| Tier | Label | Value Multiplier |
|---|---|---|
| S+ | Generational | ×1.30 |
| S | Superstar | ×1.18 |
| A | Star | ×1.08 |
| B | Quality Starter | ×1.00 |
| C | Avg Starter | ×0.92 |
| D | Backup | ×0.82 |
| F | Camp Body | ×0.70 |
| TIP | Two players at the same OVR can have very different trade values if their talent tiers differ — the tier multiplier alone creates an 86% spread between Generational and Camp Body. Always check the pts number in the proposal builder. |
Pick Value Formula
Draft pick values start from a round base, then apply two adjustments:
Base Values by Round
| Round | Base Value |
|---|---|
| Round 1 | 3,000 pts (±slot bonus for known slot) |
| Round 2 | 1,500 pts |
| Round 3 | 900 pts |
| Round 4 | 500 pts |
| Round 5 | 300 pts |
| Round 6 | 150 pts |
| Round 7 / Later | 75 pts |
Slot Bonus (Round 1 only)
When a pick’s slot is known (assigned on Draft Day), the R1 base is adjusted:
| Slot Range | Adjustment |
|---|---|
| Picks 1–5 | +2,000 pts |
| Picks 6–10 | +1,000 pts |
| Picks 11–16 | +200 pts |
| Picks 17–24 | −200 pts |
| Picks 25–32 | −800 pts |
Year Discount
Future picks are discounted ~12% per year. The formula is: Value × 0.88^(years out) — visible in the All Picks browser.
| Pick Year | Approx. Retained Value |
|---|---|
| Current year | 100% |
| 1 year out | ~88% |
| 2 years out | ~77% |
| 3 years out | ~68% |
Proposing a Trade
Tap any player or pick to open the Propose Trade screen, or use the browse buttons at the bottom. You can also pre-seed a deal from a player’s detail card.
| Step | Action |
|---|---|
| 1 | Select a trade partner (pre-filled when you tap a player directly). |
| 2 | Add assets to You Give (your roster) and You Get (their roster + picks). |
| 3 | Watch the value bar — it shows your offer ratio and a FAIR / SLIGHT DEFICIT / UNDERPAYING label. |
| 4 | Hit Submit Offer. The AI accepts, counters, or rejects. |
Value Bar
The bar at the top of the proposal builder gives live feedback:
GREEN / FAIR DEAL — within the AI’s acceptance margin; good to go
ORANGE / SLIGHT DEFICIT — slightly short; add value to avoid a counteroffer
RED / UNDERPAYING — well below fair; expect rejection or a counter
| NOTE | Acceptance threshold varies by difficulty. Easy: up to 25% gap OK. Normal: 15%. Hard: 5%. On Hard every deal needs to be near-equal. |
|---|
AI Counteroffers
When your offer falls in the 60–90% fair value zone, the AI proposes a modified deal instead of rejecting. A counteroffer card appears below the Submit button showing exactly what the CPU wants instead.
How the AI Builds a Counter
The engine tries two strategies in order:
Add a draft pick — find the pick from their stash whose value best closes the gap
Swap the main player — propose a slightly more valuable player from their roster as an alternative
The counteroffer card shows:
They Offer (green) — the adjusted package they’re willing to send
They Want — what you’d give (unchanged from your original offer)
Accept Counter or Decline buttons
| TIP | Hit Decline, adjust your assets, and submit again to keep negotiating. There’s no penalty for multiple rounds — the AI will keep issuing counteroffers as long as you stay in the 60–90% zone. |
|---|
Incoming Offers (Offers Tab)
CPU teams periodically send you offers for your players. Each offer card displays:
Partner team (tap to preview their roster)
You get / You give summaries with point values
A FAIR / SLIGHT HOLD / LOW BALL interest badge
Interest Badge
| Badge | What It Means |
|---|---|
| ● FAIR | Close to full value. A deal worth accepting. |
| ● SLIGHT HOLD | 70–90% of your player’s value. Slightly low; negotiate up. |
| ● LOW BALL | Below 70% of value. You have strong leverage to counter or reject. |
For each offer you can Accept (executes immediately), Counter (opens the builder pre-loaded), or Reject.
My Trade Block
The My Block tab signals to the rest of the league which of your players are available. CPU teams proactively bring targeted offers whenever you open the Trade Center.
How to Use It
Tap Add Player to Block → check players you’re open to trading
Tap the red minus button next to a listed player to remove them
Players who are traded are automatically removed from the block
| TIP | Put players on your block during the first few weeks of the season — AI teams need time to generate offers before the Week 11 trade deadline. |
|---|
CPU Block vs. My Block
| CPU Block | My Block | |
|---|---|---|
| What it is | Players other teams are shopping | Players you’re willing to trade |
| How to browse | CPU BLOCK button at the bottom | My Block tab in Trade Center |
| AI behavior | You make targeted offers to CPU teams | CPU teams send you targeted offers |
Player Trade Requests
High-ego players who are unhappy may formally request a trade. A red alert banner appears at the top of the Offers tab.
What Triggers a Request
The engine checks your roster weekly during Weeks 3–14. A player is eligible if all three conditions are true:
Ego trait is HIGH
Age is under 30
OVR is 72 or above
Low locker-room chemistry (below 65) accelerates requests — all eligible players have an increased chance of demanding a trade.
Managing Requests
Each request card shows position, OVR, ego rating, and the week filed. You can:
Trade them — any accepted trade including that player clears the request automatically
Dismiss — removes the notification; the player’s unhappiness persists but won’t re-trigger immediately
| NOTE | Trade requests are also posted as BLITZ headlines. Rival GMs may try to leverage your situation with lower offers — consider countering aggressively. |
|---|
Post-Trade BLITZ Reactions
Every completed trade — your deals or CPU-to-CPU swaps — generates an automatic BLITZ headline and a news item in your season feed under the Trade category.
What Gets Generated
A headline naming the teams and the most notable player
A detail line summarizing what each side received
Visible in the BLITZ Headlines tab filtered to Trade news
| TIP | Check BLITZ Headlines after simulating several weeks — a flurry of CPU trades can reshape the conference and surface players worth targeting. |
|---|
Trade Deadline & Offseason Rules
| Period | Trades? | Notes |
|---|---|---|
| Preseason | Yes | Full market open |
| Regular Season Wks 1–11 | Yes | Full market open |
| Regular Season Wks 12–18 | No | Deadline passed — Trade Center shows lockout message |
| Playoffs | No | No trades during the postseason |
| Offseason / Free Agency | Yes | Market reopens after Super Bowl |
| NOTE | Pending CPU offers expire at the deadline. Accept or reject everything before Week 12 or they disappear automatically. |
Strategy Tips
Picks: Value Decays Fast
Future picks lose ~12% per year — a current-year first is worth ~2× a 3-year-out first in the engine’s math
Slot matters post-Draft Day: a top-5 pick is worth 5,000 pts vs. 2,000 for a late-first
Never trade a current first-round pick for multiple late-round futures — the math rarely works out
Exploiting Counteroffers
If the CPU counters with a pick add-on, the pick may be worth more than the gap — accept quickly
Declining and re-submitting with a slight improvement can prompt a second, more generous counter
The 60–90% fairness window is your negotiating room — learn what it feels like on the value bar
Trade Block Timing
List players on your block by Week 2–3 — the AI generates targeted offers on every Trade Center visit
Listing a star (OVR 85+) draws offers from multiple teams, giving you leverage
A high-ego player requesting a trade is your strongest negotiating asset if rivals know you need to move him
Chemistry Management
Locker room chemistry below 65 accelerates trade requests — act early before a spiral starts
Trading away scheme-mismatched players raises chemistry passively over the following weeks
Check the Locker Room card in the Front Office Overview before any major deal
Quick Reference Glossary
| Term | Definition |
|---|---|
| Trade Value (pts) | Score used to compare assets. Shown next to every player and pick in the proposal builder. |
| Fair Deal | Offer ratio ≥ 92% of fair market value. CPU will accept. |
| Counteroffer Zone | 60–90% of fair value — CPU proposes a modified deal instead of flat rejection. |
| Hard Reject | Below 60% of fair value. No negotiation offered. |
| Acceptance Margin | Easy: 25% gap OK |
| Talent Tier | Hidden tier (S+ to F) multiplying a player’s base value by ×0.70–×1.30. |
| Slot Bonus | Applied to Round 1 picks with a known draft slot. Top-5 picks: +2,000 pts over the 3,000 base. |
| Year Discount | ~12% per future year. A pick 3 years out is worth ~68% of face value. |
| Trade Request | Filed by a high-ego player (age <30, OVR ≥72) on an unhappy team. Visible in Offers tab. |
| My Block | Your own trade block. CPU teams send targeted offers for players listed here. |
| CPU Block | Other teams’ listed players. Browse via the CPU BLOCK button. |
| BLITZ Trade Headline | Auto-generated news item posted to the BLITZ feed after every completed trade. |
| Trade Deadline | End of Week 11. No trades from Week 12 through the end of the playoffs. |
BrannGM: Football ’26 · Trade System Manual · v2.0 · Season 2026
Trade Values & CPU Offer Logic
Player values, draft pick values, fairness labels, and CPU trade logic
1. Player Trade Value Formula
Every player has a trade value in points, calculated as:
Trade Value = (OVR – 55)^2 x 5 x Age Factor x Position Factor x Talent Tier x Trajectory
The five multipliers are applied in sequence. Points are capped at a minimum of 50.
1a. OVR Curve (before multipliers)
The squared formula creates exponential value growth – an OVR 90 player is worth 4x an OVR 70, not just 28% more. This mirrors how elite NFL players command enormous trade returns.
| OVR | Pts (base) | Diff to next | Notes |
|---|---|---|---|
| 60 | 125 pts | +375 | Low starter/backup |
| 65 | 500 pts | +625 | Fringe starter |
| 70 | 1,125 pts | +875 | Reliable starter |
| 75 | 2,000 pts | +1,125 | Solid starter |
| 80 | 3,125 pts | +1,375 | Above-average starter |
| 85 | 4,500 pts | +1,625 | Star player |
| 90 | 6,125 pts | +1,875 | Pro Bowl level |
| 95 | 8,000 pts | — | Elite franchise cornerstone |
1b. Age Factor
Age is one of the two biggest levers in trade value. A 23-year-old OVR 79 player (age factor 1.10) is worth ~37% more than a 33-year-old at the same OVR (age factor 0.65).
| Age Range | Multiplier | Label | Rationale |
|---|---|---|---|
| Under 26 | 1.10 (+10%) | PREMIUM | Rising players command more; highest upside window |
| 26 – 28 | 1.00 (base) | NEUTRAL | Prime years – full value with no adjustment |
| 29 – 31 | 0.85 (-15%) | DISCOUNT | Post-prime; value starts dropping meaningfully |
| 32 – 34 | 0.65 (-35%) | DISCOUNT | Late career – significant depreciation |
| 35+ | 0.40 (-60%) | HEAVY DISC | Veteran: 1-2 productive years at best |
1c. Position Factor
Position scarcity and on-field impact drive the position multiplier. A 79 OVR RB will always trade for less than a 79 OVR WR – exactly as in the real NFL.
| Position(s) | Multiplier | Rationale |
|---|---|---|
| QB | 1.40 (+40%) | Franchise-defining position; rarest elite talent pool |
| DE, OT, WR, CB | 1.12 (+12%) | Premium two-way positions; strong market demand |
| LB, OLB, MLB, DT, SS, FS, TE | 1.00 (base) | Solid but replaceable; standard value |
| RB, OG, C | 0.90 (-10%) | Important starters but NFL-wide positional devaluation |
| K, P | 0.50 (-50%) | Specialists; rarely involved in real trades |
1d. Talent Tier
Talent tier captures ceiling potential beyond current OVR. A Superstar-tier player at OVR 79 is worth more than a Camp Body at OVR 81 – because the Superstar still has room to grow.
| Tier | Multiplier | Trade Impact |
|---|---|---|
| Generational | 2.00 (+100%) | Near-untradeable; only a historic package moves them |
| Superstar | 1.35 (+35%) | Franchise pillar; requires multiple high-end assets |
| Star | 1.08 (+8%) | Reliable starter with upside ceiling |
| Quality Starter | 1.00 (base) | Starter-level; baseline calculation |
| Avg Starter | 0.92 (-8%) | Role player / depth piece |
| Backup | 0.82 (-18%) | Rotational contributor |
| Camp Body | 0.70 (-30%) | Fringe roster player; low trade interest |
1e. Development Trajectory <– KEY FACTOR
Trajectory is the most commonly overlooked factor when evaluating trades. A young player with three green arrows (Strong Growth) is not the same trade asset as a veteran at the same OVR – even at the same age. The trajectory multiplier quantifies this difference.
| Trajectory | Factor | Adj. | What It Means in a Trade |
|---|---|---|---|
| Elite Growth [^^^] | 1.30 | +30% | Player is on track to jump 3+ OVR. Commanding premium for future value. |
| Strong Growth [^^] | 1.20 | +20% | Clear upward arc; likely +2 OVR next season. |
| Developing [^] | 1.10 | +10% | Modest improvement trend; modest upside premium. |
| Stable [-] | 1.00 | None | At peak or steady hold. Baseline – no adjustment. |
| Fading [v] | 0.88 | -12% | Starting to slip. Teams know it and discount accordingly. |
| Declining [vv] | 0.75 | -25% | Significant drop expected. Hard to move except for depth. |
Example from game: Adrian Bryant (RB, Age 23, OVR 79, Strong Growth) vs Perry James (WR, Age 28, OVR 77, Stable).
| Player | Calculation | Before Traj | With Traj | Role |
|---|---|---|---|---|
| Adrian Bryant RB/23/StrongGrowth | OVR79 x 1.10(age) x 0.90(RB) x 1.00(tier) x 1.20(traj) | 2,851 pts | 3,421 pts | YOU GIVE |
| Perry James WR/28/Stable | OVR77 x 1.00(age) x 1.12(WR) x 1.00(tier) x 1.00(traj) | 2,710 pts | 2,710 pts | YOU GET |
| Result | Before fix: 2,710/2,851 = 95% -> FAIR (wrong) | FAIR (wrong) | 79% -> SLIGHT HOLD | FIXED |
Before the trajectory fix, the game showed 2,851 vs 2,710 (ratio 95%) -> “FAIR”. With trajectory factored in, it shows 3,421 vs 2,710 (ratio 79%) -> “SLIGHT HOLD”. The CPU trade is now correctly flagged as a bad deal for you.
2. Fairness Labels
TradeView shows one of three labels based on the ratio of what you get vs what you give. These are calculated AFTER all five multipliers are applied.
| Ratio | Label | Meaning |
|---|---|---|
| 90% or above | FAIR (green) | Reasonable deal – balanced value on both sides. Safe to accept. |
| 70% to 89% | SLIGHT HOLD (amber) | You’re giving more than you’re getting. Review carefully. |
| Below 70% | LOW BALL (red) | Significant value gap – the CPU is trying to fleece you. |
The label is display-only and does not affect the CPU’s acceptance decision. A ‘FAIR’ offer can still be rejected if you’re proposing a trade, because the CPU’s acceptance uses a separate difficulty-adjusted threshold.
3. CPU Trade Acceptance – Proposed Trades
When YOU propose a trade, the CPU evaluates whether the ratio of value you’re offering meets a difficulty-based threshold. If yes, accepted. If close (60-90% of threshold), it may counteroffer.
| Difficulty | Margin | Min Ratio Required | Effect |
|---|---|---|---|
| Easy | 0.25 (25%) | 75% or higher | CPU accepts most offers; great for learning trades |
| Normal | 0.15 (15%) | 85% or higher | Balanced – requires a genuinely fair deal |
| Hard | 0.05 (5%) | 95% or higher | CPU is tight; you must offer near-full value |
GM Trait modifiers:
Architect GM: +5% to margin – CPU accepts deals 5% closer to the edge
Scouting Ace GM: -3% to margin – CPU is slightly tougher
Player Developer GM: young players you request (age 24 or under) count as 15% more valuable in the ratio
4. Counteroffer Logic
If your proposed trade fails acceptance but reaches 60% of the threshold, the CPU may counter rather than reject outright.
Strategy 1 – Add a pick: The CPU keeps the original offer structure but adds one of your existing draft picks (the one whose value best closes the gap) to what you owe.
Strategy 2 – Substitute their player: If adding a pick does not work, the CPU swaps the player they were sending for a different player from their roster whose value is closer to what you originally offered.
If neither strategy works (no picks available, no suitable substitute), the CPU hard-rejects. The rejection message shows: ‘They need ~X more in value.’
5. CPU-Generated Offers – Incoming Trade Proposals
The CPU periodically generates incoming offers targeting your players. Here is how they work:
Targets: CPU picks up to 10 of your players rated OVR 68+ and considers 2-4 of them for offers each refresh.
Package assembly: The CPU finds the single player from its roster whose trade value is closest to your player’s value, then checks if that player alone reaches at least 90% of target value. If not, it adds a draft pick that best closes the remaining gap.
Architect GM bonus: If your GM trait is Architect, the CPU values your players 10% higher – meaning CPU offers 10% more in return.
Trade block priority: If you place a player on your trade block, CPU teams specifically notice and bring targeted offers for those listed players.
Important: CPU-generated offers are assembled as roughly fair deals. They are not designed to exploit you – they reflect the CPU’s honest assessment. If an incoming offer now shows SLIGHT HOLD or LOW BALL, that is because the trajectory fix correctly identifies the CPU is requesting a rising player and offering a peaked or declining one.
6. Draft Pick Values (Summary)
See FD_Draft_Pick_Value_Chart.docx for the full reference. Summary for quick comparison when mixing players and picks in one deal:
| Asset | Current Yr | +1 Yr | +2 Yrs | Player Equivalent |
|---|---|---|---|---|
| R1 Pick #1-5 (Elite) | 5,000 | 4,400 | 3,870 | ~OVR 90 WR, age 27, Stable |
| R1 Pick #6-10 | 4,000 | 3,520 | 3,097 | ~OVR 85 WR, age 25, Stable |
| R1 Pick #11-16 | 3,200 | 2,816 | 2,478 | ~OVR 80 DE, age 26, Stable |
| R1 Pick #17-24 | 2,800 | 2,464 | 2,168 | ~OVR 79 RB, age 23, StrongGrowth |
| R1 Pick #25-32 | 2,200 | 1,936 | 1,704 | ~OVR 77 WR, age 28, Stable |
| Round 2 | 1,500 | 1,320 | 1,162 | ~OVR 72 starter, any position |
| Round 3 | 900 | 792 | 697 | Depth piece / project |
| Rounds 4-7 | 500 down to 75 | — | — | Trade filler; small-gap closers |
Year discount: 12% per year out (x 0.88 per additional season). A pick 3 years out is worth ~68% of its current-year value.
7. Quick Reference – What to Watch for in Trades
Young players with green arrows are almost always worth more than their OVR suggests. Always check trajectory before accepting.
A 23-year-old at OVR 79 with Strong Growth is worth ~3,400 pts. A 30-year-old at OVR 82 with Stable trajectory is worth ~3,400 pts too. Same points – but the 23-year-old will likely be OVR 82+ next season.
RBs are penalised by position (0.90x). Never trade an elite young RB for a same-OVR player at a premium position unless the age and trajectory significantly favour the RB side.
CPU offers are assembled as roughly fair deals. If an incoming offer shows SLIGHT HOLD or LOW BALL, the CPU is requesting a more valuable asset than it is returning – hit Counter, not Accept.
Draft picks 2+ years out carry a heavy discount. A mid-first two years away (~2,800 pts) is worth less than an OVR 76 starter at a premium position with stable trajectory. Don’t over-value future picks in rebuilds.
BrannGM: Football ’26 – Internal Design Reference
The College Draft System
Overview
BRANNGM: FOOTBALL ’26 — COLLEGE & DRAFT SYSTEM REFERENCE
Complete guide to college talent generation, stat scaling, combine, draft grades, and team interest factors
WHAT THIS DOCUMENT COVERS
| College Talent Tiers | Defines the 7 prospect tiers (S+ through F), peakOVR bands, rarity, and what each tier means at the pro level |
|---|---|
| Pro Translation Probabilities | Hit/Bust/Bust-with-compensation rates by tier. A top-1 pick is not guaranteed; translation is probabilistic |
| Expected College Stats | Stat benchmarks per position, per tier, per year-in-school. Freshmen score lower; seniors peak |
| Combine Benchmarks | Elite/Good/Average/Poor cutoffs for 40-yard dash, 3-cone, shuttle, bench, vertical, and broad jump by position |
| Team Interest Factors | How Wants-to-Win, Near Hometown, Fan Base, Starting Role, and Coaching Staff affect prospect’s desire to sign |
| Draft Grade System | College grade (top-100 class rank) and Pro Projected Grade — how they map to draft round projections |
SYSTEM PHILOSOPHY
• Generational talents (S+) are already elite ATHLETES at age 18-20. Their physical attributes (Speed, Burst, Jumping) reflect their PEAK potential, not just current development.
• Technical attributes (Route Running, Catching, Coverage) reflect current development stage. A sophomore S+ WR is already a 92+ athlete but might be a 72 in route running.
• College stats scale to peakOVR, not currentOVR. This means a 5-star freshman WR posts 55-75 receptions — not 12.
• Pro translation is NOT guaranteed. An S+ player is a generational talent with 80%+ hit rate, but Ryan Leaf-type busts happen at every tier.
• Combine rankings are relative to position group only — a WR’s 40-time is ranked only against other WRs in the class.
• Team Interest is multi-factor. A player who Wants to Win 99 but is offered by a 3-win team needs other factors (Starting Role, Coaching, Hometown) to compensate.
College Talent Tiers
COLLEGE PROSPECT TALENT TIERS
| Tier | Stars | peakOVR Band | Approx. % of Class | Pro Ceiling | College Dominant? | Physical Attr Floor | Draft Range | Real-World Example | Notes |
|---|---|---|---|---|---|---|---|---|---|
| S+ | ⭐⭐⭐⭐⭐ | 95–99 | ~1% | Generational All-Pro / HOF | Dominates — elite athlete NOW | Speed/Burst/Jumping: 89+ | Top 3–5 pick | Peyton Manning, Randy Moss, Reggie Bush | Once-in-a-generation. 80%+ hit rate |
| S | ⭐⭐⭐⭐⭐ | 90–94 | ~3% | Pro Bowl / All-Pro | Very good — elite in key areas | Speed/Burst/Jumping: 84+ | Top 15 pick | Drew Brees, Calvin Johnson, Patrick Willis | Strong hit rate ~70%. Generational ceiling |
| A | ⭐⭐⭐⭐ | 86–89 | ~7% | Above-avg. starter / Pro Bowl | Good — top of depth chart | Speed/Burst/Jumping: 79+ | Rd 1–2 | Joe Flacco, Marshawn Lynch, Kyle Vanden Bosch | Solid starter most careers. ~55% hit |
| B | ⭐⭐⭐ | 78–85 | ~18% | Average pro starter | Starter / situational | Speed/Burst/Jumping: 73+ | Rd 2–4 | Generic starter type | Good player. ~40% reach starter ceiling |
| C | ⭐⭐ | 70–77 | ~28% | Backup / Spot starter | Backup or fringe starter | Speed/Burst/Jumping: 67+ | Rd 4–6 | Depth piece | Serviceable. ~25% hit as real contributor |
| D | ⭐ | 60–69 | ~28% | Practice squad / Out of the league | Rarely starts | Speed/Burst/Jumping: 60+ | Rd 6–7 / UDFA | Depth only | Likely out in 1–3 years |
| F | ⭐ | <60 | ~15% | Out of the league within 2 years | Does not start | Speed/Burst: whatever | UDFA only | Roster filler | Cannon fodder. Occasionally surprises |
★ Physical Attr Floor = the MINIMUM value for Speed, Burst, and Jumping a prospect at that tier will show in the Skills tab (natural athletic gifts, already present in college)
Pro Translation Probabilities
PRO TRANSLATION PROBABILITIES BY TIER
What % of prospects at each tier reach their potential ceiling in the NFL? (Based on historical draft hit rates)
| Tier | Hit Rate | Solid Starter | Role Player | Bust Rate | Ryan Leaf Risk | Notes | Example Busts | Example Hits |
|---|---|---|---|---|---|---|---|---|
| S+ | 80% | – | – | 8% | High — franchise-level expectation creates max pressure | Roughly 1-in-12 busts. Ryan Leaf, JaMarcus Russell, Tony Mandarich | Peyton Manning, Randy Moss, Lawrence Taylor | |
| S | 68% | 18% | – | 14% | Moderate — 2nd overall pick pressures still significant | Roughly 1-in-7 busts. Ryan Tannehill, Darren McFadden | Drew Brees, Calvin Johnson | |
| A | 52% | 30% | – | 18% | Lower — 1st round but not top-5, expectations manageable | Common: 1-in-5 miss their ceiling | Marshawn Lynch, Richard Sherman (5th round) | |
| B | 38% | 36% | – | 26% | Low — 2nd-3rd round expectations, often ‘solid backup’ | Most become backups or UDFA later | Generic 2nd-round starter | |
| C | 22% | 30% | 28% | 20% | Very low — hit as a starter is a pleasant surprise | Most out within 2-4 years | Occasional 4th-round find | |
| D | 8% | 18% | 30% | 44% | Minimal — most are UDFA fodder | Vast majority released within 1-2 years | Special teams ace at best | |
| F | 2% | 5% | 20% | 73% | Essentially nil | Released before regular season in most cases | N/A |
★ ‘Hit Rate’ = reaches ceiling (All-Pro/HOF for S+, Pro Bowl for S, solid starter for A/B). Outcome is randomized at career resolution stage.
Expected College Stats
EXPECTED COLLEGE STATS BY POSITION / TIER / YEAR
Stats generated using peakOVR as the ceiling base. Freshman floor = 55% of senior peak. Progression scale: FR=0.55 → SO=0.70 → JR=0.85 → SR=1.00
WIDE RECEIVER — RECEPTIONS / YARDS / TDs
| Tier | peakOVR | FR Rec | FR Yds | FR TD | SO Rec | SO Yds | SO TD | JR Rec | JR Yds |
|---|---|---|---|---|---|---|---|---|---|
| S+ | 95–99 | 66–84 | 1,188–1,512 | 12–16 | 84–106 | 1,512–1,908 | 16–20 | 102–128 | 1,836–2,304 |
| S | 90–94 | 62–80 | 1,134–1,440 | 12–15 | 80–101 | 1,440–1,818 | 15–19 | 97–122 | 1,746–2,196 |
| A | 86–89 | 59–77 | 1,092–1,386 | 11–14 | 77–97 | 1,386–1,746 | 14–18 | 93–117 | 1,674–2,106 |
| B | 78–85 | 54–72 | 972–1,260 | 10–13 | 70–89 | 1,260–1,602 | 13–17 | 85–107 | 1,530–1,926 |
| C | 70–77 | 48–65 | 868–1,134 | 9–12 | 62–80 | 1,134–1,440 | 11–15 | 76–96 | 1,368–1,728 |
| D | 60–69 | 42–57 | 756–990 | 7–10 | 54–69 | 972–1,242 | 10–13 | 65–82 | 1,170–1,476 |
QUARTERBACK — PASS YARDS / TDs / QBR
| Tier | peakOVR | FR Pass Yds | FR TD | FR QBR | SO Pass Yds | SO TD | SO QBR | JR Pass Yds | JR TD |
|---|---|---|---|---|---|---|---|---|---|
| S+ | 95–99 | 2,310–2,722 | 17–21 | 109–118 | 2,940–3,465 | 22–27 | 116–125 | 3,570–4,208 | 26–32 |
| S | 90–94 | 2,186–2,576 | 16–20 | 104–113 | 2,782–3,279 | 21–25 | 110–119 | 3,378–3,978 | 24–30 |
| A | 86–89 | 2,094–2,468 | 15–19 | 100–108 | 2,664–3,140 | 19–24 | 105–114 | 3,234–3,812 | 23–29 |
| B | 78–85 | 1,898–2,238 | 14–17 | 90–99 | 2,418–2,849 | 17–22 | 95–104 | 2,930–3,460 | 21–26 |
| C | 70–77 | 1,704–2,010 | 12–16 | 81–90 | 2,178–2,574 | 15–20 | 85–94 | 2,628–3,102 | 19–23 |
RUNNING BACK — RUSH YARDS / TDs
| Tier | peakOVR | FR Yds | FR TD | – | SO Yds | SO TD | – | JR Yds | JR TD |
|---|---|---|---|---|---|---|---|---|---|
| S+ | 95–99 | 1,114–1,390 | 15–20 | — | 1,426–1,778 | 19–26 | — | 1,732–2,160 | 23–31 |
| S | 90–94 | 1,053–1,314 | 14–19 | — | 1,350–1,688 | 18–24 | — | 1,638–2,046 | 22–29 |
| A | 86–89 | 1,008–1,258 | 13–18 | — | 1,296–1,618 | 17–23 | — | 1,572–1,960 | 21–28 |
| B | 78–85 | 914–1,142 | 12–16 | — | 1,170–1,462 | 16–21 | — | 1,422–1,774 | 19–25 |
| C | 70–77 | 822–1,026 | 10–14 | — | 1,050–1,314 | 14–18 | — | 1,278–1,596 | 17–22 |
Combine Benchmarks
COMBINE BENCHMARKS & POSITION RANKINGS
Rankings shown as ‘#X of N’ within the same position group. Elite = top 10%, Good = top 25%, Average = middle 50%, Poor = bottom 25%.
40-YARD DASH BENCHMARKS (seconds — lower is better)
| Position Group | Elite (top 10%) | Good (top 25%) | Average | Poor (bottom 25%) | Game Weight | Notes | Real Elite (NFL Combine) | System-Generated Range |
|---|---|---|---|---|---|---|---|---|
| QB | < 4.55 | 4.55–4.68 | 4.68–4.85 | > 4.85 | ★★ | Mobility is a bonus for QBs | Lamar Jackson 4.34 | 4.38–5.10 |
| RB / WR / CB | < 4.38 | 4.38–4.50 | 4.50–4.62 | > 4.62 | ★★★★★ | Speed is premium for skill positions | Tyreek Hill 4.29 | 4.32–4.72 |
| TE | < 4.55 | 4.55–4.65 | 4.65–4.80 | > 4.80 | ★★★ | Elite TE athleticism benchmark | Vernon Davis 4.38 | 4.40–4.95 |
| LB / DE | < 4.55 | 4.55–4.68 | 4.68–4.82 | > 4.82 | ★★★★ | Pass rush / coverage ability | Myles Garrett 4.64 | 4.45–4.95 |
| DT | < 4.80 | 4.80–4.95 | 4.95–5.10 | > 5.10 | ★★★ | Interior quickness vs. raw speed | Ndamukong Suh 5.00 | 4.75–5.30 |
| OT / OG / C | < 5.00 | 5.00–5.15 | 5.15–5.30 | > 5.30 | ★★ | Footwork matters more than top speed | Orlando Brown 5.64 | 4.90–5.60 |
| FS / SS | < 4.45 | 4.45–4.55 | 4.55–4.68 | > 4.68 | ★★★★ | Range and closing speed | Tyrann Mathieu 4.50 | 4.38–4.82 |
OTHER COMBINE METRICS
| Metric | Elite | Good | Average | Poor | Direction | Notes | All-Position Record | System Range |
|---|---|---|---|---|---|---|---|---|
| 3-Cone Drill | < 6.65s | 6.65–6.90s | 6.90–7.10s | > 7.10s | Lower = better | Agility / change of direction | 6.28s (various) | 6.40–7.80s |
| Shuttle Run | < 4.05s | 4.05–4.20s | 4.20–4.35s | > 4.35s | Lower = better | Short area quickness | 3.73s (various) | 3.85–4.70s |
| Bench Press | > 30 | 25–30 | 18–24 | < 18 | Higher = better | Reps of 225 lbs | 49 reps (Justin E.) | 5–35 reps |
| Vert Jump | > 38″ | 34–38″ | 28–34″ | < 28″ | Higher = better | Lower body explosion | 46″ | 26–44″ |
| Broad Jump | > 126″ | 118–126″ | 108–118″ | < 108″ | Higher = better | Total power output | 147″ | 100–135″ |
Team Interest Factors
TEAM INTEREST FACTORS — HOW EACH AFFECTS PROSPECT DESIRE
Each factor is scored 0–99 for the PROSPECT (how much they care about that factor). Team fit = how well your team scores on each factor the player cares about.
| Factor | Prospect Range | What It Measures (Prospect Side) | Your Team Scores Higher When… | Strategy to Win High-Value Players | Weight in Interest Formula | Typical Score (Gen. Talent) | Notes |
|---|---|---|---|---|---|---|---|
| Wants to Win | 20–99 | How much the player prioritizes winning a championship over money/comfort. High = will take less $ to join a winner. | Your team has a winning record (>10 wins), recent playoff appearances, or existing superstars. Low-win teams score low here. | Build a strong roster BEFORE pursuing high Wants-to-Win prospects. Star players attract more stars. | 25% | 65–99 (generational talents want to win) | Most important factor for elite prospects. Peyton Manning famously chose winning situations late career. |
| Near Hometown | 15–95 | How much the player wants to play near where they grew up / went to college. | Your franchise city is within ~300 miles of the player’s college or hometown. | Research prospect’s college location. Target regional prospects; offer them hometown narrative. | 15% | 30–70 (varies widely; some don’t care) | Low-scoring prospects will go wherever the best offer is. High-scoring prospects take less to stay home. |
| Fan Base | 20–95 | How much the player values playing in a major-market, high-fanbase city. | Your team plays in a large city (NY, LA, Chicago, Dallas) or has national brand recognition. | Lean into your market size if you’re in a major city. Small-market teams must compensate with other factors. | 15% | 40–80 | Some players actively want the spotlight; others prefer low-key markets. Generational talents often want the biggest stage. |
| Starting Role | 30–99 | How much the player values being a week-1 starter vs. depth piece or project. | Your depth chart has a clear opening at the player’s position — low-rated starter or no starter. | Show the player an open path. Don’t draft a WR to sit behind a 95 OVR All-Pro WR1. | 25% | 70–99 (generational prospects expect to start immediately) | The single most important factor for most prospects. Even a Wants-to-Win 99 player won’t sign if he can’t start. |
| Coaching Staff | 20–95 | How much the player values working with an elite, positionally respected coaching staff. | Your HC, OC, or DC have high ratings (85+) at the relevant position. Strong HC OVR matters most. | Invest in elite position coaches and a strong HC. A 90+ HC is a major recruiting tool. | 20% | 60–90 | Prospects with high IQ (football IQ stat) weight this factor more than raw athletes who rely on talent alone. |
INTEREST FORMULA: totalInterest = (0.25×WantsWin×TeamWinScore) + (0.15×NearHome×HomeScore) + (0.15×FanBase×MarketScore) + (0.25×WantsStart×StartingPath) + (0.20×Coaching×CoachOVR)
★ All prospect-side scores are hidden from the player. The INTERVIEW action in ProspectDetailView reveals character data. Team Interest score (0–100) reflects the combined match.
Draft Grade System
DRAFT GRADE SYSTEM — COLLEGE GRADE & PRO PROJECTED GRADE
COLLEGE DRAFT GRADE (Top 100 prospects only — composite score rank)
| Class Rank | College Grade | Badge Color | What It Means | Typical peakOVR | Projected Draft Round | Notes |
|---|---|---|---|---|---|---|
| #1 | 99 | Dark Green | Best player in the class — generational talent if S+ tier | 95+ | Pick 1 | Reserved for 1 player per class |
| #2 | 98 | Dark Green | Consensus top-2 pick | 92–99 | Pick 2–3 | |
| #3 | 97 | Dark Green | Top-3 prospect | 90–98 | Pick 3–5 | |
| #4–6 | 95 | Green | Top-6 lock | 88–96 | Pick 4–10 | |
| #7–10 | 92 | Green | Top-10 prospect | 86–94 | Pick 7–15 | |
| #11–20 | 88 | Gold | Late lottery / early teens | 84–92 | Pick 12–25 | |
| #21–35 | 85 | Gold | Late first round | 82–90 | Pick 20–32 | |
| #36–50 | 82 | Orange-Red | Day 2 lock — 2nd round | 80–87 | Rd 2 | |
| #51–75 | 78 | Orange-Red | 2nd/3rd round | 78–85 | Rd 2–3 | |
| #76–100 | 73 | Gray | Day 3 — 3rd/4th round | 75–82 | Rd 3–4 | |
| >100 | None | None | Ungraded — not in top 100 | <75 | Rd 4–7 / UDFA | Still on the board — no badge shown |
PRO PROJECTED GRADE (ALL prospects — maps to peakOVR)
| peakOVR Range | Pro Proj Grade Range | Label | Meaning | Visible In | Reliability | Notes |
|---|---|---|---|---|---|---|
| 95+ | 92–99 | ELITE | Generational / franchise cornerstone | ProspectDetailView → INTERVIEW → DRAFT GRADES → PRO POTENTIAL | Scout estimate ±4 from actual peak | |
| 90–94 | 87–94 | PRO BOWL | Expected Pro Bowl / All-Pro ceiling | Same | ±4 noise | |
| 85–89 | 82–89 | STARTER | Solid starter / occasional Pro Bowl | Same | ±4 | |
| 80–84 | 77–84 | SOLID | Average pro starter | Same | ±4 | |
| 75–79 | 72–79 | FRINGE | Backup or spot starter | Same | ±4 | |
| 70–74 | 67–74 | DEPTH | Depth piece / special teams | Same | ±4 | |
| <70 | <70 | DEVELOPMENTAL | Practice squad; long development road needed | Same | ±4 |
BLITZ NFL COMPARISON ACCURACY (by tier)
| Tier | BLITZ Shows Comparison? | Accuracy Rate | One Tier Low Rate | One Tier High Rate | Example Comp | Notes |
|---|---|---|---|---|---|---|
| S+ | Yes — always | 70% correct | 30% one tier low (shown as S) | 0% | ‘Sources comparing [Name] to Randy Moss…’ | BLITZ occasionally undersells to create drama |
| S | Yes | 20% one tier high | 60% correct | 20% one tier low | ‘Comp to Pro Bowl WR…’ | High variance; scouts sometimes oversell S as S+ |
| A | Yes | 75% correct | 25% one tier low | 0% | ‘Reminds scouts of solid starter…’ | Reliable at this tier |
| B | No | N/A | N/A | N/A | No BLITZ comp | Only S+/S/A get NFL comps |
| C | No | N/A | N/A | N/A | N/A |
Draft Pick Values
Design Reference & Trade Calculator Guide
1. Overview
BrannGM: Football ’26 uses a point-based trade calculator to help GMs assess fairness when exchanging draft picks and players. Every draft pick has a point value that accounts for two factors:
Round position — higher rounds are worth more. Within Round 1, the projected pick slot (based on current standings) makes top picks significantly more valuable than bottom-of-the-first picks.
Year discount — future picks are inherently uncertain and therefore discounted at approximately 12% per year out from the current season. A pick three years away carries roughly 68% of the value of the same pick today.
The system is intentionally asymmetric in Round 1 so that blockbuster trades (e.g., moving up from #20 to #3) require substantial compensation, mirroring the real NFL’s Jimmy Johnson-style value charts.
2. Round 1 Pick Values
Round 1 picks are divided into five tiers based on projected draft slot. All use the same 3,000-point base, with a slot bonus (positive or negative) added on top.
| Pick Range | Tier | Base | Slot Bonus | Current Yr | Pct of #1 |
|---|---|---|---|---|---|
| 1 – 5 | Elite | 3,000 | +2,000 | 5,000 pts | 100% |
| 6 – 10 | Premium | 3,000 | +1,000 | 4,000 pts | 80% |
| 11 – 16 | Mid-First | 3,000 | +200 | 3,200 pts | 64% |
| 17 – 24 | Late-First | 3,000 | -200 | 2,800 pts | 56% |
| 25 – 32 | Comp Zone | 3,000 | -800 | 2,200 pts | 44% |
Note: The slot bonus uses the projected slot, derived from each team’s current win-loss standing at the time of the trade. The actual pick value updates once pick numbers are formally assigned on draft day.
3. Full Round 1 Table — All 32 Slots
Values shown for a pick used in the current season (no discount) and for the same pick 1, 2, or 3 years out.
| # | Tier | Current Yr | +1 Yr | + 2 Yrs | +3 Yrs |
|---|---|---|---|---|---|
| 1 | Elite | 5,000 | 4,400 | 3,872 | 3,407 |
| 2 | Elite | 5,000 | 4,400 | 3,872 | 3,407 |
| 3 | Elite | 5,000 | 4,400 | 3,872 | 3,407 |
| 4 | Elite | 5,000 | 4,400 | 3,872 | 3,407 |
| 5 | Elite | 5,000 | 4,400 | 3,872 | 3,407 |
| 6 | Premium | 4,000 | 3,520 | 3,098 | 2,726 |
| 7 | Premium | 4,000 | 3,520 | 3,098 | 2,726 |
| 8 | Premium | 4,000 | 3,520 | 3,098 | 2,726 |
| 9 | Premium | 4,000 | 3,520 | 3,098 | 2,726 |
| 10 | Premium | 4,000 | 3,520 | 3,098 | 2,726 |
| 11 | Mid-1st | 3,200 | 2,816 | 2,478 | 2,181 |
| 12 | Mid-1st | 3,200 | 2,816 | 2,478 | 2,181 |
| 13 | Mid-1st | 3,200 | 2,816 | 2,478 | 2,181 |
| 14 | Mid-1st | 3,200 | 2,816 | 2,478 | 2,181 |
| 15 | Mid-1st | 3,200 | 2,816 | 2,478 | 2,181 |
| 16 | Mid-1st | 3,200 | 2,816 | 2,478 | 2,181 |
| 17 | Late-1st | 2,800 | 2,464 | 2,168 | 1,908 |
| 18 | Late-1st | 2,800 | 2,464 | 2,168 | 1,908 |
| 19 | Late-1st | 2,800 | 2,464 | 2,168 | 1,908 |
| 20 | Late-1st | 2,800 | 2,464 | 2,168 | 1,908 |
| 21 | Late-1st | 2,800 | 2,464 | 2,168 | 1,908 |
| 22 | Late-1st | 2,800 | 2,464 | 2,168 | 1,908 |
| 23 | Late-1st | 2,800 | 2,464 | 2,168 | 1,908 |
| 24 | Late-1st | 2,800 | 2,464 | 2,168 | 1,908 |
| 25 | Comp Zone | 2,200 | 1,936 | 1,704 | 1,499 |
| 26 | Comp Zone | 2,200 | 1,936 | 1,704 | 1,499 |
| 27 | Comp Zone | 2,200 | 1,936 | 1,704 | 1,499 |
| 28 | Comp Zone | 2,200 | 1,936 | 1,704 | 1,499 |
| 29 | Comp Zone | 2,200 | 1,936 | 1,704 | 1,499 |
| 30 | Comp Zone | 2,200 | 1,936 | 1,704 | 1,499 |
| 31 | Comp Zone | 2,200 | 1,936 | 1,704 | 1,499 |
| 32 | Comp Zone | 2,200 | 1,936 | 1,704 | 1,499 |
4. Rounds 2 – 7 Base Values
Rounds 2–7 use a single base value regardless of slot within the round (slot data is not tracked for later rounds). Future-year discounting still applies.
| Round | Current Yr | +1 Yr | +2 Yrs | +3 Yrs | vs R1 Pick #1 |
|---|---|---|---|---|---|
| Round 2 | 1,500 | 1,320 | 1,162 | 1,022 | 30% |
| Round 3 | 900 | 792 | 697 | 613 | 18% |
| Round 4 | 500 | 440 | 387 | 341 | 10% |
| Round 5 | 300 | 264 | 232 | 204 | 6% |
| Round 6 | 150 | 132 | 116 | 102 | 3% |
| Round 7 | 75 | 66 | 58 | 51 | 2% |
5. Future Pick Year Discount
Every year a pick is in the future, its trade value is multiplied by 0.88 (an 88% retention rate, or ~12% annual discount). This reflects the genuine uncertainty of future picks — the team’s record and needs could change substantially.
| Years Out | Multiplier | Retained Value | Effect |
|---|---|---|---|
| Current year | 1.000× | 100% | Pick available in the current draft — full value. |
| +1 year | 0.880× | 88% | One year away. Most common future pick traded. |
| +2 years | 0.774× | 77% | Two years out. Significant uncertainty discount. |
| +3 years | 0.681× | 68% | Maximum future window tracked in the game. |
Example: A Round 1 Elite pick (top 5) is worth 5,000 pts in the current draft. The same pick one year out is worth 4,400 pts, two years out 3,870 pts, and three years out 3,400 pts.
6. Trade Examples
Example A — Trading Up to the #1 Overall Pick
A team holding Pick #3 and a 2nd-round pick attempts to move up to #1. This is an aggressive move and requires overpaying.
| Asset Exchanged | Point Value | Notes |
|---|---|---|
| You give: R1 Pick #3 (current yr) | 4,400 (×0.88) | Elite pick, +1 year |
| You give: R2 Pick (current yr) | 1,500 | Round 2, no slot mod |
| TOTAL OUTGOING | 5,900 pts | |
| You receive: R1 Pick #1 (current yr) | 5,000 pts | Elite — top 5 |
| ⚠ Gap | −900 pts | You overpay — expected for moving up to #1 |
Real-world NFL trades to the top pick typically involve a premium. The 900-point deficit is intentional — moving from #3 to #1 should feel expensive.
Example B — Rebuilding: Selling a Late First for Future Picks
A team in rebuild mode trades away a late first-round pick (#18) for a bundle of future picks. This maximises the quantity of assets.
| Asset Exchanged | Point Value | Notes |
|---|---|---|
| You give: R1 Pick #18 (current yr) | 2,800 pts | Late-First, no bonus |
| You receive: R2 (current yr) | 1,500 pts | |
| You receive: R3 (+1 year) | 792 pts | 900 × 0.88 |
| You receive: R4 (current yr) | 500 pts | |
| TOTAL RECEIVED | 2,792 pts | Roughly even — fair deal |
The deal is essentially even at −8 pts, which the AI will accept. It nets the rebuilding team two extra picks (rounds 3 and 4) at the cost of moving from round 1 to later rounds.
7. Design Rationale
The five-tier Round 1 structure was chosen to create meaningful differentiation without requiring individual slot tracking for all 32 positions. Picks 1–5 are worth more than twice the value of picks 25–32 — reflecting the outsized impact of franchise-altering prospects at the top of the class.
The 12% annual discount (0.88 multiplier) sits between the conservative 10% and aggressive 15% found in other football games. It creates pressure to trade future picks soon, without making them nearly worthless at three years out.
Rounds 3–7 are intentionally compressed. In reality the gap between a 3rd-round and 7th-round pick in a trade is small — both are late-round fliers. The 12:1 ratio between a current-year R1 Elite pick (5,000) and a current-year R7 (75) mirrors the NFL’s historical rate of Pro Bowlers by draft round.
The system is used by both the trade calculator display (so the GM can see fair value) and by the AI trade engine when evaluating and generating counter-offers. Values for players use a separate formula based on OVR, age, position scarcity, and contract length.
BrannGM: Football ’26 — Internal Design Reference
The GM’s World
The Owner
Owner Profile — Ratings Reference Guide
How Every Owner Rating Shapes Your Franchise
1. Overview
Every owner in BrannGM: Football ’26 is generated with a unique personality profile that influences your franchise in real and persistent ways. Unlike the salary cap and player ratings — which change through your own decisions — the owner’s traits operate as background forces that set the conditions you work within.
There are five core personality ratings, each scored 1 to 5. Two additional computed values — Coach Desirability and Fan Approval — emerge from those ratings. Understanding how each rating works will help you read your owner, plan your roster strategy, and anticipate what is coming as seasons go by.
2. The Five Core Ratings
2.1 Spending (1–5)
Spending measures the owner’s willingness to open the checkbook — on player contracts, on coaching salaries, and on the overall staff budget. It is the single most direct link between owner personality and your operating resources.
| Rating | What It Means for Your Franchise |
|---|---|
| 1 — Frugal | Owner will not spend to the salary cap. Staff budget floor (~$12M). Expect to lose free agents to richer teams. |
| 2 — Cost-Conscious | Prefers value contracts. Staff budget ~$16M. Reluctant to give multi-year deals to aging stars. |
| 3 — Moderate | Will spend up to the cap. Staff budget ~$20M. A stable, competitive baseline most GMs can work with. |
| 4 — Big Spender | Willing to maximize cap space. Staff budget ~$24M. Will push to sign impact free agents. |
| 5 — Goes All In | No expense spared. Staff budget ~$28M. Expects the roster to reflect that spending in the standings. |
Net Worth directly determines the Spending rating. Higher net worth owners can afford to be more aggressive — a $10B tech entrepreneur rates a 5; a $500M real estate developer rates a 1 or 2.
Staff budget formula: Base $8M + (Spending x $4M) = $12M to $28M at league start, growing 3% per year.
2.2 Patience (1–5)
Patience governs how long the owner will wait for results before the GM is on the hot seat. It is also the primary input into Coach Desirability — patient owners attract better head coach candidates because coaches know they will have time to build.
| Rating | Effect on GM Job Security & Coach Attraction |
|---|---|
| 1 — Impatient | One bad season can start a hot-seat spiral. Owner Patience meter drains quickly after losses. Top coaches avoid short-leash situations. |
| 2 — Short-Sighted | Two losing seasons back-to-back will put your job at risk. Moderate coaches only. Rebuilds are very difficult. |
| 3 — Moderate | Standard NFL owner profile. Consistent .500 or better keeps you safe. Solid coach candidates will consider the opening. |
| 4 — Patient | Owner gives you runway. Rebuilds are viable. Good coaches actively want the stability this owner provides. |
| 5 — Builder | Full trust in process. Coaches and GMs can plan 3-5 year windows without fear. Top-tier candidates prefer this situation. |
Patience drifts downward over time.
Each offseason that ends with two or more consecutive mediocre seasons, the owner’s Patience rating drops by 1 point (minimum 1). A 5-rated Patient owner who watches four straight losing seasons will eventually become a 3. Winning resets the streak counter but does not restore lost Patience points.
2.3 Ambition (1–5)
Ambition sets what the owner expects from the team each season — the internal goal beyond whatever the Board formally assigns. A high-Ambition owner sees a 10-6 season as underperformance if the team did not make a deep playoff run. A low-Ambition owner is content with respectability.
| Rating | Season Expectation & Pressure Applied |
|---|---|
| 1 — Content | Owner is satisfied with competitive effort. Finishing above .500 is celebrated. Long rebuilds are tolerated without drama. |
| 2 — Status Quo | Playoffs every few years would be nice, but no urgent pressure. Owner does not push the GM toward win-now moves. |
| 3 — Competitive | Expects the team to be relevant. Missing the playoffs two years running will increase tension with ownership. |
| 4 — Win-Hungry | Owner wants wins now. Will push for aggressive free agent moves. Patience meter reacts faster to losing. |
| 5 — Win Now | Super Bowl or bust mentality. Owner may pressure the GM to trade draft capital for veterans. Rebuilds feel like failure. |
Ambition wanes with age.
Once an owner crosses age 70, there is approximately a 25% chance per offseason that Ambition drops 1 point. An 80-year-old who was a 5 at age 60 may have mellowed to a 3 — which can actually improve the working environment for a GM mid-rebuild.
2.4 Hands-On Rating (1–5)
Hands-On measures how involved the owner is in day-to-day football decisions. Think of the 1 end as a billionaire who signs the check and watches from a luxury box, and the 5 end as an owner calling into the film room.
| Rating | What Coaches and Staff Experience |
|---|---|
| 1 — Silent Investor | Owner never interferes. Coaches have complete autonomy over scheme, staff hires, and roster decisions. Universally attractive to coaching candidates. |
| 2 — Delegator | Owner attends games and asks questions but does not override football decisions. Good coaches consider this situation strongly. |
| 3 — Engaged | Owner has opinions and makes them known but ultimately respects the football staff. Average impact on coach desirability. |
| 4 — Assertive | Owner actively lobbies for certain players or schemes. Some clashes with coaching staff are inevitable. Deters elite candidates. |
| 5 — Meddler | Owner overrides coaches and GMs on football decisions. Only coaches who want an authority figure above them will thrive here. Strong deterrent to top talent. |
The Hands-On Rating is the primary drag on Coach Desirability. A 5-rated meddler can offset an otherwise attractive franchise (high spending, high patience) because experienced coaches have seen this movie and do not want the sequel.
2.5 Fan Approval Rating (1–5)
Fan Approval reflects how much the fan base trusts and supports the ownership group. It is loosely correlated with Hands-On rating — visible, engaged owners tend to generate stronger fan opinions in both directions — but some beloved owners are very quiet and some hated ones are very public.
| Rating | Effect on Franchise |
|---|---|
| 1 — Despised | Owner friction drags fan excitement down every offseason regardless of team performance. Fan base is hostile to ownership moves. |
| 2 — Unpopular | Fans tolerate the owner but do not rally around them. Modest negative modifier on offseason excitement. |
| 3 — Neutral | Fans have no strong feelings about ownership. Does not help or hurt the fan excitement calculation. |
| 4 — Popular | Fans respect and trust the owner. Adds a small positive modifier to fan excitement even in lean years. |
| 5 — Beloved | Owner is a civic institution. Fan excitement gets a significant boost each offseason. Community engagement benefits amplify morale. |
Fan Approval also contributes to Coach Desirability. Coaches want to work in markets where ownership is respected — it makes recruiting players easier, media relations smoother, and the job more prestigious.
3. Computed Values
3.1 Coach Desirability (1–5, computed)
Coach Desirability is not a rating you assign — it is calculated automatically from four of the five core ratings and updates whenever those ratings change.
Formula:
The result is clamped to 1–5. The Autonomy Score inverses the Hands-On Rating because coaches value independence — a Hands-On of 1 produces the maximum Autonomy Score of 5, while a Hands-On of 5 produces an Autonomy Score of 1.
| Score | What It Means for Hiring |
|---|---|
| 1 | Dream jobs will not be found here. The franchise is unattractive. Expect to settle for lower-tier head coach candidates. |
| 2 | Difficult hire. Strong coordinators may turn down the HC opening. Middle-tier coaches fill most roles. |
| 3 | Average NFL franchise from a coach’s perspective. Competitive market for coaching talent. Solid but not elite hires. |
| 4 | Coaches want this job. Multiple strong candidates will be interested. Owner environment is a selling point in recruiting. |
| 5 | Every available coach wants to work here. Owner is seen as the ideal partner — patient, well-funded, respected, and hands-off. |
Example: An owner with Patience 4, Spending 4, Hands-On 2 (Autonomy 4), Fan Approval 4 scores (4+4+4+4)/4 = 4 — a very desirable franchise. But if that same owner has a Hands-On of 5 (Autonomy 1), the score drops to (4+4+1+4)/4 = 3.25, rounded to 3. Meddling is expensive.
3.2 Net Worth (displayed, not rated)
Net worth is stored in millions and displayed as either $XM or $X.XB. It does not directly affect gameplay — its role is narrative, grounding the owner’s spending personality in a believable financial reality.
| Spending Rating | Typical Net Worth Range |
|---|---|
| 1 — Frugal | $400M – $800M |
| 2 — Cost-Conscious | $800M – $1.5B |
| 3 — Moderate | $1.5B – $3B |
| 4 — Big Spender | $3B – $6B |
| 5 — Goes All In | $6B – $15B |
4. Succession Plan
As the owner ages, their succession plan becomes an increasingly important narrative element of the franchise. Succession plans change over time — an owner who was Undecided at 55 may clarify their intentions by 70, and by 75 any remaining Undecided owners automatically move to either Keep in Family or Actively Searching.
| Plan | What It Signals |
|---|---|
| Keep in Family | Ownership continuity is expected. The franchise identity and priorities are unlikely to change dramatically even as the current owner ages out. |
| Likely to Sell | A sale is on the horizon. The franchise may eventually change direction when new ownership arrives. No immediate gameplay effect. |
| Undecided | No plan in place. Common in younger owners (under 65). May clarify naturally as years pass. |
| Actively Searching Buyer | Owner is looking for a buyer now. A sale is probable within the next several seasons. Future ownership personality is unknown. |
Age thresholds for succession drift: owners under 50 are almost always Undecided. Between 50 and 65, all outcomes are equally likely. Between 65 and 73, Undecided owners tend to crystallize toward a plan. At age 75 or older, the game forces any remaining Undecided owners to declare one way or the other.
5. Personality Drift Over Time
Owner ratings are not static. Three things cause them to shift over the course of a dynasty:
| Trigger | Effect |
|---|---|
| 2+ consecutive mediocre seasons | Patience drops 1 point (minimum 1). Losing streaks erode even the most patient owner’s goodwill. |
| Owner age exceeds 70 | 25% chance per offseason that Ambition drops 1 point. Older owners mellow and stop demanding championships. |
| Owner age reaches 75 (Undecided) | Succession plan auto-resolves to Keep in Family or Actively Searching. Ambiguity gives way to reality. |
| Owner ages each offseason | Owner age increments by 1 every offseason. No other direct gameplay effect, but affects Ambition drift and Succession timelines. |
Patience can only go down — winning seasons stop the decline but do not restore lost points. Ambition can only go down once past 70. Think of it as the natural arc of an owner’s career: hungry in their 50s, realistic in their 60s, philosophical in their 70s.
6. How Every Rating Affects Your Franchise
The table below gives a quick-reference view of every rating and which franchise systems it touches.
| Rating | Affects | Direction |
|---|---|---|
| Spending | Staff budget, free agent competitiveness, cap aggression | Higher = more resources |
| Patience | GM hot-seat speed, coach desirability, rebuild viability | Higher = more runway |
| Ambition | Owner pressure, season expectations, trade urgency | Higher = more win-now pressure |
| Hands-On | Coach desirability (via Autonomy Score), staff autonomy | Higher = less attractive |
| Fan Approval | Fan excitement modifier, coach desirability, morale | Higher = more fan energy |
| Coach Desirability | Quality of HC/staff candidates attracted to openings | Higher = better coaching talent |
| Net Worth | Narrative context for spending personality | Informational only |
| Age | Ambition drift, succession plan timeline | Higher = owner mellows |
| Succession Plan | Franchise narrative, future ownership uncertainty | Affects long-term identity |
7. Quick Owner Scenarios
These archetypes show how combinations of ratings produce recognizable real-world owner personalities.
The Silent Money Guy
Spending 2 / Patience 5 / Ambition 2 / Hands-On 1 / Fan Approval 3
Coaches love working here despite the lean budget because they have total autonomy and no pressure. Rebuilds are sustainable. Winning is a bonus.
The Impatient Billionaire
Spending 5 / Patience 1 / Ambition 5 / Hands-On 4 / Fan Approval 4
Enormous resources but a short fuse. One bad season and the GM is on the hot seat. Coaches worry about job security despite the money. A championship or nothing.
The Fan Favorite Owner
Spending 3 / Patience 4 / Ambition 3 / Hands-On 2 / Fan Approval 5
Community icon. Fan excitement stays elevated even in down years. Coaches want the job because the market loves them. Comfortable middle-class franchise with loyal fan support.
The Meddler
Spending 4 / Patience 3 / Ambition 4 / Hands-On 5 / Fan Approval 2
Money is there but the interference is constant. Top coaching candidates will pass. Expect to hire retreads and yes-men. Fans are skeptical and media criticism never stops.
The Builder
Spending 3 / Patience 5 / Ambition 3 / Hands-On 1 / Fan Approval 3
The ideal rebuild situation. Coach Desirability is high, pressure is low, and the GM can execute a multi-year plan without fear. Money is moderate but the environment is elite.
BrannGM: Football ’26 Owner Profile System | All ratings are seeded at league creation and evolve through offseason logic. Tap the owner card in the FRONT OFFICE > OWNER tab to view the full profile.
GM Personality
BRANNGM: FOOTBALL ’26
GM PERSONALITY TRAITS
Master Gameplay Reference
Part of the BrannGM: Football ’26 Master Gameplay Manual
Version 1.0 · Season 2026
GM Personality System
Before your first season begins, you choose a GM Personality — a single trait that defines your management philosophy and shapes how the entire game responds to your decisions. This is not a cosmetic label. Each personality is wired directly into core simulation engines and produces measurable, persistent effects across every season you play.
There are seven personalities to choose from, each covering a different dimension of franchise management: finances, in-game performance, roster building, scouting, and trade leverage. Selecting the right one for your team’s situation is one of the most impactful decisions you’ll make.
KEY RULES
• You choose once at game start — this cannot be changed mid-career.
• The trait applies only to your team (AI teams are not affected by your trait, but each has their own internal tendencies).
• Effects are passive — no in-game menu or button required. Everything runs automatically.
HOW TO CHOOSE
• Contending team needing one more piece → Cap Genius or Negotiator.
• Rebuilding through the draft → Scouting Ace + Player Developer.
• Competitive but losing close games → Motivator.
• Frequent trader and wheeler-dealer → Architect.
• Want a healthy, disciplined base → Disciplinarian.
Quick Comparison
| GM PERSONALITY | IMPACT AREA | EFFECT | BEST FOR |
|---|---|---|---|
| Negotiator | Financial | Contract savings in free agency | Rebuilding teams & cap-strapped franchises |
| Disciplinarian | In-Game & Health | Fewer penalties & lower injury risk | Teams with fragile rosters or penalty-heavy schemes |
| Player Developer | Roster Development | Faster progression for young players | Teams drafting early and building through youth |
| Scouting Ace | Scouting Accuracy | More accurate draft scouting | Draft-focused franchises |
| Cap Genius | Financial | Expanded salary cap flexibility | Contending teams needing one more piece |
| Motivator | In-Game Performance | Clutch boost in close & playoff games | Competitive mid-tier teams and playoff contenders |
| Architect | Trade & Transactions | Better trade value on all deals | Trade-heavy and rebuilding GMs |
1. Negotiator
CONTRACT SAVINGS IN FREE AGENCY
IMPACT AREA
Financial
Best for: Rebuilding teams & cap-strapped franchises
| Your contract negotiation expertise keeps salaries lower, giving you more flexibility to retain stars and land free agents. | |
|---|---|
| GAMEPLAY MECHANICS | |
| Signing Bonus Reduction | All free agent signing bonuses are reduced by 15%, directly lowering the prorated annual cap hit on every contract you sign. |
| Engine | OffseasonEngine › signFreeAgent() — negotiatorMult = 0.85 applied to SalaryCapEngine.signingBonus() output. |
STRATEGIC NOTES
Best for teams with aging rosters or cap problems who need to bring in multiple free agents without breaking the bank. Compounds over time — the more deals you sign, the bigger the cumulative savings.
2. Disciplinarian
FEWER PENALTIES & LOWER INJURY RISK
IMPACT AREA
In-Game & Health
Best for: Teams with fragile rosters or penalty-heavy schemes
| A disciplined locker room means fewer mental mistakes on the field and a healthier, more focused roster all season. | |
|---|---|
| GAMEPLAY MECHANICS | |
| Penalty Reduction | Your team’s discipline rating gets a permanent +15 boost (capped at 99), reducing the per-play penalty chance in every game. Penalty chance formula: 0.07 × (1 − (discipline − 70) / 200). A +15 discipline swing is meaningful in close games. |
| Injury Rate Reduction | Your players suffer a 12% lower injury rate on every game-day roll. Applied as a 0.88× multiplier to the base per-player injury probability. |
| Engines | GameSimEngine › simulateDetailed() (discipline boost) · InjuryEngine › rollForInjuries() (disciplineMult = 0.88). |
STRATEGIC NOTES
Best for teams with injury-prone depth charts or leagues where penalties decide close games. Passive — you benefit every week without any in-season management.
3. Player Developer
FASTER PROGRESSION FOR YOUNG PLAYERS
IMPACT AREA
Roster Development
Best for: Teams drafting early and building through youth
| Young talent flourishes under your coaching staff. Rookies and second-year players develop more rapidly toward their ceiling. | |
|---|---|
| GAMEPLAY MECHANICS | |
| Annual OVR Bonus | At end-of-season development, every player on your roster who is age 25 or younger receives +1 additional OVR delta — on top of the standard age/potential/work-ethic calculation. The bonus only applies when the player is already developing positively (delta > 0). |
| Engine | OffseasonEngine › ageAndDevelop() — playerDeveloperBoost flag injected into develop() for qualifying players. |
STRATEGIC NOTES
High-ceiling play. Takes 2–3 seasons to show full impact but can produce elite players who peak earlier. Stack with high-potential draft picks for maximum effect. Less effective on veteran-heavy rosters.
4. Scouting Ace
MORE ACCURATE DRAFT SCOUTING
IMPACT AREA
Scouting Accuracy
Best for: Draft-focused franchises
| Your scouting network is the best in the league. Draft evaluations are sharper, and busts are far less common. | |
|---|---|
| GAMEPLAY MECHANICS | |
| Scout Rating Boost | +10 added to the effective scout rating (effR) on every film review. Since scout accuracy determines the error tier on a prospect’s revealed attributes, +10 effR tightens the range of possible errors — moving many evaluations from ‘Wide Error’ into ‘Moderate Error’ or better. |
| Year 1 Coverage | Applies immediately at game start (initial film review re-run after GM profile is set), so your very first draft class benefits from day one. |
| Engines | ScoutingEngine › applyFilmReview() (isScoutingAce flag) · Wired through TeamSelectView.startWith() (year 1) and OffseasonEngine (subsequent seasons). |
STRATEGIC NOTES
Best for GMs who love the draft and want to know what they’re getting before they pick. Reduces the risk of high-round busts significantly. Pairs extremely well with Player Developer.
5. Cap Genius
EXPANDED SALARY CAP FLEXIBILITY
IMPACT AREA
Financial
Best for: Contending teams needing one more piece
| You find room where others don’t. Your cap management skills let you carry stronger rosters without cutting stars. | |
|---|---|
| GAMEPLAY MECHANICS | |
| Immediate Cap Boost | +$3,000,000 added to your team’s salary cap at the start of the game. Applied once at league creation and persists for the life of the save. |
| Engine | TeamSelectView › startWith() — lg.teams[ti].finances.salaryCap += 3_000_000 when trait == .capGenius. |
STRATEGIC NOTES
Straightforward advantage — $3M buys a solid starter or the difference between signing two free agents or one. Most valuable in the early seasons when every dollar counts. Less impactful once you’ve established cap room organically.
6. Motivator
CLUTCH BOOST IN CLOSE & PLAYOFF GAMES
IMPACT AREA
In-Game Performance
Best for: Competitive mid-tier teams and playoff contenders
| Your team never quits. Expect stronger performance in one-score games and an edge when the stakes are highest. | |
|---|---|
| GAMEPLAY MECHANICS | |
| Clutch Strength Boost | +3 added to your team’s offensive or defensive strength on every play during clutch moments. A clutch moment is defined as: Q4 or overtime with a margin of 8 points or fewer, OR any playoff game regardless of score. |
| Both sides covered | If your team is on offense, offStrength +3. If on defense, defStrength +3. The boost applies to every play in the clutch window, not just scoring plays. |
| Engine | GameSimEngine › simulatePlay() — gmMotivatorSide set in simulateDetailed(), clutch check run per play. |
STRATEGIC NOTES
Excellent for teams that are good but not dominant — turns coin-flip close games in your favor. Playoff boost means it scales in importance as you build a contender. Weaker value if you’re consistently blowing out opponents.
7. Architect
BETTER TRADE VALUE ON ALL DEALS
IMPACT AREA
Trade & Transactions
Best for: Trade-heavy and rebuilding GMs
| Your reputation as a dealmaker precedes you. AI teams offer premium packages for your players, and you extract top value from every trade. | |
|---|---|
| GAMEPLAY MECHANICS | |
| AI Offer Premium | When CPU teams generate trade offers targeting your players, the target value they’re willing to match is inflated by 10% (architectMult = 1.10). A player with a trade value of 1,000 draws offers worth up to 1,100 — either a better player or a player + pick combo. |
| Engine | TradeEngine › refreshPlayerOffers() — boostedValue = Int(Double(target.tradeValue) × 1.10) passed to assemblePackage(). |
STRATEGIC NOTES
Best for GMs who trade frequently or are rebuilding through trades. The premium compounds — selling off one aging star to a desperate AI team gets you more than fair value. Less impactful if you rarely trade.
YOUR LEGACY STARTS WITH ONE CHOICE.
Every GM personality shapes a different path to a championship. There is no wrong answer — only the wrong fit for your roster. Choose wisely, play to your strengths, and build a dynasty.
Press Conferences
1. SYSTEM OVERVIEW
The Press Conference System triggers after key games and franchise events throughout the season. Each presser presents the GM (player) with 2–3 media questions drawn from a pool matched to the trigger condition plus a GENERAL pool that can appear at any time.
Each question offers three answer choices — labelled Safe, Bold, and Honest — with meaningfully different outcomes. The style label is visible before selecting; the impact numbers are not. Players learn the consequences of each archetype through experience.
Answers affect six game attributes: Owner Patience (OP), Fan Heat (FH), Team Morale (MOR), GM Clout (CLT), Head Coach Tension (HCT), and individual Player Loyalty (PL) where applicable. All impacts are additive and persist for the remainder of the season.
Select questions also generate a BLITZ headline — a story that appears in the BLITZ feed and may be referenced by future questions (the ‘Momentum Question’ mechanic, described in Section 3).
Some answers marked with a ⚠ warning carry delayed consequences: if the statement is later proven false by in-game events, a penalty applies to Owner Patience and GM Clout beyond the normal impact value.
2. TRIGGER CONDITIONS
A press conference fires when one of the following conditions is met. Triggers are evaluated after each game result and at key offseason moments. If multiple triggers fire simultaneously, only the highest-priority trigger determines the question pool (priority order: championship events → playoff events → loss streaks → single-game results → offseason moments → GENERAL).
| TRIGGER TAG | WHEN IT FIRES |
|---|---|
| LOSS_STREAK_3 | After 3 or more consecutive losses |
| LOSS_STREAK_5 | After 5 or more consecutive losses |
| BLOWOUT_LOSS | Lost by 17+ points |
| CLOSE_LOSS | Lost by 7 or fewer in a key game |
| PLAYOFF_LOSS | Eliminated from the playoffs |
| PLAYOFF_UPSET | Won as a playoff underdog |
| BIG_WIN | Won by 17+ points in primetime or rivalry game |
| CLINCH_PLAYOFFS | Just clinched a playoff berth |
| DIVISION_TITLE | Won the division |
| SUPER_BOWL_WIN | Won the championship |
| MIDSEASON | Week 8–10 general check-in presser |
| OFFSEASON_START | First week of the offseason |
| PRE_DRAFT | Draft week (Mon–Wed before draft) |
| POST_DRAFT | Day after the draft |
| TRADE_DEADLINE | Week of the trade deadline |
| CONTRACT_DISPUTE | Player demands trade or goes public with unhappiness |
| COACH_RUMOR | BLITZ reports a coaching staff story |
| COORDINATOR_INTEREST | Coordinator linked to a head coaching vacancy |
| INJURY_STAR | Key starter lost 4+ weeks |
| ARREST | Player legal/discipline incident |
| DISCIPLINE | Player practice/team rules violation |
| SOCIAL_MEDIA | Player publicly criticizes the organization |
| SIDELINE_INCIDENT | On-field/sideline altercation involving player or coach |
| RETIREMENT | Veteran player retirement rumor |
| OWNER_VETO | Owner overrules GM decision (BLITZ story) |
| OWNER_VISIBLE | Owner frustration captured on camera |
| OWNER_PUBLIC_STATEMENT | Owner issues public statement about team performance |
| OWNERSHIP_CHANGE | Ownership sale rumor reported by BLITZ |
| LEGACY | End of season or milestone career moment |
| HOT_SEAT | GM job security rumored in BLITZ |
| JOB_SECURITY | GM fired/hired rumors circulating |
| FA_LOSS | Key free agent lost to another team |
| FA_APPROACHING | Star player entering final contract year |
| FA_MISS | Failed to sign high-profile free agent |
| RISKY_SIGNING | Signed player with injury history or character flag |
| ROSTER_MOVE | Significant cut or restructure |
| AGENT_COMPLAINT | Agent publicly criticizes negotiations |
| MARKET_CONCERN | Analyst piece about team’s market disadvantage |
| OVER_CAP | Team projected over the cap ceiling |
| ROSTER_LEAK | Leaked report about planned roster move |
| MVP_AWARD | Player wins major individual award |
| BUST | High draft pick not meeting expectations |
| BACKUP_IMPRESSES | Reserve player outplays expected starter |
| AGING_QB | Franchise QB enters late career phase |
| BENCHING | High-profile player benched in game |
| FORMER_PLAYER | Ex-player makes public negative comment |
| LATE_ROUND_BREAKOUT | Undrafted or late-round pick achieves star performance |
| BREAKOUT_PERFORMANCE | Young player’s first big national primetime game |
| RIVALRY_WIN | Swept division rival for the first time in years |
| OVERACHIEVING | Team outperforming preseason win total by 3+ |
| ROAD_SWEEP | Won 4 or more straight road games |
| MISSED_PLAYOFFS | Missed playoffs 3 straight seasons |
| REBUILD_START | First press conference as GM of a rebuilding team |
| FAN_APPROVAL | Fan approval poll published (negative result) |
| YOUNG_GM | First or second season as GM; age mentioned in media |
| OFFSEASON_REVIEW | End-of-season review presser |
| MEDIA_CRITICISM | National outlet calls franchise poorly run |
| CHAMPIONSHIP_DROUGHT | Franchise hasn’t won a title in 10+ years |
| TANKING_QUESTION | Reporter asks about competitive intent vs. draft positioning |
| REBUILD | Team in confirmed multi-year rebuild |
| HC_DRAFT_DISAGREEMENT | Report of GM-HC conflict over a roster/draft decision |
| HC_QB_TENSION | Report of HC-QB relationship friction |
| NEW_HC_SCHEME | New HC just hired with different offensive/defensive identity |
| SCHEME_CHANGE | Mid-season scheme adjustment reported |
| RED_ZONE | Team ranks in bottom 5 in red zone scoring |
| DEFENSIVE_WEAKNESS | Team ranks in bottom 5 in a specific defensive metric |
| PASS_HEAVY | Team pass-to-run ratio above 60% |
| THIRD_DOWN | Third-down conversion rate concern |
| RUN_GAME | Team rushing attempts per game in bottom 5 |
| STREAKED_SNAPPED | Won after a losing streak of 5 or more |
| COORDINATOR_HIRE | GM hired a coordinator from a rival team |
| CLOCK_MANAGEMENT | Coaching staff timeout/clock error in key moment |
| PLAYOFF_UPSET | Won as a heavy underdog in the playoffs |
| STAFF_POACHING | Another team pursuing a key front office staff member |
| INCIDENT | Fan or stadium incident involving a player |
| GENERAL | Can appear at any press conference |
3. IMPACT SCALE & RULES
Each answer impact is expressed as a modifier on a -5 to +5 scale applied to that attribute’s 0–100 meter. Impacts stack across a season and reset at the start of each new season (except GM Clout, which carries forward as a career stat).
| KEY | ATTRIBUTE | WHAT IT DOES |
|---|---|---|
| OP | Owner Patience | 0–100 meter. Below 40 = hotseat warning. At 0 = fired. |
| FH | Fan Heat / Excitement | 0–100. Drives crowd modifier in game sim and BLITZ buzz. |
| MOR | Team Morale | 0–100. Affects player performance and locker room cohesion. |
| CLT | GM Clout | 0–100 index (5-component Clout Score feeds into this over time). |
| HCT | HC Tension | 0–100. High tension triggers HC-GM friction events and eventual departure risk. |
| PL | Player Loyalty | Named player only. Affects contract willingness, trade request risk, and morale. |
Cadence and special rules:
| RULE | DETAIL |
|---|---|
| Questions per presser | 2–3 randomly selected from the matching trigger pool + GENERAL pool |
| Max pressers per season | 12 (roughly one per 1.5 weeks on average) |
| Can be skipped? | No — key game pressers are mandatory. A ‘No Comment’ button docks OP -3, FH -2 |
| Time limit per answer | Optional: 15-second timer in fast mode; no timer in deliberate mode |
| Answer preview | Style label (Safe / Bold / Honest) shown but not the impact numbers |
| Guaranteed questions | Q65 (tanking) appears whenever a generational QB is in next year’s draft class |
| Player name substitution | [Player] and [Star Player] substitute the active player referenced by the trigger |
| Lie consequences | Some answers marked ‘note’ apply a penalty if the claim is later proven false |
| Momentum question | If the GM goes Bold on 3 consecutive answers, next presser always includes 1 BLITZ-quoted question referencing prior bold stance |
4. PRESS CONFERENCE QUESTIONS (1–100)
Questions are organized into nine categories. Category color coding is carried through the document header on each question block.
| Q1–12 | POST-LOSS / STRUGGLES | After losses, blowouts, or losing streaks |
|---|---|---|
| Q13–22 | POST-WIN / MOMENTUM | After wins, clinches, or strong performances |
| Q23–42 | PLAYER-SPECIFIC | Questions naming specific players |
| Q43–52 | COACHING STAFF | About the head coach or coordinators |
| Q53–67 | DRAFT & PROSPECTS | Pre/post draft, prospects, scouting |
| Q68–77 | FREE AGENCY & CONTRACTS | Free agency, contracts, cap situations |
| Q78–85 | OWNER RELATIONSHIP | The owner, job security, and team direction |
| Q86–92 | SCHEME & STRATEGY | Offensive/defensive scheme and playcalling |
| Q93–100 | SEASON EXPECTATIONS / CAREER | Season goals, career, and fan expectations |
◆ POST-LOSS / STRUGGLES
| Q1 | POST-LOSS / STRUGGLES | TRIGGER: LOSS_STREAK_3 |
|---|---|---|
| “Your team has lost three straight. What’s your message to the fanbase right now?” |
A
Safe
“We’re going through adversity, but our guys are working hard. I’m confident we’ll turn this around.”
IMPACT
OP 0 | FH -2 | MOR +1 | CLT -1 | HCT 0
BLITZ: “GM offers measured response after three-game slide”
B
Bold
“This is unacceptable. I’m putting the entire organization on notice — players, coaches, everyone.”
IMPACT
OP +2 | FH +2 | MOR -3 | CLT +1 | HCT +2
BLITZ: “GM fires warning shot after third straight loss”
C
Honest
“I take responsibility too. The buck stops with me. I have to do a better job putting this team in position to win.”
IMPACT
OP +2 | FH +2 | MOR +2 | CLT +2 | HCT 0
BLITZ: “GM takes personal accountability for team’s slide”
| Q2 | POST-LOSS / STRUGGLES | TRIGGER: BLOWOUT_LOSS |
|---|---|---|
| “The defense gave up 40 points today. Is the defensive coordinator safe?” |
A
Safe
“I’m not going to make those evaluations after one game. We assess things as we always do.”
IMPACT
OP 0 | FH -1 | CLT -1 | HCT 0
BLITZ: “GM deflects DC pressure after blowout”
B
Bold
“Nobody’s job is guaranteed when we give up 40 points. That’s not the standard here.”
IMPACT
OP +1 | FH +3 | MOR -2 | CLT +1 | HCT +4
BLITZ: “GM puts DC on notice after 40-point disaster”
C
Honest
“The DC and I have already sat down. We’ve identified what happened and there’s a clear plan in place.”
IMPACT
OP +1 | FH +1 | CLT +2 | HCT -1
BLITZ: “GM and DC huddle after rough outing”
| Q3 | POST-LOSS / STRUGGLES | TRIGGER: GENERAL |
|---|---|---|
| “[Star Player] had one of his worst performances of the season. Does he still have your full confidence?” |
A
Safe
“Absolutely. He’s our guy and we have complete faith in him.”
IMPACT
FH -1 | MOR +2 | CLT 0 | PL +3
BLITZ: “GM stands by star after rough outing”
B
Bold
“Everyone on this team — regardless of salary — has to play better. He knows that.”
IMPACT
FH +2 | MOR -1 | CLT +1 | PL -3
BLITZ: “GM doesn’t give star a pass after poor game”
C
Honest
“One bad game doesn’t define what he is. We’ll get him right and he’ll respond.”
IMPACT
FH 0 | MOR +1 | CLT +1 | PL +1
BLITZ: “GM keeps perspective on star’s off-day”
| Q4 | POST-LOSS / STRUGGLES | TRIGGER: LOSS_STREAK_3 |
|---|---|---|
| “Reports suggest the locker room is divided. How do you respond?” |
A
Safe
“I talk to our players every day. I don’t recognize the team those reports describe.”
IMPACT
FH 0 | MOR +1 | CLT -1
BLITZ: “GM dismisses locker room division report”
B
Bold
“If there are players who aren’t fully bought in, they won’t be here much longer. I’ll get to the bottom of this.”
IMPACT
FH +1 | MOR -3 | CLT +1 | HCT +2
BLITZ: “GM: Dissenters in locker room won’t last long”
C
Honest
“Every team going through a stretch like this has tension. The question is whether you use it productively. We will.”
IMPACT
FH 0 | MOR +2 | CLT +1
BLITZ: “GM: Tension is normal — how you respond defines you”
| Q5 | POST-LOSS / STRUGGLES | TRIGGER: GENERAL |
|---|---|---|
| “The team ranks last in the league in red zone touchdowns. Is that a scheme problem?” | ||
| A | Safe | “We’re addressing it with the coaching staff. We’ll get it right.” |
| IMPACT | **FH -1 |
B
Bold
“At some point you have to call it what it is — the scheme has to be re-evaluated.”
IMPACT
FH +2 | MOR -1 | CLT +1 | HCT +3
BLITZ: “GM calls out scheme after red zone struggles”
| C | Honest | “Part scheme, part execution. We’re fixing both — not putting it on one or the other.” |
|---|---|---|
| IMPACT | **FH +1 | |
| Q6 | POST-LOSS / STRUGGLES | TRIGGER: BLOWOUT_LOSS |
| “You were outscored 35-0 in the second half. What happened at halftime?” | ||
| A | Safe | “Execution broke down and adjustments weren’t good enough. That’s on everyone — players and coaches.” |
| IMPACT | **FH +1 |
B
Bold
“Their coaching staff won the halftime battle. Our staff needs to do better putting players in the right position.”
IMPACT
FH +2 | MOR -2 | CLT 0 | HCT +4
BLITZ: “GM points finger at coaching staff after historic second-half collapse”
| C | Honest | “Honestly, I need to watch the film before I can give you a real answer. It’s too early for hot takes.” |
|---|---|---|
| IMPACT | **FH -2 | |
| Q7 | POST-LOSS / STRUGGLES | TRIGGER: MIDSEASON |
| “This team was a Super Bowl contender in August. Are those expectations still realistic?” | ||
| A | Safe | “We still control our destiny. There’s a lot of football left.” |
| IMPACT | **FH 0 |
B
Bold
“If we play like this, no. Our standard hasn’t changed. Our intention to meet it hasn’t either.”
IMPACT
OP +2 | FH +2 | MOR -2 | CLT +1
BLITZ: “GM: Standard hasn’t changed — and neither has the expectation”
| C | Honest | “We’re going to be honest with ourselves. Right now we’re not playing Super Bowl football. That has to change.” |
|---|---|---|
| IMPACT | **OP +1 | |
| Q8 | POST-LOSS / STRUGGLES | TRIGGER: TRADE_DEADLINE |
| “Reports say you’re actively shopping for help at the trade deadline. What can you confirm?” | ||
| A | Safe | “I’m always looking for ways to improve the team. That’s my job every day.” |
| IMPACT | **FH +1 |
B
Bold
“Watch this space. I’m not going to give other GMs information they can use at the negotiating table.”
IMPACT
FH +2 | CLT +2
BLITZ: “GM goes quiet on deadline — and that means something is happening”
| C | Honest | “We’ve had preliminary conversations. Nothing’s close. I don’t want to get ahead of where things are.” |
|---|---|---|
| IMPACT | **FH +1 | |
| Q9 | POST-LOSS / STRUGGLES | TRIGGER: CLOSE_LOSS |
| “The team blew a 17-point fourth-quarter lead. Is that a conditioning issue or a mental issue?” | ||
| A | Safe | “That’s a fair question and one we’re asking internally right now.” |
| IMPACT | **FH 0 |
B
Bold
“It’s both. And we have to solve both. That can’t happen.”
IMPACT
FH +2 | MOR -1 | CLT +1
BLITZ: “GM: Both conditioning and mental toughness failures in blown lead”
| C | Honest | “I’d point more to fourth-quarter execution breakdowns than conditioning. Fixable — but inexcusable.” |
|---|---|---|
| IMPACT | **FH +2 | |
| Q10 | POST-LOSS / STRUGGLES | TRIGGER: LOSS_STREAK_5 |
| “Are you confident your head coach is the right person to lead this franchise?” |
A
Safe
“Coach has my full support.”
IMPACT
FH -2 | CLT -2 | HCT 0
BLITZ: “GM backs HC — but the vote of confidence rings hollow”
| B | Bold | “That’s an evaluation I make at season’s end. Not week by week.” |
|---|---|---|
| IMPACT | **OP +1 |
C
Honest
“I expect more from all areas of this organization, including the coaching staff. I’ve communicated that directly.”
IMPACT
OP +2 | FH +3 | CLT +1 | HCT +4
BLITZ: “GM delivers pointed message to HC after fifth straight loss”
| Q11 | POST-LOSS / STRUGGLES | TRIGGER: GENERAL |
|---|---|---|
| “Your team ranks last in the league in turnover margin. When does that change?” | ||
| A | Safe | “It changes when we fix it. We’re working on exactly that.” |
| IMPACT | **FH -1 |
B
Bold
“It changes now. If it doesn’t, there will be significant personnel consequences.”
IMPACT
FH +2 | MOR -2 | CLT +1
BLITZ: “GM puts roster on notice over turnover crisis”
| C | Honest | “Turnovers are a combination of scheme, decision-making, and ball security. We’re addressing each specifically.” |
|---|---|---|
| IMPACT | **FH +1 | |
| Q12 | POST-LOSS / STRUGGLES | TRIGGER: INCIDENT |
| “A fan threw an object at one of your players on the sideline. What’s your message?” |
A
Safe
“That’s completely unacceptable. Our players deserve better and we’re addressing stadium security immediately.”
IMPACT
FH +2 | MOR +2 | CLT +1 | PL +2
BLITZ: “GM takes hard stance after fan incident”
| B | Safe | “It’ll be handled. I don’t want to give it more attention than it deserves.” |
|---|---|---|
| IMPACT | **FH -1 |
C
Honest
“I’m embarrassed. That player is a professional representing this city and that’s how he’s treated. It won’t happen again.”
IMPACT
FH +3 | MOR +2 | CLT +2 | PL +3
BLITZ: “GM: I’m embarrassed — our players deserve better”
◆ POST-WIN / MOMENTUM
| Q13 | POST-WIN / MOMENTUM | TRIGGER: CLINCH_PLAYOFFS |
|---|---|---|
| “You’ve just clinched a playoff berth for the first time in three years. What does this mean?” | ||
| A | Safe | “It’s a great milestone. But we’ve always said a playoff berth is the floor, not the ceiling.” |
| IMPACT | **OP +1 |
B
Bold
“This is for the fans, the city, everyone who stuck with us. Now we go take what’s ours.”
IMPACT
FH +5 | MOR +4 | CLT +2
BLITZ: “GM delivers emotional promise to city after playoff clinch”
| C | Honest | “I’m proud of the process that got us here. We made hard decisions and trusted the plan.” |
|---|---|---|
| IMPACT | **OP +2 | |
| Q14 | POST-WIN / MOMENTUM | TRIGGER: PLAYOFF_UPSET |
| “You just knocked off the top seed as a significant underdog. Did you ever doubt this team?” | ||
| A | Safe | “Not for a second. I’ve believed in this group all year.” |
| IMPACT | **FH +4 |
B
Bold
“You have to be honest — there were moments this season where I asked hard questions. But these guys found answers.”
IMPACT
FH +3 | MOR +2 | CLT +3
BLITZ: “GM: We had doubts — players answered every single one”
| C | Honest | “We’ll enjoy this for 24 hours. Then we get back to work.” |
|---|---|---|
| IMPACT | **FH +2 | |
| Q15 | POST-WIN / MOMENTUM | TRIGGER: BIG_WIN |
| “The defense just shut out a top-five offense for the first time in franchise history. What do you attribute that to?” | ||
| A | Safe | “The scheme, the personnel, and the preparation. It all came together.” |
| IMPACT | **FH +2 |
B
Bold
“I attribute it to a defensive coordinator who has built something special and players who execute it perfectly.”
IMPACT
FH +3 | MOR +3 | CLT +1 | HCT -2
BLITZ: “GM heaps praise on DC after franchise-record shutout”
| C | Honest | “What it says is we have a real defense. Not just good stats — an elite, championship-caliber unit.” |
|---|---|---|
| IMPACT | **FH +4 | |
| Q16 | POST-WIN / MOMENTUM | TRIGGER: BREAKOUT_PERFORMANCE |
| “Your second-year quarterback just threw for 400 yards on a national stage. When did you know he was this good?” | ||
| A | Safe | “We knew he had the tools coming out of the draft. The development has been his doing.” |
| IMPACT | **FH +2 |
B
Bold
“Honestly? In training camp of his rookie year, I called the owner and said ‘we found our guy.’”
IMPACT
OP +2 | FH +4 | CLT +2 | PL +2
BLITZ: “GM reveals he knew second-year QB was special from day one”
| C | Honest | “This is just scratching the surface of what he’s going to be.” |
|---|---|---|
| IMPACT | **FH +3 | |
| Q17 | POST-WIN / MOMENTUM | TRIGGER: RIVALRY_WIN |
| “You swept the division rival for the first time in a decade. What’s the significance?” | ||
| A | Safe | “Two wins in the division. They all count the same in the standings.” |
| IMPACT | **FH +1 |
B
Bold
“It means everything for the culture of this place. We’re not letting them own us anymore.”
IMPACT
FH +5 | MOR +4 | CLT +2
BLITZ: “GM: We’re done letting them own us — this division runs through us now”
| C | Honest | “It means this division now runs through us. We’ve earned that.” |
|---|---|---|
| IMPACT | **FH +4 | |
| Q18 | POST-WIN / MOMENTUM | TRIGGER: STREAK_SNAPPED |
| “You finally ended a seven-game losing skid. How important was this for the locker room?” | ||
| A | Safe | “Very important. Winning solves a lot. Now we need to string them together.” |
| IMPACT | **FH +2 | |
| B | Bold | “Important, but one win doesn’t fix a seven-game slide. We have a lot of work to do.” |
| IMPACT | **OP +1 | |
| C | Honest | “I watched our guys celebrate and it reminded me why I love this business. Now we build on it.” |
| IMPACT | **FH +3 | |
| Q19 | POST-WIN / MOMENTUM | TRIGGER: DIVISION_TITLE |
| “First division title of your tenure. How personal is this moment?” | ||
| A | Safe | “It’s not personal — it’s about the team.” |
| IMPACT | **FH +1 |
B
Bold
“I’m not going to pretend it isn’t personal. We’ve built something real here.”
IMPACT
OP +3 | FH +4 | MOR +3 | CLT +2
BLITZ: “GM lets the emotion show after first division title”
| C | Honest | “I promised this organization a division champion. Keeping that promise means everything.” |
|---|---|---|
| IMPACT | **OP +3 | |
| Q20 | POST-WIN / MOMENTUM | TRIGGER: OVERACHIEVING |
| “Preseason consensus had you at 5-12. You’re sitting at 9-4. What’s the secret?” | ||
| A | Safe | “We believed in our process when others didn’t. That’s all.” |
| IMPACT | **FH +2 |
B
Bold
“The so-called experts can eat it.”
IMPACT
OP -1 | FH +5 | MOR +3 | CLT +1
BLITZ: “GM takes gleeful shot at doubters after surprise season”
| C | Honest | “We found the right character guys and put them in the right system. It’s that simple and that hard.” |
|---|---|---|
| IMPACT | **FH +3 | |
| Q21 | POST-WIN / MOMENTUM | TRIGGER: LATE_ROUND_BREAKOUT |
| “Your 5th-round pick is putting up Pro Bowl numbers. What does that say about your scouting?” | ||
| A | Safe | “It says we have good people doing good work. We believe in our process.” |
| IMPACT | **FH +2 |
B
Bold
“It says other teams left a really good player on the board. We saw what others missed.”
IMPACT
FH +3 | CLT +3
BLITZ: “GM: We saw what 31 other teams missed in the 5th round”
| C | Honest | “Our scouts had him rated much higher than where he went. We were thrilled he lasted to us.” |
|---|---|---|
| IMPACT | **FH +3 | |
| Q22 | POST-WIN / MOMENTUM | TRIGGER: ROAD_SWEEP |
| “Four-and-oh on what many called the toughest road stretch in the league. Who gets the credit?” | ||
| A | Safe | “The coaches and players. They did the work.” |
| IMPACT | **FH +2 | |
| B | Bold | “The prep staff, medical team, coaching staff, and players who showed up every single week.” |
| IMPACT | **FH +3 | |
| C | Honest | “In this building, we knew who we were. This road trip proved it to the rest of the league.” |
| IMPACT | **FH +4 |
◆ PLAYER-SPECIFIC
| Q23 | PLAYER-SPECIFIC | TRIGGER: CONTRACT_DISPUTE |
|---|---|---|
| “[Star Player] is reportedly unhappy with his contract. Is an extension a priority?” | ||
| A | Safe | “We value him enormously. Those conversations stay between us and his representation.” |
| IMPACT | **PL +1 | |
| B | Bold | “He’s under contract. We’ll have that conversation at the appropriate time.” |
| IMPACT | **PL -2 |
C
Honest
“We want him here long-term. I think we’ll find common ground.”
IMPACT
PL +3 | FH +2 | CLT +1
BLITZ: “GM signals desire to lock up star long-term”
| Q24 | PLAYER-SPECIFIC | TRIGGER: GENERAL |
|---|---|---|
| “[Star Player] has dropped 8 passes in the last four games. Is that a concern?” | ||
| A | Safe | “Every player goes through stretches. We have complete faith in him.” |
| IMPACT | **PL +2 |
B
Bold
“Yes. He knows it’s a concern, his position coach knows it. We’re addressing it directly.”
IMPACT
PL -1 | FH +2 | CLT +1
BLITZ: “GM won’t shield star from scrutiny over drop problem”
| C | Honest | “We’re getting him the ball in contested situations. The drops are concentration and footwork — both fixable.” |
|---|---|---|
| IMPACT | **PL +1 | |
| Q25 | PLAYER-SPECIFIC | TRIGGER: DISCIPLINE |
| “Reports say [Player] was late to practice multiple times this week. Can you address that?” | ||
| A | Safe | “I don’t discuss internal disciplinary matters publicly.” |
| IMPACT | **FH -1 |
B
Bold
“Accountability applies to everyone on this roster regardless of status or salary.”
IMPACT
PL -3 | FH +2 | MOR +2 | CLT +2
BLITZ: “GM sends clear message: no one above accountability”
| C | Honest | “There was a scheduling miscommunication. It’s been addressed internally.” |
|---|---|---|
| IMPACT | **PL +1 | |
| Q26 | PLAYER-SPECIFIC | TRIGGER: FA_APPROACHING |
| “Your franchise QB enters free agency after this season. What can you commit to regarding his future?” | ||
| A | Safe | “He’s one of the best players in football. We want him here.” |
| IMPACT | **PL +2 | |
| B | Bold | “Nothing’s final until it’s signed. But I can’t imagine us not finding common ground.” |
| IMPACT | **PL +1 |
C
Honest
“I’m committed to paying players what they’re worth in this market. He knows what that means.”
IMPACT
OP -1 | PL +3 | FH +3 | CLT +1
BLITZ: “GM puts money where his mouth is on franchise QB”
| Q27 | PLAYER-SPECIFIC | TRIGGER: TRADE_DEMAND |
|---|---|---|
| “[Star Player] has formally requested a trade. How do you respond?” | ||
| A | Safe | “We’ll work through it professionally. No further comment at this time.” |
| IMPACT | **FH -2 | |
| B | Bold | “I’ve seen the request. We’ll evaluate all options, but nothing forces us to act.” |
| IMPACT | **FH 0 |
C
Honest
“I’m not going to trade a Pro Bowl player because things got tough. We’ll fix this internally.”
IMPACT
FH +2 | PL -1 | MOR +1 | CLT +1
BLITZ: “GM refuses to blink on trade demand — vows to fix situation”
| Q28 | PLAYER-SPECIFIC | TRIGGER: BUST |
|---|---|---|
| “Your 1st-overall pick from two years ago hasn’t started yet. Where is the development at?” | ||
| A | Safe | “Player development takes time. We’re committed to the process.” |
| IMPACT | **FH -2 | |
| B | Bold | “He’s not where we expected him to be at this stage. That’s reality and we’re not hiding from it.” |
| IMPACT | **FH +1 | |
| C | Honest | “Development has been slower than projected. But the ceiling hasn’t changed. We see it every day in practice.” |
| IMPACT | **FH 0 | |
| Q29 | PLAYER-SPECIFIC | TRIGGER: INJURY_STAR |
| “[Player] has been ruled out for the season. How does this affect your plans?” | ||
| A | Safe | “Obviously a significant loss. But the next-man-up mentality is real in this locker room.” |
| IMPACT | **FH 0 |
B
Bold
“I’ll be exploring every option available — trades, the street, our practice squad. We’re not folding.”
IMPACT
FH +2 | MOR +2 | CLT +2
BLITZ: “GM goes into attack mode after season-ending injury to star”
| C | Honest | “Devastating for him personally — that’s my first concern. For the team, we adapt. We’ve done it before.” |
|---|---|---|
| IMPACT | **FH +2 | |
| Q30 | PLAYER-SPECIFIC | TRIGGER: GENERAL |
| “Your starting running back has fumbled five times in the last six games. Is he still your starter?” | ||
| A | Safe | “Yes. He’s our starter.” |
| IMPACT | **PL +2 | |
| B | Bold | “Those are conversations for the coaching staff, not press conferences.” |
| IMPACT | **FH -1 | |
| C | Honest | “Fumbling is the one thing that will get you benched. We’ll see how he responds.” |
| IMPACT | **PL -2 | |
| Q31 | PLAYER-SPECIFIC | TRIGGER: TRADE_DEADLINE |
| “Reports say you were 30 minutes away from trading [Player] before the deadline. Is that accurate?” | ||
| A | Safe | “I don’t comment on trades that didn’t happen.” |
| IMPACT | **FH -1 | |
| B | Bold | “I look at everything. That’s my job. But I didn’t pull the trigger for a reason.” |
| IMPACT | **FH +1 |
C
Honest
“The reports are exaggerated. We were nowhere near trading him.”
IMPACT
PL +2 | FH 0 | CLT -1
⚠ If later proven false: OP -3, CLT -3
| Q32 | PLAYER-SPECIFIC | TRIGGER: SOCIAL_MEDIA |
|---|---|---|
| “[Player] publicly criticized the coaching staff on social media last night. What happens now?” | ||
| A | Safe | “We handle things internally. Those matters stay in the building.” |
| IMPACT | **FH -1 |
B
Bold
“That’s not how we operate here. Full stop. And he knows that now.”
IMPACT
FH +2 | PL -2 | MOR +2 | CLT +2
BLITZ: “GM shuts down player’s social media outburst with no ambiguity”
| C | Honest | “It came from a place of frustration, which tells me the player cares. We’ll channel that.” |
|---|---|---|
| IMPACT | **PL +1 | |
| Q33 | PLAYER-SPECIFIC | TRIGGER: RETIREMENT |
| “[Veteran] is reportedly considering retirement. Have you spoken with him?” | ||
| A | Safe | “Those are personal conversations and I’ll keep them private.” |
| IMPACT | **PL +1 | |
| B | Bold | “We’ve talked. Whatever he decides, I’m supportive. He’s given this organization everything.” |
| IMPACT | **PL +3 | |
| C | Honest | “I’m not ready to let him walk out the door. We’ll have further conversations.” |
| IMPACT | **PL +2 | |
| Q34 | PLAYER-SPECIFIC | TRIGGER: ARREST |
| “A player was arrested last night. What’s your statement and what’s the timeline on a decision?” | ||
| A | Safe | “We’re aware of the situation and will conduct a thorough review before any decision.” |
| IMPACT | **FH 0 |
B
Bold
“The player has been suspended indefinitely pending a full investigation. We have a standard here.”
IMPACT
FH +2 | MOR +1 | PL -4 | CLT +2
BLITZ: “GM takes hard line after player arrest: indefinite suspension”
| C | Honest | “We take matters like this extremely seriously. The player understands where we stand. More to come.” |
|---|---|---|
| IMPACT | **FH +1 | |
| Q35 | PLAYER-SPECIFIC | TRIGGER: SIDELINE_INCIDENT |
| “Your defensive captain was in a heated exchange with the DC on the sideline. What happened?” | ||
| A | Safe | “Competition brings out passion. That’s football.” |
| IMPACT | **FH 0 | |
| B | Bold | “I’ll be talking to both of them. That can’t happen in public regardless of what’s being communicated.” |
| IMPACT | **FH +1 | |
| C | Honest | “I watched it. Two competitors who both want to win. I’ll take that over apathy every day.” |
| IMPACT | **FH +2 | |
| Q36 | PLAYER-SPECIFIC | TRIGGER: ROSTER_LEAK |
| “A leaked report says you’ve already decided to release [Player] in the offseason. True?” |
A
Safe
“Those reports are not accurate. Roster decisions are made after the season.”
IMPACT
PL +2 | FH 0 | CLT -1
⚠ If later proven true: OP -3, CLT -3
| B | Bold | “I evaluate every roster spot every offseason. I won’t comment on specific players.” |
|---|---|---|
| IMPACT | **PL -1 | |
| C | Honest | “There’s no final decision. But I evaluate production and value. I’ll be transparent about that.” |
| IMPACT | **PL -2 | |
| Q37 | PLAYER-SPECIFIC | TRIGGER: MVP_AWARD |
| “[Player] just won the league MVP. Does that complicate his upcoming contract negotiations?” | ||
| A | Safe | “It reflects a player performing at an elite level. We’re proud of him.” |
| IMPACT | **PL +2 | |
| B | Bold | “We always pay our best players. This just confirms what we already knew.” |
| IMPACT | **OP -1 | |
| C | Honest | “Let him enjoy it first. Then we’ll have that conversation at the right time.” |
| IMPACT | **PL +1 | |
| Q38 | PLAYER-SPECIFIC | TRIGGER: BACKUP_IMPRESSES |
| “Your backup QB played brilliantly in relief. Is there a starting competition now?” |
A
Safe
“We’ll evaluate everything in the offseason. Both guys are assets.”
IMPACT
FH +1 | PL -1 | CLT 0
⚠ PL applies to starter
B
Bold
“He played great. But we know who our starter is. This league will humble you fast.”
IMPACT
FH +1 | PL +2 | CLT 0
⚠ PL applies to starter
| C | Honest | “Competition makes everyone better. That’s the kind of problem I want to have.” |
|---|---|---|
| IMPACT | **FH +2 | |
| Q39 | PLAYER-SPECIFIC | TRIGGER: BENCHING |
| “[Star Player] was benched in the fourth quarter of a close game. Performance or discipline decision?” | ||
| A | Safe | “That was a coaching decision. I defer to the staff on in-game calls.” |
| IMPACT | **HCT 0 | |
| B | Bold | “Every decision in a close game is a performance decision. Nothing more to it.” |
| IMPACT | **PL -1 | |
| C | Honest | “The coaches made a call in the moment and I support it. I’m not going to add to the noise.” |
| IMPACT | **HCT -1 | |
| Q40 | PLAYER-SPECIFIC | TRIGGER: FORMER_PLAYER |
| “A former player said publicly this organization didn’t appreciate him. Any response?” | ||
| A | Safe | “I have nothing but respect for him and wish him well.” |
| IMPACT | **FH 0 | |
| B | Bold | “We made decisions in the best interest of this franchise. I stand completely behind them.” |
| IMPACT | **FH +1 | |
| C | Honest | “That’s disappointing to hear. We always tried to do right by him. But I understand his frustration.” |
| IMPACT | **FH +2 | |
| Q41 | PLAYER-SPECIFIC | TRIGGER: GENERAL |
| “An undrafted free agent is clearly outperforming your first-round pick from the same class. How do you evaluate that?” | ||
| A | Safe | “The draft is always inexact. We’re proud of both players.” |
| IMPACT | **FH -2 | |
| B | Bold | “It happens. He’s earned everything he has. That’s also a credit to our development staff.” |
| IMPACT | **FH +2 | |
| C | Honest | “It’s a humbling business. Sometimes the board beats you. We’ll learn from it.” |
| IMPACT | **FH +1 | |
| Q42 | PLAYER-SPECIFIC | TRIGGER: AGING_QB |
| “Your franchise QB just turned 37. What does the succession plan at quarterback look like?” | ||
| A | Safe | “Right now the plan is winning with him. He’s not done.” |
| IMPACT | **PL +3 | |
| B | Bold | “Any good GM is always planning for the future. That includes the QB position.” |
| IMPACT | **PL -2 | |
| C | Honest | “We’re addressing the position through the draft and the market. He knows that and supports it.” |
| IMPACT | **PL -1 |
◆ COACHING STAFF
| Q43 | COACHING STAFF | TRIGGER: GENERAL |
|---|---|---|
| “The HC went for it on 4th-and-7 from his own 28 down 3 in the fourth quarter. Do you support that?” | ||
| A | Safe | “I support my coaching staff.” |
| IMPACT | **HCT -1 | |
| B | Bold | “That’s a call I’d want to discuss further. It puts our defense in a difficult spot.” |
| IMPACT | **HCT +3 | |
| C | Honest | “Analytics increasingly support aggressive fourth-down decisions. It was bold but not indefensible.” |
| IMPACT | **FH +1 | |
| Q44 | COACHING STAFF | TRIGGER: COACH_RUMOR |
| “Reports say your head coach is interviewing for another team’s head coaching vacancy. Is that accurate?” | ||
| A | Safe | “Coach is under contract. I don’t comment on rumors.” |
| IMPACT | **FH -1 |
B
Bold
“If that’s true, it’s the first I’m hearing of it and it would be a significant breach of trust.”
IMPACT
FH +1 | HCT +4 | CLT 0
BLITZ: “GM reacts to shock HC interview report: ‘breach of trust’”
| C | Honest | “I’ll speak directly with Coach. That’s how we handle things here.” |
|---|---|---|
| IMPACT | **FH 0 | |
| Q45 | COACHING STAFF | TRIGGER: GENERAL |
| “There are growing calls to fire the offensive coordinator. Where do you stand?” | ||
| A | Safe | “The OC has my full confidence.” |
| IMPACT | **FH -3 | |
| B | Bold | “No one is immune to evaluation. But I make those decisions — not fan polls.” |
| IMPACT | **FH +1 |
C
Honest
“I’ve had frank conversations with the OC. The offense needs to improve and he knows that.”
IMPACT
FH +2 | HCT +2 | CLT +2
BLITZ: “GM delivers frank message to OC: improve or face consequences”
| Q46 | COACHING STAFF | TRIGGER: LOSS_STREAK_5 |
|---|---|---|
| “Would you consider firing the head coach with six games remaining in the season?” | ||
| A | Safe | “I don’t answer hypotheticals.” |
| IMPACT | **FH -2 |
B
Bold
“My responsibility is to this franchise. I’ll make whatever decision is right for them.”
IMPACT
FH +2 | HCT +4 | MOR -2 | CLT +1
BLITZ: “GM refuses to take midseason firing off the table”
| C | Honest | “Mid-season changes rarely work. But nothing is ever off the table.” |
|---|---|---|
| IMPACT | **FH +1 | |
| Q47 | COACHING STAFF | TRIGGER: COORDINATOR_INTEREST |
| “Reports say your DC is the top candidate for a head coaching job elsewhere. Does that concern you?” | ||
| A | Safe | “He’s fully focused on what we’re doing here.” |
| IMPACT | **FH 0 | |
| B | Bold | “Great coaches attract attention. I’d be disappointed to lose him, but I can’t stand in the way of opportunity.” |
| IMPACT | **FH +1 | |
| C | Honest | “We’ve had conversations and I’m confident he wants to be here.” |
| IMPACT | **FH +1 | |
| Q48 | COACHING STAFF | TRIGGER: HC_QB_TENSION |
| “Reports suggest the head coach and your franchise QB aren’t seeing eye to eye. Is that a concern?” | ||
| A | Safe | “Two competitive people who want the same thing. I’ll leave it there.” |
| IMPACT | **FH 0 | |
| B | Bold | “Two competitors who both want to win will clash. My job is to make sure it produces results.” |
| IMPACT | **FH +1 | |
| C | Honest | “I’ve talked to both of them. We’re aligned. The reports are overblown.” |
| IMPACT | **FH 0 | |
| Q49 | COACHING STAFF | TRIGGER: COORDINATOR_HIRE |
| “You hired a coordinator directly from a division rival. Any concern about competitive intelligence?” | ||
| A | Safe | “We followed every league protocol. There’s nothing improper here.” |
| IMPACT | **FH 0 | |
| B | Bold | “We hired the best candidate available. Every team does that.” |
| IMPACT | **FH +1 | |
| C | Honest | “We were careful and thorough in the process. We didn’t do anything every other team wouldn’t do.” |
| IMPACT | **FH 0 | |
| Q50 | COACHING STAFF | TRIGGER: CLOCK_MANAGEMENT |
| “The HC burned two timeouts before halftime in what many call a major error. Is that fireable?” | ||
| A | Safe | “I’ll evaluate the situation after reviewing film.” |
| IMPACT | **FH -1 | |
| B | Bold | “One clock management error doesn’t define a coach. But you can’t have those in close games.” |
| IMPACT | **FH +2 | |
| C | Honest | “No. But it can’t happen again. I’ll leave it at that.” |
| IMPACT | **FH +1 | |
| Q51 | COACHING STAFF | TRIGGER: GENERAL |
| “How involved are you in gameday decisions versus leaving that entirely to the coaching staff?” | ||
| A | Safe | “The coaching staff coaches. I build the roster. That’s the deal.” |
| IMPACT | **HCT -2 | |
| B | Bold | “I’m always available to the coaching staff, but I don’t make in-game calls. That’s not my role.” |
| IMPACT | **HCT -1 | |
| C | Honest | “There’s always a dialogue, especially on personnel decisions. But on gameday, it’s their show.” |
| IMPACT | **HCT 0 | |
| Q52 | COACHING STAFF | TRIGGER: HC_DRAFT_DISAGREEMENT |
| “A report says the HC wanted a different pick than what you selected in the draft. Is that true?” | ||
| A | Safe | “The coaching staff has full input into our process. We were aligned.” |
| IMPACT | **HCT 0 |
B
Bold
“There’s healthy debate in any draft room. I make the final call and I stand behind it.”
IMPACT
HCT +2 | FH +1 | CLT +2
BLITZ: “GM confirms friction with HC over draft pick — owns the decision”
| C | Honest | “That report is inaccurate. We were on the same page.” |
|---|---|---|
| IMPACT | **HCT -1 |
◆ DRAFT & PROSPECTS
| Q53 | DRAFT & PROSPECTS | TRIGGER: PRE_DRAFT |
|---|---|---|
| “You hold the third overall pick and mock drafts have you taking a QB. Is that locked in?” | ||
| A | Safe | “We’ve done our work. We feel very good about where we are.” |
| IMPACT | **FH +1 |
B
Bold
“I’m not going to show my hand. Other GMs are watching these pressers too.”
IMPACT
FH +2 | CLT +2
BLITZ: “Tight-lipped GM turns draft presser into its own chess match”
| C | Honest | “QB is the most important position in football. If the right one is there, you take him.” |
|---|---|---|
| IMPACT | **FH +2 | |
| Q54 | DRAFT & PROSPECTS | TRIGGER: PRE_DRAFT |
| “Multiple teams are reportedly offering massive packages to trade up to your spot. What’s your price?” | ||
| A | Safe | “I’ll always listen. Moving picks is part of this business.” |
| IMPACT | **FH +1 | |
| B | Bold | “My price is a package that sets this franchise up for the next decade. It’s a very high bar.” |
| IMPACT | **FH +2 | |
| C | Honest | “If someone wants to hand us the crown jewels, we’d consider it. It has to be overwhelming.” |
| IMPACT | **FH +3 | |
| Q55 | DRAFT & PROSPECTS | TRIGGER: PRE_DRAFT |
| “The consensus top prospect failed his physical at your facility. Does he fall off your board?” | ||
| A | Safe | “We’ll get independent medical opinions before any decision.” |
| IMPACT | **FH 0 | |
| B | Bold | “Medical information is confidential. But we do full due diligence on every prospect.” |
| IMPACT | **FH 0 | |
| C | Honest | “It gives us pause. How much pause? We’ll know more in the next week.” |
| IMPACT | **FH +1 | |
| Q56 | DRAFT & PROSPECTS | TRIGGER: POST_DRAFT |
| “You passed on the highest-graded player on the board for a position of need. Walk us through that.” | ||
| A | Safe | “We felt strongly about this player and the position. We stand by it.” |
| IMPACT | **FH 0 | |
| B | Bold | “Best player available is a strategy, not a rule. Sometimes need and value align perfectly.” |
| IMPACT | **FH +1 | |
| C | Honest | “Three years from now you’ll understand why. We have a plan and this fits it.” |
| IMPACT | **FH +1 | |
| Q57 | DRAFT & PROSPECTS | TRIGGER: PRE_DRAFT |
| “A prospect your team is linked to had significant character concerns surface at the combine. Still in play?” | ||
| A | Safe | “We vet every player thoroughly. More than the public ever sees.” |
| IMPACT | **FH 0 | |
| B | Bold | “Character is a core part of our evaluation. There’s a reason concerns affect draft position.” |
| IMPACT | **FH +1 | |
| C | Honest | “We’ve done our homework on this player. I’ll leave it at that.” |
| IMPACT | **FH 0 | |
| Q58 | DRAFT & PROSPECTS | TRIGGER: REBUILD |
| “Is acquiring a franchise quarterback through the draft your top priority in the next two years?” | ||
| A | Safe | “QB is always a priority. Finding the right one takes time.” |
| IMPACT | **FH +1 |
B
Bold
“Yes. And I’m willing to do what it takes to get there — including trading up.”
IMPACT
FH +3 | CLT +2
BLITZ: “GM issues rare public commitment: franchise QB coming one way or another”
| C | Honest | “That’s where we’re focused. It might take one more year. But we’ll get there — I promise that.” |
|---|---|---|
| IMPACT | **OP +2 | |
| Q59 | DRAFT & PROSPECTS | TRIGGER: POST_DRAFT |
| “The national media gave your draft class a D-plus. How do you respond?” | ||
| A | Safe | “Analysts grade reputation, not players. We graded players.” |
| IMPACT | **FH +2 |
B
Bold
“The same analysts gave us D’s three years ago. Those players are now starting on playoff teams.”
IMPACT
FH +3 | CLT +3
BLITZ: “GM cites track record in defiant response to draft grades”
| C | Honest | “Draft grades given within 24 hours are basically worthless. Check back in three years.” |
|---|---|---|
| IMPACT | **FH +2 | |
| Q60 | DRAFT & PROSPECTS | TRIGGER: GENERAL |
| “You traded away first-round picks in each of the next two years. Any regret there?” | ||
| A | Safe | “Those were calculated decisions to win now. We stand by them.” |
| IMPACT | **OP -1 | |
| B | Bold | “If we win, there’s no regret. If we don’t, it’ll be fair to ask that again.” |
| IMPACT | **OP 0 | |
| C | Honest | “You never want to be without high picks. But the players we got in return will prove the trade worthwhile.” |
| IMPACT | **OP 0 | |
| Q61 | DRAFT & PROSPECTS | TRIGGER: POST_DRAFT |
| “You passed on a prospect in round 3 that other teams loved but you had injury concerns on. Whose call was that?” | ||
| A | Safe | “A collective evaluation — medical staff, scouts, my call ultimately.” |
| IMPACT | **FH 0 | |
| B | Bold | “Mine. You can’t gamble on someone who might not play. We need players on the field.” |
| IMPACT | **FH +1 | |
| C | Honest | “Risk versus reward. In this case, the risk outweighed the upside for us.” |
| IMPACT | **FH +1 | |
| Q62 | DRAFT & PROSPECTS | TRIGGER: GENERAL |
| “Your second-round pick from two drafts ago never developed. What went wrong in that evaluation?” | ||
| A | Safe | “Development isn’t linear. We still believe in that player.” |
| IMPACT | **FH -2 | |
| B | Bold | “We got it wrong. We identified him at college level but missed developmental markers at the next level.” |
| IMPACT | **FH +1 | |
| C | Honest | “I take that one personally. It was on me and my staff. We’ll learn from it.” |
| IMPACT | **FH +2 | |
| Q63 | DRAFT & PROSPECTS | TRIGGER: PRE_DRAFT |
| “Mock drafts have you taking a receiver, but your biggest need is clearly offensive line. Which way do you lean?” | ||
| A | Safe | “I’ll tell you after we make the pick.” |
| IMPACT | **FH +1 | |
| B | Bold | “In the first round, you take the best player available. Always.” |
| IMPACT | **FH +2 | |
| C | Honest | “Our board will dictate the decision. We don’t draft to satisfy analysts.” |
| IMPACT | **FH +1 | |
| Q64 | DRAFT & PROSPECTS | TRIGGER: STAFF_POACHING |
| “Reports say another team is pursuing your head of scouting. How do you plan to keep him?” | ||
| A | Safe | “He’s been a great asset. We’ll do what we can.” |
| IMPACT | **FH 0 | |
| B | Bold | “Great scouts attract attention. I’d be disappointed to lose him but I can’t stand in the way of opportunity.” |
| IMPACT | **FH +1 | |
| C | Honest | “I’m going to fight to keep him. He’s a significant reason for our draft success.” |
| IMPACT | **FH +2 | |
| Q65 | DRAFT & PROSPECTS | TRIGGER: TANKING_QUESTION |
| “There’s a generational QB prospect in next year’s draft. Does that change how you approach the rest of this season?” | ||
| A | Safe | “We compete every Sunday. Full stop.” |
| IMPACT | **OP +1 |
B
Bold
“We don’t tank. We never have and we never will.”
IMPACT
OP +2 | FH +3 | MOR +3 | CLT +2
BLITZ: “GM refuses to tank for franchise QB — calls it a non-starter”
| C | Honest | “Our job is to win football games. Draft positioning takes care of itself.” |
|---|---|---|
| IMPACT | **FH +2 | |
| Q66 | DRAFT & PROSPECTS | TRIGGER: REBUILD |
| “You’ve drafted for the future for three straight seasons. When does the competitive window open?” | ||
| A | Safe | “When it opens, you’ll know. We’re building something real.” |
| IMPACT | **FH 0 |
B
Bold
“Next season. I’m done being patient. We have the talent — now we perform.”
IMPACT
OP +2 | FH +3 | MOR +2 | CLT +1
BLITZ: “GM draws a line: rebuild era is over — next year we compete”
| C | Honest | “We’re closer than people realize. This offseason is the one that pushes us over the edge.” |
|---|---|---|
| IMPACT | **OP +1 | |
| Q67 | DRAFT & PROSPECTS | TRIGGER: GENERAL |
| “Your 2nd-round pick from three seasons ago never panned out. In retrospect, what did you miss?” | ||
| A | Safe | “Sometimes projections don’t translate. It happens to everyone.” |
| IMPACT | **FH -1 | |
| B | Bold | “We misjudged how his skill set would develop at the next level. The college-to-pro translation wasn’t there.” |
| IMPACT | **FH +1 | |
| C | Honest | “I evaluated that one personally and I got it wrong. That’s on me.” |
| IMPACT | **FH +2 |
◆ FREE AGENCY & CONTRACTS
| Q68 | FREE AGENCY & CONTRACTS | TRIGGER: FA_LOSS |
|---|---|---|
| “You lost your best pass rusher to a division rival in free agency. How does that happen?” | ||
| A | Safe | “Sometimes the market goes places you can’t follow. We’ll add depth through other means.” |
| IMPACT | **OP -1 | |
| B | Bold | “We had a number and they exceeded it. I won’t overpay for any player — even the best ones.” |
| IMPACT | **OP +1 | |
| C | Honest | “That one hurts. But guaranteeing a contract I didn’t believe in wasn’t something I was willing to do.” |
| IMPACT | **OP +1 | |
| Q69 | FREE AGENCY & CONTRACTS | TRIGGER: RISKY_SIGNING |
| “You signed a player coming off a torn ACL to a significant deal. How confident are you in that recovery?” | ||
| A | Safe | “We did extensive medical due diligence. We’re confident in what we saw.” |
| IMPACT | **FH +1 | |
| B | Bold | “High risk, high reward. We evaluated him at 100% health and he’s elite. We’re betting he gets back.” |
| IMPACT | **FH +2 | |
| C | Honest | “Our medical staff has a strong track record on ACL recoveries. We trust their assessment completely.” |
| IMPACT | **FH +1 | |
| Q70 | FREE AGENCY & CONTRACTS | TRIGGER: ROSTER_MOVE |
| “You released a fan-favorite veteran to clear cap space. Can you explain that decision?” | ||
| A | Safe | “These are never easy. We thank him for everything he gave this organization.” |
| IMPACT | **FH -2 | |
| B | Bold | “Business decisions aren’t always popular. We have to build the best team with the resources we have.” |
| IMPACT | **OP +1 | |
| C | Honest | “We were transparent with him about our cap situation. He understood. This was mutual.” |
| IMPACT | **FH 0 | |
| Q71 | FREE AGENCY & CONTRACTS | TRIGGER: GENERAL |
| “A player you released in the offseason just had a Pro Bowl season for another team. Any regrets?” | ||
| A | Safe | “We wish him well. The decision was right for us at the time.” |
| IMPACT | **FH -2 | |
| B | Bold | “Good for him. We evaluated the contract versus production and made a decision. Sometimes they go against you.” |
| IMPACT | **FH 0 | |
| C | Honest | “It stings. I’ll be honest. But you can’t second-guess every cap decision. You make the call and move forward.” |
| IMPACT | **FH +2 | |
| Q72 | FREE AGENCY & CONTRACTS | TRIGGER: OVER_CAP |
| “Your team is $22 million over the projected cap. Walk us through the path to compliance.” | ||
| A | Safe | “We have a clear plan and will be compliant by the start of the league year.” |
| IMPACT | **OP -1 | |
| B | Bold | “We have restructures available and some difficult but necessary roster decisions to make. We’ll get there.” |
| IMPACT | **OP 0 | |
| C | Honest | “We put ourselves here by building a winner. That’s the problem I want. We’ll solve it.” |
| IMPACT | **OP 0 | |
| Q73 | FREE AGENCY & CONTRACTS | TRIGGER: FA_MISS |
| “Reports say you offered a record contract to a top free agent and he chose another team. Can you confirm?” | ||
| A | Safe | “I don’t confirm or deny individual negotiations.” |
| IMPACT | **FH -1 | |
| B | Bold | “We were in it. He made a different choice. We respect that and move on.” |
| IMPACT | **FH +1 | |
| C | Honest | “We made a strong offer and it wasn’t enough. Sometimes fit is about more than money.” |
| IMPACT | **FH +1 | |
| Q74 | FREE AGENCY & CONTRACTS | TRIGGER: MARKET_CONCERN |
| “Your team keeps losing marquee free agents to bigger markets. Is that a sustainable problem?” | ||
| A | Safe | “Great players want to win. We’ll keep building a winner and the players will come.” |
| IMPACT | **FH 0 | |
| B | Bold | “The best free agents want championships. When we’re clearly a contender, this issue disappears.” |
| IMPACT | **FH +1 | |
| C | Honest | “Market size is a factor and I won’t pretend otherwise. We counter it by developing our own players.” |
| IMPACT | **FH +1 | |
| Q75 | FREE AGENCY & CONTRACTS | TRIGGER: OFFSEASON |
| “You’ve restructured four contracts this offseason. Is that a sustainable cap strategy?” | ||
| A | Safe | “Every tool in the cap toolkit is legitimate. Restructures are one of them.” |
| IMPACT | **OP -1 | |
| B | Bold | “We did it to win now. In two years we’ll deal with the consequences. Right now, our window is open.” |
| IMPACT | **OP -1 | |
| C | Honest | “We modeled this carefully. The structure makes sense for where this team is in its competitive window.” |
| IMPACT | **OP 0 | |
| Q76 | FREE AGENCY & CONTRACTS | TRIGGER: GENERAL |
| “You’ve signed two key players from the same division rival in 48 hours. Is there a pipeline?” | ||
| A | Safe | “We pursue talent wherever it is.” |
| IMPACT | **FH +1 | |
| B | Bold | “When an organization goes through change, there’s opportunity. We moved on it.” |
| IMPACT | **FH +2 |
C
Honest
“Let’s just say we’ve done our homework on their roster for years. Now we’re cashing in.”
IMPACT
FH +3 | CLT +2
BLITZ: “GM gets revenge on rival — twice in 48 hours”
| Q77 | FREE AGENCY & CONTRACTS | TRIGGER: AGENT_COMPLAINT |
|---|---|---|
| “A player’s agent accused you publicly of negotiating in bad faith. Your response?” | ||
| A | Safe | “We conduct all negotiations with integrity. That accusation is false.” |
| IMPACT | **FH 0 | |
| B | Bold | “Agents say things when a deal doesn’t go their way. I stand completely behind our process.” |
| IMPACT | **FH +1 | |
| C | Honest | “I’d invite anyone to review how we do business. Our word has always been our bond.” |
| IMPACT | **FH +1 |
◆ OWNER RELATIONSHIP
| Q78 | OWNER RELATIONSHIP | TRIGGER: HOT_SEAT |
|---|---|---|
| “The owner reportedly gave you a ‘win or else’ ultimatum entering this season. Is that accurate?” | ||
| A | Safe | “The owner and I have regular conversations. I’m not going to characterize them.” |
| IMPACT | **OP 0 |
B
Bold
“Every season is a ‘win or else’ season for me personally. That’s how I approach my job.”
IMPACT
OP +2 | FH +2 | CLT +2
BLITZ: “GM reframes hot seat talk: every season is win-or-else for me”
| C | Honest | “The owner and I are completely aligned on expectations. I’ll leave it at that.” |
|---|---|---|
| IMPACT | **OP +1 | |
| Q79 | OWNER RELATIONSHIP | TRIGGER: JOB_SECURITY |
| “Speculation about your job security is growing. Does that distract you from doing your job?” | ||
| A | Safe | “Not at all. I control what I control.” |
| IMPACT | **OP +1 | |
| B | Bold | “If I worried about job security every time things got hard, I’d be in the wrong business.” |
| IMPACT | **OP +1 | |
| C | Honest | “The only job security in this league is winning. I know that better than anyone.” |
| IMPACT | **OP +2 | |
| Q80 | OWNER RELATIONSHIP | TRIGGER: GENERAL |
| “Are you and the owner fully aligned on the direction of this franchise?” | ||
| A | Safe | “We are. We talk multiple times a week.” |
| IMPACT | **OP +1 | |
| B | Bold | “We have the same ultimate goal. How we get there — we have healthy debates.” |
| IMPACT | **OP 0 | |
| C | Honest | “No working relationship is without tension. But fundamentally we want the same thing.” |
| IMPACT | **OP 0 | |
| Q81 | OWNER RELATIONSHIP | TRIGGER: OWNER_VETO |
| “Reports say the owner vetoed your biggest offseason trade proposal. Is that accurate?” | ||
| A | Safe | “The owner is involved in significant decisions. That’s his right.” |
| IMPACT | **OP +1 | |
| B | Bold | “Every major move goes through ownership. That’s how it works everywhere.” |
| IMPACT | **OP +1 | |
| C | Honest | “I’m not going to confirm any specific trade discussions. We’re aligned on strategy.” |
| IMPACT | **OP 0 | |
| Q82 | OWNER RELATIONSHIP | TRIGGER: OWNER_VISIBLE |
| “Cameras captured the owner looking visibly unhappy in the press box. Is the relationship strained?” | ||
| A | Safe | “He’s a passionate owner who wants to win. I’d worry if he didn’t look unhappy after that.” |
| IMPACT | **OP +1 | |
| B | Bold | “I’d let him speak for himself on that.” |
| IMPACT | **OP -1 | |
| C | Honest | “We talked after the game. He’s frustrated. I’m frustrated. We’re aligned in wanting better.” |
| IMPACT | **OP +1 | |
| Q83 | OWNER RELATIONSHIP | TRIGGER: LEGACY |
| “If your tenure here ended tomorrow, how would you want it remembered?” | ||
| A | Safe | “As someone who gave everything to build this franchise the right way.” |
| IMPACT | **FH +2 | |
| B | Bold | “As someone who laid a foundation for championships — even if I didn’t see all of them.” |
| IMPACT | **FH +3 | |
| C | Honest | “That’s not a question I’m entertaining. I’m focused on what’s ahead, not assigned legacies.” |
| IMPACT | **FH +1 | |
| Q84 | OWNER RELATIONSHIP | TRIGGER: OWNERSHIP_CHANGE |
| “Reports of a potential ownership sale are circulating. Does that affect your ability to recruit players?” | ||
| A | Safe | “That’s above my pay grade. My focus is on football.” |
| IMPACT | **FH -1 | |
| B | Bold | “Until anything is confirmed, we operate as normal. Free agents want to win. We plan to win.” |
| IMPACT | **FH +1 | |
| C | Honest | “I’ve spoken directly with ownership. I’m not concerned about our direction.” |
| IMPACT | **OP +1 | |
| Q85 | OWNER RELATIONSHIP | TRIGGER: OWNER_PUBLIC_STATEMENT |
| “The owner issued a public statement calling last night’s performance ‘unacceptable.’ Do you feel undermined?” | ||
| A | Safe | “He has every right to say what he thinks. It was unacceptable.” |
| IMPACT | **OP +2 | |
| B | Bold | “I’d prefer those conversations happen internally. But I understand his frustration.” |
| IMPACT | **OP -1 | |
| C | Honest | “He and I have already spoken. We’re aligned on what needs to change.” |
| IMPACT | **OP +1 |
◆ SCHEME & STRATEGY
| Q86 | SCHEME & STRATEGY | TRIGGER: SCHEME_CHANGE |
|---|---|---|
| “You changed the offensive scheme mid-season. Was the original approach a mistake?” | ||
| A | Safe | “Adaptation is part of this game. The best teams evolve.” |
| IMPACT | **FH +1 | |
| B | Bold | “Yes. We misread what our personnel could do in that system. I take responsibility for that.” |
| IMPACT | **FH +2 | |
| C | Honest | “Not a mistake — a recalibration. When your data tells you something, you listen.” |
| IMPACT | **FH +1 | |
| Q87 | SCHEME & STRATEGY | TRIGGER: RED_ZONE |
| “Your team ranks 29th in red zone efficiency. Is a scheme change necessary?” | ||
| A | Safe | “The coaches are working on it. We trust the process.” |
| IMPACT | **FH -2 |
B
Bold
“When you’re ranked 29th at anything in this league, something has to change. Yes.”
IMPACT
FH +3 | HCT +3 | CLT +1
BLITZ: “GM publicly demands scheme change after red zone disaster ranking”
| C | Honest | “It’s a combination of scheme and execution. We’re addressing both this week.” |
|---|---|---|
| IMPACT | **FH +1 | |
| Q88 | SCHEME & STRATEGY | TRIGGER: DEFENSIVE_WEAKNESS |
| “Your defense ranks last against man coverage. Is that personnel or scheme?” | ||
| A | Safe | “Both. And we’re addressing both through the draft and free agency.” |
| IMPACT | **FH +2 | |
| B | Bold | “Scheme. We’re going to adjust how we deploy our corners going forward.” |
| IMPACT | **FH +1 | |
| C | Honest | “We’ve identified the weakness. I don’t want to show our hand publicly on how we fix it.” |
| IMPACT | **FH +1 | |
| Q89 | SCHEME & STRATEGY | TRIGGER: NEW_HC_SCHEME |
| “Your new head coach wants a completely different offensive identity from what you had. Are you aligned?” | ||
| A | Safe | “Coach has my full trust on offensive philosophy.” |
| IMPACT | **HCT -2 | |
| B | Bold | “I hired him because he has convictions about how to win. I’m not going to second-guess that.” |
| IMPACT | **HCT -2 | |
| C | Honest | “There was healthy back-and-forth in the process. We aligned. The fanbase will be excited.” |
| IMPACT | **HCT -1 | |
| Q90 | SCHEME & STRATEGY | TRIGGER: PASS_HEAVY |
| “You’re throwing the ball 65 percent of the time — among the highest in the league. Is that by design?” | ||
| A | Safe | “We play to our personnel strengths. We have elite pass-catchers.” |
| IMPACT | **FH +1 | |
| B | Bold | “The best offense is a great quarterback with weapons. We have both.” |
| IMPACT | **FH +2 | |
| C | Honest | “Data supports a pass-heavy approach in this era. We’re not fighting the numbers.” |
| IMPACT | **FH +1 | |
| Q91 | SCHEME & STRATEGY | TRIGGER: THIRD_DOWN |
| “Opponents convert 94% of 3rd-and-short situations against you. What’s the fix?” | ||
| A | Safe | “We’re working on personnel and alignment in those situations.” |
| IMPACT | **FH 0 | |
| B | Bold | “I won’t give opponents a roadmap, but we’ve identified the issue and made changes this week.” |
| IMPACT | **FH +2 | |
| C | Honest | “It starts with the front seven winning their one-on-one battles. That’s the fix.” |
| IMPACT | **FH +1 | |
| Q92 | SCHEME & STRATEGY | TRIGGER: RUN_GAME |
| “Your team averages 10 rushing attempts per game — last in the league. Is that intentional?” | ||
| A | Safe | “We run when the run is working. We don’t run to run.” |
| IMPACT | **FH 0 | |
| B | Bold | “Rushing yards are a stat. Points are what matter. We lead the league in points.” |
| IMPACT | **FH +2 | |
| C | Honest | “We’d like to be more balanced. It’s on our draft board and free agency list.” |
| IMPACT | **FH +1 |
◆ SEASON EXPECTATIONS / CAREER
| Q93 | SEASON EXPECTATIONS / CAREER | TRIGGER: OFFSEASON_START |
|---|---|---|
| “Going into the offseason, what is your single biggest priority?” | ||
| A | Safe | “Extending our key players and keeping the core together.” |
| IMPACT | **FH +2 | |
| B | Bold | “Finding our edge rusher. The team that rushes the passer wins in this league.” |
| IMPACT | **FH +3 | |
| C | Honest | “Getting the right people in the room and trusting the process we’ve built.” |
| IMPACT | **OP +1 | |
| Q94 | SEASON EXPECTATIONS / CAREER | TRIGGER: MISSED_PLAYOFFS |
| “Three straight seasons without a playoff appearance. What does the fanbase hold onto?” | ||
| A | Safe | “The talent we’re accumulating. The draft picks. The plan we’ve built.” |
| IMPACT | **OP -1 |
B
Bold
“They hold onto results — and I intend to give them results. I’m done asking for patience.”
IMPACT
OP +2 | FH +3 | MOR +2 | CLT +2
BLITZ: “GM draws line in the sand: done asking for patience after three straight misses”
| C | Honest | “I understand the frustration. I share it. Next year is not a rebuild year. Next year we compete.” |
|---|---|---|
| IMPACT | **OP +2 | |
| Q95 | SEASON EXPECTATIONS / CAREER | TRIGGER: REBUILD_START |
| “You inherited a roster with major holes but 12 picks in the next draft. Walk us through your rebuild philosophy.” | ||
| A | Safe | “Patient, thorough, and intentional. We’re not going to rush this.” |
| IMPACT | **OP -1 | |
| B | Bold | “We build from the trenches out. Offensive and defensive line first, skill positions second.” |
| IMPACT | **FH +2 | |
| C | Honest | “Picks are currency. We might not use all 12 ourselves — we’ll move around the board to get players we love.” |
| IMPACT | **FH +2 | |
| Q96 | SEASON EXPECTATIONS / CAREER | TRIGGER: FAN_APPROVAL |
| “A poll shows your franchise has the lowest fan approval rating in the league. Your reaction?” | ||
| A | Safe | “I’ve seen the poll. Winning fixes everything. That’s our response.” |
| IMPACT | **FH +1 |
B
Bold
“That’s on me and I take it seriously. The fans are our bosses as much as the owner is.”
IMPACT
FH +3 | OP +1 | CLT +2
BLITZ: “GM takes ownership of fan dissatisfaction in disarming moment”
| C | Honest | “I feel it personally. I carry it. And I’m going to be the GM who ends that drought.” |
|---|---|---|
| IMPACT | **FH +3 | |
| Q97 | SEASON EXPECTATIONS / CAREER | TRIGGER: YOUNG_GM |
| “You’re one of the youngest GMs in league history. Does your age ever work against you?” | ||
| A | Safe | “I let the work speak for itself.” |
| IMPACT | **FH +1 |
B
Bold
“Every room I walk into, I know I have to earn it. That’s fine. I always have.”
IMPACT
FH +3 | CLT +2
BLITZ: “Young GM earns his respect the hard way — one room at a time”
| C | Honest | “Age means nothing. Preparation and results are everything.” |
|---|---|---|
| IMPACT | **FH +2 | |
| Q98 | SEASON EXPECTATIONS / CAREER | TRIGGER: OFFSEASON_REVIEW |
| “Looking back on the season, what’s one decision you’d make differently?” | ||
| A | Safe | “I never look backward. Lessons, not regrets.” |
| IMPACT | **FH 0 |
B
Bold
“Specifically? [Decision]. I’d make a different call there. I’ve made peace with it and moved on.”
IMPACT
FH +3 | CLT +3
BLITZ: “GM shows rare vulnerability: here’s exactly what I’d do differently”
| C | Honest | “I’d have moved faster at the trade deadline. I second-guessed a deal I should have made.” |
|---|---|---|
| IMPACT | **FH +2 | |
| Q99 | SEASON EXPECTATIONS / CAREER | TRIGGER: MEDIA_CRITICISM |
| “A national analyst called your franchise the worst-run organization in the league. Do you disagree?” | ||
| A | Safe | “I don’t pay attention to those rankings.” |
| IMPACT | **FH -2 | |
| B | Bold | “I completely disagree. I can explain exactly why if you want me to.” |
| IMPACT | **FH +2 |
C
Honest
“Write it down. Put it in a bulletin. Post it on the wall. We’ve been motivated by less.”
IMPACT
FH +4 | MOR +3 | CLT +2
BLITZ: “GM uses national media’s worst-run label as pure motivation”
| Q100 | SEASON EXPECTATIONS / CAREER | TRIGGER: CHAMPIONSHIP_DROUGHT |
|---|---|---|
| “It’s been eleven years since this franchise won a championship. Is that weight felt in the building?” | ||
| A | Safe | “Championships are the goal of every team. We feel the same urgency as anyone.” |
| IMPACT | **FH 0 |
B
Bold
“Every single day. That’s why we come to work. The city deserves a champion and we’re going to give them one.”
IMPACT
OP +2 | FH +5 | MOR +3 | CLT +2
BLITZ: “GM makes public promise: we’re ending the drought — and he means it”
| C | Honest | “I feel it personally. I carry it. And I’m going to be the GM who ends that drought.” |
|---|---|---|
| IMPACT | **OP +2 |
The Player Hall of Fame
Overview
BRANNGM: FOOTBALL ’26 — Hall of Fame Algorithm
All point values reduced by 20% from previous revision — making HOF harder to achieve
| Factor | Description | Points |
|---|---|---|
| Super Bowl Ring | Each championship ring won as a rostered player | +12 per ring |
| League MVP | Season MVP award | +8 |
| Super Bowl MVP | Super Bowl MVP award | +4 |
| 1st-Team All-Pro | First-team All-Pro selection per season | +4 each |
| 2nd-Team All-Pro | Second-team All-Pro selection per season | +2 each |
| OPOY / DPOY | Offensive or Defensive Player of the Year | +4 each |
| Longevity | Years active in the league (yearsPro), capped at 14 | +1 per yr, max 14 |
| Generational Talent | Player’s talent tier = .generational | +10 |
| Superstar Talent | Player’s talent tier = .superstar | +5 |
| Position Stats | Position-specific career stat thresholds (see position sheets) | Varies |
| TOTAL POSSIBLE | Score capped at 99 (displayed as HOF probability %) | 0–99 |
HOF PROBABILITY LABELS
| 85–99 | First Ballot Lock |
|---|---|
| 70–84 | First Ballot |
| 55–69 | Strong Candidate |
| 40–54 | On the Bubble |
| 25–39 | Long Shot |
| 0–24 | Unlikely |
Source: 30 years NFL HOF inductee career stats (Pro Football Reference) + BrannGM: Football ’26 game design, 2026
QB
🏈 QB — HOF Scoring Thresholds
QBs need sustained volume + efficiency. Rings (+12 each) are the #1 multiplier.
Source: Pro Football Reference career stats (through 2024 season)
STAT THRESHOLDS (bracket scoring — higher threshold replaces lower)
| Stat | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Notes |
|---|---|---|---|---|---|---|
| Passing Yards | ≥20,000 yds +2 pts | ≥30,000 yds +4 pts | ≥40,000 yds +8 pts | ≥50,000 yds +13 pts | ≥65,000 yds +19 pts | yds |
| Passing TDs | ≥150 TDs +2 pts | ≥200 TDs +4 pts | ≥275 TDs +7 pts | ≥350 TDs +11 pts | ≥450 TDs +16 pts | TDs |
ADDITIONAL FACTORS
| TD:INT ≥ 3.5 | +8 pts | Career TD:INT ratio ≥ 3.5 (min 500 att) |
|---|---|---|
| TD:INT ≥ 3.0 | +6 pts | Career TD:INT ratio ≥ 3.0 |
| TD:INT ≥ 2.5 | +3 pts | Career TD:INT ratio ≥ 2.5 |
| TD:INT ≥ 2.0 | +1 pt | Career TD:INT ratio ≥ 2.0 |
| CMP% ≥ 68% | +4 pts | Career completion % ≥ 68% (min 500 att) |
| CMP% ≥ 64% | +2 pts | Career completion % ≥ 64% |
REAL NFL HOF EXAMPLES
| Tom Brady | 89,214 yds, 649 TDs, 7 rings, 3× MVP | ~99 | |||
|---|---|---|---|---|---|
| Peyton Manning | 71,940 yds, 539 TDs, 2 rings, 5× MVP | ~90 | |||
| Drew Brees | 80,358 yds, 571 TDs, 1 ring | ~84 | |||
| Aaron Rodgers | 59,055 yds, 475 TDs, 1 ring, 4× MVP | ~82 | |||
| Dan Marino | 61,361 yds, 420 TDs, 0 rings, 1× MVP | ~63 (0 rings) |
RB
🏃 RB — HOF Scoring Thresholds
10,000 yards is the historic benchmark. Rings (+12 each) add huge weight.
Source: Pro Football Reference career stats (through 2024 season)
STAT THRESHOLDS (bracket scoring — higher threshold replaces lower)
| Stat | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Notes |
|---|---|---|---|---|---|---|
| Rushing Yards | ≥5,000 yds +2 pts | ≥8,000 yds +4 pts | ≥10,000 yds +8 pts | ≥12,000 yds +14 pts | ≥15,000 yds +19 pts | yds |
| Rushing TDs | ≥40 TDs +2 pts | ≥60 TDs +4 pts | ≥80 TDs +7 pts | ≥100 TDs +10 pts | ≥130 TDs +14 pts | TDs |
REAL NFL HOF EXAMPLES
| Emmitt Smith | 18,355 yds, 164 TDs, 3 rings | ~90 | |||
|---|---|---|---|---|---|
| Barry Sanders | 15,269 yds, 99 TDs, 0 rings | ~73 | |||
| LaDainian Tomlinson | 13,684 yds, 145 TDs, 0 rings | ~70 | |||
| Adrian Peterson | 14,918 yds, 120 TDs, 0 rings | ~69 |
WR
🎯 WR — HOF Scoring Thresholds
10,000 yards + 700 catches = strong candidate. Jerry Rice is the ceiling.
Source: Pro Football Reference career stats (through 2024 season)
STAT THRESHOLDS (bracket scoring — higher threshold replaces lower)
| Stat | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Notes |
|---|---|---|---|---|---|---|
| Receiving Yards | ≥5,000 yds +2 pts | ≥8,000 yds +4 pts | ≥10,000 yds +8 pts | ≥13,000 yds +14 pts | ≥16,000 yds +19 pts | yds |
| Receptions | ≥300 rec +2 pts | ≥500 rec +4 pts | ≥750 rec +7 pts | ≥1,000 rec +12 pts | ≥1,300 rec +18 pts | rec |
| Receiving TDs | ≥40 TDs +2 pts | ≥65 TDs +4 pts | ≥90 TDs +7 pts | ≥120 TDs +11 pts | ≥160 TDs +16 pts | TDs |
REAL NFL HOF EXAMPLES
| Jerry Rice | 22,895 yds, 208 TDs, 1,549 rec, 3 rings | ~99 | |||
|---|---|---|---|---|---|
| Randy Moss | 15,292 yds, 156 TDs, 982 rec, 1 ring | ~82 | |||
| Terrell Owens | 15,934 yds, 153 TDs, 1,078 rec | ~78 | |||
| Larry Fitzgerald | 17,492 yds, 121 TDs, 1,432 rec | ~80 |
TE
🏹 TE — HOF Scoring Thresholds
Tony Gonzalez set the modern standard. 700+ catches + 9,000 yards = strong candidate.
Source: Pro Football Reference career stats (through 2024 season)
STAT THRESHOLDS (bracket scoring — higher threshold replaces lower)
| Stat | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Notes |
|---|---|---|---|---|---|---|
| Receiving Yards | ≥3,000 yds +2 pts | ≥5,500 yds +4 pts | ≥7,500 yds +8 pts | ≥10,000 yds +13 pts | ≥13,000 yds +18 pts | yds |
| Receptions | ≥200 rec +2 pts | ≥400 rec +4 pts | ≥600 rec +8 pts | ≥800 rec +13 pts | ≥1,100 rec +18 pts | rec |
| Receiving TDs | ≥30 TDs +2 pts | ≥50 TDs +5 pts | ≥70 TDs +9 pts | ≥90 TDs +13 pts | TDs |
REAL NFL HOF EXAMPLES
| Tony Gonzalez | 15,127 yds, 111 TDs, 1,325 rec | ~93 | |||
|---|---|---|---|---|---|
| Rob Gronkowski | 9,286 yds, 92 TDs, 621 rec, 4 rings | ~87 | |||
| Shannon Sharpe | 10,060 yds, 62 TDs, 815 rec, 3 rings | ~76 |
DE-DT
💥 DE-DT — HOF Scoring Thresholds
100+ sacks is the HOF benchmark. Bruce Smith (200) and Reggie White (198) are the ceiling.
Source: Pro Football Reference career stats (through 2024 season)
STAT THRESHOLDS (bracket scoring — higher threshold replaces lower)
| Stat | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Notes |
|---|---|---|---|---|---|---|
| Career Sacks | ≥30 sacks +2 pts | ≥55 sacks +4 pts | ≥80 sacks +8 pts | ≥100 sacks +13 pts | ≥130 sacks +19 pts | sacks |
| Forced Fumbles | ≥10 FFs +2 pts | ≥20 FFs +4 pts | ≥30 FFs +7 pts | FFs | ||
| Total Tackles | ≥300 tackles +1 pts | ≥500 tackles +2 pts | ≥700 tackles +4 pts | tackles |
REAL NFL HOF EXAMPLES
| Reggie White | 198 sacks, 1,139 tkl, 33 FFs, 1 ring | ~89 | |||
|---|---|---|---|---|---|
| Bruce Smith | 200 sacks, 1,225 tkl, 43 FFs | ~89 | |||
| Michael Strahan | 141.5 sacks, 854 tkl, 1 ring | ~83 | |||
| Dwight Freeney | 125.5 sacks, 576 tkl, 1 ring | ~73 |
LB
🛡️ LB — HOF Scoring Thresholds
Ray Lewis (2,059 tkl) and LT (132.5 sk) define the two HOF archetypes for LBs.
Source: Pro Football Reference career stats (through 2024 season)
STAT THRESHOLDS (bracket scoring — higher threshold replaces lower)
| Stat | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Notes |
|---|---|---|---|---|---|---|
| Total Tackles | ≥500 tackles +2 pts | ≥800 tackles +4 pts | ≥1,100 tackles +8 pts | ≥1,400 tackles +12 pts | ≥1,800 tackles +16 pts | tackles |
| Career Sacks | ≥20 sacks +2 pts | ≥40 sacks +6 pts | ≥70 sacks +10 pts | ≥100 sacks +14 pts | sacks | |
| Interceptions | ≥10 INTs +2 pts | ≥20 INTs +6 pts | ≥30 INTs +10 pts | INTs | ||
| Forced Fumbles | ≥10 FFs +2 pts | ≥20 FFs +4 pts | FFs |
REAL NFL HOF EXAMPLES
| Ray Lewis | 2,059 tkl, 41.5 sk, 31 INT, 2 rings | ~87 | |||
|---|---|---|---|---|---|
| Lawrence Taylor | 1,088 tkl, 132.5 sk, 2 rings, 1× MVP | ~87 | |||
| Derrick Brooks | 1,715 tkl, 25 INT, 1 ring | ~79 | |||
| Brian Urlacher | 1,354 tkl, 41.5 sk, 22 INT | ~65 |
CB
🔒 CB — HOF Scoring Thresholds
Interceptions are the #1 metric. 40+ INTs is near-automatic. Deion Sanders (53) = gold standard.
Source: Pro Football Reference career stats (through 2024 season)
STAT THRESHOLDS (bracket scoring — higher threshold replaces lower)
| Stat | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Notes |
|---|---|---|---|---|---|---|
| Career INTs | ≥10 INTs +2 pts | ≥20 INTs +5 pts | ≥30 INTs +10 pts | ≥40 INTs +14 pts | ≥55 INTs +21 pts | INTs |
| Pass Deflections | ≥30 PDs +2 pts | ≥50 PDs +4 pts | ≥75 PDs +7 pts | ≥100 PDs +10 pts | PDs | |
| Forced Fumbles | ≥5 FFs +2 pts | ≥12 FFs +4 pts | FFs |
REAL NFL HOF EXAMPLES
| Deion Sanders | 53 INT, 2 rings | ~82 | |||
|---|---|---|---|---|---|
| Rod Woodson | 71 INT, 1 ring | ~90 | |||
| Charles Woodson | 65 INT, 1 ring, 1× MVP | ~90 | |||
| Champ Bailey | 52 INT | ~71 | |||
| Darrelle Revis | 29 INT, 1 ring | ~47 |
Safety
🦅 Safety — HOF Scoring Thresholds
Safeties need big INT totals OR massive tackle numbers. Ed Reed (64 INT) = gold standard.
Source: Pro Football Reference career stats (through 2024 season)
STAT THRESHOLDS (bracket scoring — higher threshold replaces lower)
| Stat | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Notes |
|---|---|---|---|---|---|---|
| Career INTs | ≥10 INTs +2 pts | ≥20 INTs +5 pts | ≥30 INTs +10 pts | ≥40 INTs +14 pts | ≥55 INTs +19 pts | INTs |
| Total Tackles | ≥400 tackles +2 pts | ≥700 tackles +4 pts | ≥900 tackles +8 pts | ≥1,100 tackles +11 pts | tackles | |
| Pass Deflections | ≥20 PDs +2 pts | ≥40 PDs +4 pts | ≥60 PDs +6 pts | PDs |
REAL NFL HOF EXAMPLES
| Ed Reed | 64 INT, 644 tkl, 1 ring | ~83 | |||
|---|---|---|---|---|---|
| Ronnie Lott | 63 INT, 1,146 tkl, 4 rings | ~89 | |||
| Troy Polamalu | 32 INT, 783 tkl, 2 rings | ~74 | |||
| Brian Dawkins | 37 INT, 1,172 tkl | ~64 |
K
🥾 K — HOF Scoring Thresholds
Kickers are rarely inducted. 450+ FGM + high accuracy = strong candidate.
Source: Pro Football Reference career stats (through 2024 season)
STAT THRESHOLDS (bracket scoring — higher threshold replaces lower)
| Stat | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Notes |
|---|---|---|---|---|---|---|
| Field Goals Made | ≥150 FGM +2 pts | ≥250 FGM +5 pts | ≥350 FGM +10 pts | ≥450 FGM +14 pts | ≥550 FGM +21 pts | FGM |
ADDITIONAL FACTORS
| FG% ≥ 88% | +10 pts | Career FG% ≥ 88% (min 100 att) |
|---|---|---|
| FG% ≥ 84% | +6 pts | Career FG% ≥ 84% |
| FG% ≥ 80% | +3 pts | Career FG% ≥ 80% |
| FG% ≥ 75% | +1 pt | Career FG% ≥ 75% |
REAL NFL HOF EXAMPLES
| Adam Vinatieri | 599 FGM, 83.9%, 4 rings | ~81 | |||
|---|---|---|---|---|---|
| Morten Andersen | 565 FGM, 82.0% | ~74 | |||
| Gary Anderson | 538 FGM, 83.1% | ~71 | |||
| Jan Stenerud | 373 FGM, 66.8% (era) | ~45 |
Expanded Systems
The BLITZ Gamecast
Every game can now be watched live through the BLITZ Gamecast: a broadcast-style screen with a live scoreboard, an angled field with a home-colored crowd, and four tabs (Gamecast, Play-by-Play, Stats, Box). Each play animates on the field — pass arcs trace to the catch point, runners advance dot by dot, kicks fly at the posts — while a black play card carries the story: the key men’s portraits, their running stat lines, and the outcome. The card never goes blank; it holds the last play’s full result until the next play is nearly done, and the down pills, score, and ball spot all update in one clean moment after the chains move.
Playback runs at a watchable broadcast pace by default with a speed button that climbs 1× · 2× · 4× · 8×. Hold anywhere to pause. Down, distance, and spot on every play row follow the NFL pre-snap convention — each row reads the situation the play started from, exactly like a real play-by-play log. On a touchdown, the crowd comes alive: seats pulse and flashbulbs pop around the stands.
Penalties
A full penalty engine calls roughly six accepted flags per team per game, matching NFL rates. Real types with real enforcement: false starts, holding calls, delay of game, offside, defensive holding, pass interference, face masks, and roughing the passer — automatic first downs where the rulebook grants them, half-the-distance near the goal line. The flag lands on a named man, weighted toward low-composure players, and team discipline plus the coaching staff’s specialties tilt each team’s rate.
Situational Football
The simulation now plays the full rulebook. Overtime: a 10-minute regular-season period where both teams are guaranteed a possession and ties are real; postseason periods keep coming until somebody wins. Two-point conversions follow the analytics chase chart. Onside kicks arrive on the real desperate-team cadence and are recovered under 10% of the time. Safeties produce free kicks. Punts and field goals can be blocked, returners muff punts, and kick and punt returns — including the rare house call — move the actual spot.
Fourth-down decisions come from a probability table measured on roughly 58,000 real NFL fourth downs, tilted to the modern aggressive era, with each head coach’s temperament bending the call. Clock management is real: spikes, kneels, hurry-up, and timeouts held for the two-minute drill.
Schemes Call the Game
Coaching schemes now shape play calling, not just player fit. An Air Raid team passes in the mid-60s percent, a Run Heavy team in the high-40s — the real NFL team spread — layered over the down-and-distance tables, so the situation always keeps a vote. Throw depth is each scheme’s signature: Vertical Threat hunts deep shots, West Coast lives on timing routes and screens, Air Raid works the intermediate zones.
Defensive schemes have mechanical identity. Blitz Heavy genuinely raises sack rate but concedes to the quick game; Cover 3 smothers deep completions, bleeds underneath, and converts more interceptions; Cover 2 leaves the deep seams throwable and gets gashed by the power run; the 4-3 front remains the league’s run-stopper. These stack with the scheme-versus-scheme matchup table and archetype fits from the main manual.
The League Talent Thermostat
The league self-corrects across decades. At the first season roll the league locks in its founding average team rating as a baseline; every draft class thereafter is biased up or down (within ±5 points of prospect ceiling) in proportion to how far the league has drifted from that baseline. Year 2075 plays at the same talent level as year 2026 — no long-term decay, no inflation.
Ceilings That Live
The Anomaly — roughly once a season somewhere in the league, a player 24 or younger with good-or-elite work ethic simply becomes more than anyone projected: his ceiling jumps +4 to +8, and one in ten of those leaps is generational (+9 to +14). BLITZ announces it. This is the late-round pick who becomes the franchise.
Elite rooms raise ceilings — a position group coached at 88+ can add a point of potential per offseason to its under-27 players.
Ceilings age — from 27 a player’s potential squeezes toward his actual overall (harder at 29-30), and from 31 the card simply reads what he is. A young card is a projection; a veteran card is the truth — and trade value follows the same logic.
Specialists — kickers and punters cap at a 94 ceiling for life, and face a near-lockout at the Hall of Fame, matching the real Canton, which has admitted one punter ever.
Staff Who Rise and Fall
Every staff rating — head coaches, coordinators, position coaches, scouts, physios — now moves in both directions. Young staff climb the steep part of the curve, the first years in a role teach the most, and winning accelerates growth; a coach under 40 on an 11-win team can jump two points in an offseason, creating the rising-star coordinator the carousel fights over. From the mid-50s age erodes ratings, steeply past 70. The carousel itself runs on real cadence: retirements by age, AI teams firing failed coaches, scheme-matched coordinator hires, and complete staffs — all seven position coaches — on every team.
The GM’s Career Is a Story
Getting fired is a beginning, not an ending. The owner confronts you in his own words; you can plead for one more year at visible odds. Accept dismissal (or resign) and the BLITZ bulletin breaks the news, the GM Search opens with teams that want you, and the hire lands with an owner offer, a contract signed with your finger, and a HIRED bulletin over your new team’s home screen. Your record, honors, and reputation follow you. Owners themselves turn over — sales, retirements, and deaths bring new bosses with new personalities — and your salary rises with the market on renewals.
Starting a Career
A new career asks how you want to begin. Season Opener hands you a ready team in week one. The Offseason simulates the season before your arrival — real standings, real awards, a real draft order — and starts you at the owner meeting with the full offseason ahead. Rosters come from a fresh randomized league every time, or from your own uploaded workbook (a template exports every player, team, coach, and owner field).
Scenario starts add curated challenges on Choose Your Team: THE LAUGHINGSTOCK (the league’s worst roster, made worse), CAP CRUNCH (a contender with its biggest deals 40% underwater), and THE AGING DYNASTY (the best roster in football with its core suddenly 29-and-older). Any team is still yours to take — the scenario team is the story. Five named save slots hold five careers, and Save As New Game branches any moment into a fresh slot.
The BLITZ Media Layer
The league covers itself. A shared news ticker runs real league stories; the home screen leads with a ranked drama engine (never housekeeping); season previews and draft reviews are full BLITZ broadcasts with situational headline engines; weekly recaps, power rankings with real movement, players of the week on fantasy points, hot-seat coverage, and rumor mills scoped to your team round it out. Press conferences are BLITZ broadcasts too — stage-aware questions, tone choices with real gamble outcomes, and a walkout penalty.
RECORD WATCH — from midseason, BLITZ tracks the league’s stat leaders against the all-time single-season records: passing yards, passing touchdowns, rushing yards, receiving yards. When a leader’s pace puts a record in reach, the chase becomes a story; the week it falls, RECORD BROKEN leads the wire.
Records, Legends, and the GOAT
League ▸ History carries all-time career records, single-season record cards with portraits, and best-draft-pick rankings by career peak. The Hall of Fame keeps every inductee’s portrait and fantasy-point totals, sorts by year or position, and crowns a BLITZ GOAT Ranking — a top five weighing rings, production (defense and tight ends adjusted), and peak, with quarterbacks on a slight curve and no offensive linemen or specialists eligible. Retired greats live on in memorable-player archives, retirement tributes, and the record book.
Injured Reserve
Players out four-plus weeks are IR-eligible from the player card: the roster spot frees, the contract still pays, and season-ending designations behave like the real rule. All injuries heal across the offseason, with a conditioning toll on long-injury returns.
Updates & Clarifications
Price — the launch price is $4.99 one-time (not $3.99). Everything included, no ads, no subscriptions, no in-app purchases — that part stands.
Defensive schemes — there are five: 4-3, 3-4, Cover 2, Cover 3, and Blitz Heavy. “Zone Heavy” was cut before implementation.
Team names — nicknames are randomized per league and editable; treat the in-game list as authoritative rather than the Chapter 1 table.
Field animation — the Gamecast is drawn with SwiftUI Canvas, not SpriteKit dots as Chapter 13 described, and exceeds the original spec.
Viewing modes — Watch (Gamecast), box-score reveal via Game Day, and sim-to-my-game / sim-week flows replaced the old Watch / Fast / Instant triad.
The Newest Systems
Free Agency 2.0
Free agency now runs as a dated, multi-week bidding market. Each free agent carries an interest read from his agent — a meter and a voice that tells you where your offer really stands — and named rival suitors who bid against you in real time. Advancing a window flashes your wins and losses before the next opens, and the re-signing phase carries the same bidding tension for your own expiring players. The salary cap is a hard wall: no signing can put you over, and a rookie-pool reserve warning protects the money your draft class will need. In-season signings prorate by the weeks remaining and arrive with an integration ramp — a man signed in November is not at full effect in November. Cutting or trading a player you signed that same offseason carries a real trust cost with agents and the locker room.
Record Watch, Milestones, and the Ring of Honor
The BLITZ now tracks players chasing single-season records with escalating alerts, and a record falling is a bulletin. Career milestones — yardage, touchdowns, sacks and the rest — fire their own bulletins as they pass. Every franchise keeps a Ring of Honor, and the greats who defined your team take their place in it.
Holdouts
Underpaid stars can now hold out. A declaration engine weighs the gap between a player’s deal and his market, his personality, and his leverage; a holdout removes him from the lineup, shows as a chip on his row, and opens a grievance panel with resolution paths — pay him, trade him, or wait him out at a morale price. CPU teams manage their own holdouts, and the press asks about yours.
The GM’s Career Arc
Your own contract now rises with your record, and the market renews CPU general managers at market rate too. Age matters: past 110 career-age points the owner opens succession talk, and at 120 retirement is forced, closing with a full career retrospective and a retired save state. The clout ladder is harsher at the bottom — a losing record reads like one.
Injuries, Live and Deeper
Injuries now happen on real plays inside the simulation — the broadcast shows the man go down, a banner names him, and his backup takes over mid-game — layered on the weekly roll. The injury catalog grew by more than twenty types across body regions, and each head physio’s specialty region genuinely prevents some injuries there and shortens the ones that land. League-wide frequency is tuned so a typical roster carries about two active injuries, matching a real training room. Injuries heal through the playoffs and fully over the offseason.
The Pro Bowl and the Awards Sheet
The Pro Bowl replaces All-Pro as the user-facing all-star honor: one roster per conference at traditional position counts, selected on season fantasy points, shown as NFC and AFC tabs on the Season Awards sheet and recorded on each player’s card. The awards list itself now carries a designed icon set — crown for MVP, shield for Defensive Player, sprout for the rookies, headset for Coach of the Year.
The Hall of Fame Plaque
Induction is now a full-screen ceremony between free agency and the draft. The leading vote-getter receives a gold plaque: his portrait cast in bronze, his career told in one engraved sentence — draft slot, seasons, championships, signature statistics, teams — with honor chips (always Champion, never Ring) and his team history as tags, your franchises filled in red. Additional inductees list below; tap any man for his full career card. A year with no inductees skips the ceremony.
NFL Statistical Calibration
The game engine was rebuilt against eleven seasons of real NFL data and verified by replaying a thousand simulated games against the benchmarks: roughly 23 points and 63 plays per team per game, 232 passing yards, 2.4 sacks, a 4.30 yards-per-carry league average, real red-zone compression, strip-sacks, defensive timeout usage, and punt-return rates. A second tuning pass brought the leaderboard tails to real ceilings: expect passing leaders near 5,200–5,500 yards and about 50 touchdowns, one or two 1,800-yard rushers in a big year, and sack leaders in the high teens with credit spread across the front.
A League That Spreads Apart
Each ownership era carries a hidden organizational quality tier that compounds every offseason: well-run franchises bank development on their young men while badly run ones bleed it from their veterans, and frugal owners barely shop free agency while aggressive ones keep buying. Over seasons the league spreads from the mid-60s to the high 90s instead of bunching in the 80s. Alongside it: early retirements are now rare (never before 26, uncommon through 31), a coach’s identity — portrait, rings, history — survives every role change in either direction, and an owner’s patience honors your legacy: recent rings and deep runs set floors one bad season cannot breach.
Share Cards
Three brag cards — Season Report, Champions, and Draft Steal — render from your real save at full social resolution in both Story (9:16) and Feed (4:5) formats, each with your crest, your numbers, and a pre-written challenge message ending in the download link. The champion can share straight from the parade. Shared images use World Champions and Conference Final wording.
Difficulty, Defined
Difficulty now does exactly one thing, and only to your own roster: Easy develops your players 20% faster, Hard 15% slower. Normal is neutral, and CPU rosters develop at the neutral rate on every setting — the league around you never gets artificially better or worse.
Updates & Clarifications
Where earlier chapters state the following, this section is current: single-season passing records should be read against a ~5,500-yard ceiling, which is where great seasons top out. ‘All-Pro’ as a user-facing honor is replaced by the Pro Bowl (All-Pro survives internally in historical records). The injury rate text in the Injury System Reference understates current frequency — about two active injuries per roster is the norm. A finished game’s scoreboard reads FINAL, with the OT tag only when overtime was played. All large numbers group thousands with commas regardless of device region. The Hall of Fame chapter’s near-black ceremony screen is replaced by the plaque described in B7.
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