Glossary of Terms

Accuracy (Skill)
A skill for position players in the Athleticism tree. Influences the ability to throw on target and hit linedrives.

Adjusted ERA (ERA+)
Earned Run Average adjusted for the ballpark and the league average.

Adjusted On Base Plus Slugging (OPS+)
On Base plus Slugging adjusted for ballpark and league average and scaled to an average of 100. A number above 100 reflects an above average score, while a number below 100 indicates a below average one.

Arm Strength (Skill)
A skill for position players in the Muscle tree. Influences powerful throwing arms and effective line drives.

Assists (A)
A defensive statistic awarded to any player who touches the ball during a play that records an out. For example, if a second baseman fields a ground ball and throws to first for the out, he is credited with an assist.

At Bat (AB)
A final resolution to a batter's turn at the plate which does not result in a walk, a hit by pitch, a sacrifice hit, sacrifice fly, or catcher interference.

Athleticism (Attribute)
A position player skill tree, with skills related to traditional physical competitive endeavors such as running and jumping. The Athleticism attribute is strong against the Control attribute, and weak against the Velocity attribute.

Background
The initial training and origin of a player. A player's background influences starting Attribute scores, and offers access to a few unique Gamechangers.

Balks (BK)
An illegal movement by the pitcher that results in the pitch being nullified and all runners being allowed to advance one base.

Bat Control (Skill)
A position player skill in the Vision tree. Bat control helps a player avoid strikeouts, hit to the opposite field, and provide some power to line drives.

Batting Average (BA)
A player's total hits divided by his total at bats.

Batting Average Against (BBA)
The total hits of opposing batters divided by their total at bats.

Batting Average on Balls in Play (BABIP)
Batting average determined after excluding home runs, strikeouts, and foul outs.

Cash
Your player's bank account. This money can be used for training Celebrity, Rep, and Fitness.

Casual League
The league type with the easiest set of rules meant for casual players. Some of the more advanced strategies are ignored and budgets are simplified.

Caught Stealing (CS)
An unsuccessful attempt to steal a base which results in the baserunner being thrown out.

Celebrity
A measure of how famous a player is. Higher levels of celebrity come with more lucrative sponsorships which will increase certain skills.

Charisma
An intangible score for a team which reflects how entertaining and engaging the team is to the media and public.

Chemistry
An intangible score for a team which reflects how well the players on the roster get along.

Competitiveness
An intangible score for a team which reflects the overall desire of a team to win.

Complete Games (CG)
Rewarded when a pitcher starts and finishes the same game.

Control (Attribute)
A pitcher skill tree, with skills related to accurately placing pitches and preventing mistakes. The Control attribute is strong against the Vision Attribute, and weak against the Athleticism attribute.

Delivery (Skill)
A pitcher skill in the Velocity tree. It contains all the elements of pitcher defense, including fielding ground balls and line drives, and making accurate throws.

Discipline (Skill)
A batter skill in the Vision tree. It concerns waiting for good opportunities either at the plate or on the basepaths.

Dollar Value ($$$)
Considers the economic value of the skills of both batters and pitchers particular to their rarity and the cost of players in the league.

Double Plays (DP)
Being involved in a play in which two outs were recorded.

Doubles (2B)
Hits that advance the player at the plate to second base.

Doubles Allowed (2BA)
The number of two base hits that the pitcher allowed.

Earned Run Average (ERA)
The number of earned runs that a pitcher allows over the length of a full game (9 innings)

Earned Runs (ER)
Reflects the number of "clean" runs a pitcher allowed, ones not marred by poor defense or inherited from another pitcher.

Equivalent Average (EqA)
Reflects the total offensive contribution of a batter and is expressed in percentile form similar to batting average. An EqA of .260 is defined as league average.

Errors (ERR)
A player failing to make a play "regarded as routine effort."

Experience
A numerical expression of a player's advancement. Reaching certain experience threshholds will result in an advancement of Experience Level, which will grant additional skill points and unlock higher leagues and salaries.

Explosiveness (Skill)
A pitcher skill in the Velocity tree. It reflects late movement on a pitch that will induce strikeouts and also diminish the effectiveness of ground balls.

Fielding Independent Pitching (FIP)
Calculates similarly to ERA but ignores the effects of a pitcher's defense to provide a more neutral analysis.

Fielding Percentage (FLD%)
Reflects the number of cleanly fielded balls in which the player did not commit an error.

Fitness
The measure of physical well being and good health of a player related to a strong exercise routine. Each fitness level gives the player one skill point to spend.

Fly Ball (Skill)
A position player skill in the Muscle tree. This helps a player induce fly ball hits, which have the greatest chance of landing for extra bases.

Fly Ball Percentage (FB%)
The percentage of balls hit into play that were considered fly balls.

Focus
The Attribute that has more skill points dedicated to it than any other. It helps determine bonuses against other players and the playability of certain Gamechangers.

Gamechanger
An unlockable boost which provides game advantages. Types of Gamechangers are listed below.

Gamechanger (Approach)
Approach type Gamechangers, once equipped, provide a passive bonus that applies for an entire season.

Gamechanger (Event)
A type of impact Gamechanger that reflects a rare happening on the field of play. Only two can be activated per game for all of the players involved.

Gamechanger (Impact)
Impact Gamechangers are active for one series; then, if their conditions are met, they are eliminated from play.

Gamechanger (Out Pitch)
A type of approach Gamechanger that reflects a specific pitch that is considered that pitcher's specialty.

Gamechanger Requirements
Gamechangers can have three sets of possible requirements: A Player requirement (a certain Focus Attribute, for example, or a certain team level of Charisma), a Level requirement (players must be of a certain experience, Celebrity, Fitness, or Rep level to play the Gamechanger), or a Situational Requirement (a game must be at a set point, see Gamechanger State). All these conditions must be met for a Gamechanger to activate.

Gamechanger (Stadium)
A type of Approach Gamechanger that changes the physical dimension of the playing field. Only a team's home games will be affected by this Gamechanger, but the bonuses or detriments will apply to both teams.

Gamechanger State
Unless otherwise indicated, a Gamechanger that occurs only once or causes an Event to happen will trigger during the Gamechanger State, which is a game that is close (within 3 runs) and late (in the 7th inning or later). This is to prevent Gamechangers from being wasted in the early innings of a blowout. If a Scout plays an Impact Gamechanger that requires the Gamechanger State and it does not occur, the Gamechanger is returned to the Scout's hand.

Gamechanger (Umpire)
A type of Impact Gamechanger that determines the specific Umpire for the series and changes the game for both teams based on his tendencies and style. Only one Umpire Gamechanger can be played, and if there is a conflict, the home team's Umpire Gamechanger will be the active card.

Gamechanger (Weather)
A type of Impact Gamechanger that changes the climate of the games played, and affects both teams. Either team can play Weather Gamechangers, and both can be active.

Games Finished (GF)
When a pitcher is the last pitcher used for his team in a game.

Games Started (GS)
When a pitcher is the first pitcher used for his team in a game.

Grace (Skill)
A position player skill in the Athleticism tree. It reflects quick movements and coordination and is crucial for fielding instincts and baserunning.

Ground Ball (Skill)
A position player skill in the Athleticism tree. Reflects the ability to hit more ground balls and make those ground balls effective and sharp.

Ground Ball Percentage (GB%)
Reflects the percentage of balls in play that are categorized as ground balls.

Grounded into Double Play (GDP)
Indicates the number of times a player has put a ball in play that resulted in two outs via ground ball.

Hit By Pitch (HBP)
A player getting hit by a pitched ball, and receiving first base for free.

Hit By Pitch Allowed (H

BPA)
The number of times the player has hit a batter with a pitch.

Hits (H)
The total number of times in which the player reached base safely via a base hit, including extra base hits.

Home Runs (HR)
The number of times a batter has hits that allowed him to reach home on the play, usually via hitting the ball over the outfield wall.

Home Runs Allowed (HRA)
The number of homeruns a pitcher has surrendered to batters.

Home Runs Allowed Per 9 Innings (HR/9)
The number of homeruns a pitcher surrenders per full game (9 innings).

Horizontal Break (Skill)
A pitcher skill in the Movement tree. Reflects the amount of sideways (or in and out) movement on pitches, with a primary function of weakening and avoiding line drives.

Induce Popup (Skill)
A pitcher skill in the Movement tree. Reflects the ability to induce weak contact on pitches up in the zone, weakening flyballs and causing harmless pop flies.

Innings Pitched (IP)
The number of outs for which a pitcher was considered responsible divided by three (to reflect three outs in an inning)

Intangibles
Team ability scores that add a small bonus or detriment to every skill for the players on that roster. The intangible measures are Chemistry, Charisma, Competitiveness, and Leadership.

Isolated Slugging (ISO)
A variation on slugging percentage that eliminates the contribution of singles to isolate only extra base power.

Leadership
An intangible score for a team that reflects how well organized and stalwart an overall team's roster is.

League Earned Run Average (LgERA)
The Earned Run Average for all pitchers in the league.

League On Base Percentage (LgOBP)
The On Base Percentage for all batters in the league.

League Slugging Percentage (LgSLG)
The Slugging Percentage for all batters in the league.

Level
Waypoints defined by number of experience points earned. Reaching higher levels grants more skill points and access to better leagues and salary. To advance in level is often referred to as "levelling up".

Line Drive (Skill)
A position player skill in the Vision tree. Influences the ability to hit line drive trajectory hits.

Line Drive Percentage (LD%)
The total rate at which line drives were hit versus other batting events.

Losses (Pitcher) (L)
A pitcher is given a Loss if he enters the game with a lead or tie, that lead is surrendered to the opponent, and his team goes on to lose without the lead ever further changing hands.

Lower Body (Skill)
A position player skill in the Muscle tree. It influences all catcher defensive skills, as well as every player's ability to take a base on balls.

Mechanics (Skill)
A pitcher skill in the Control tree. It helps the player avoid wild pitches and walks.

Movement (Attribute)
A pitcher skill tree, with elements related to pitches that move after release to promote swings and misses and weak contact. The Movement Attribute is strong against the Muscle Attribute, but weak against the Vision Attribute.

Moxie
The level of your character's general happiness and confidence, ranging from 0 (despondent) to 100 (ecstatic). Moxie is affected by wins, losses, and Gamechangers.

Muscle (Attribute)
A position player skill tree that specializes in feats of strength, including throwing arms and home run power. The Muscle attribute is strong against the Velocity attribute, but weak against the Movement attribute.

On Base Percentage (OBP)
Hits added to walks and number of times hit by pitch divided by plate appearances, it reflects the percentage chance that a batter at the plate does not create an out.

Open League
One of the three league types, with all of the features of the game included, but with a simplified roster system to ensure that friends can play on the same team. The "moderate" setting of playing Two Out Rally.

Outs (OUTS)
The number of outs either earned (by a pitcher) or created (by a batter).

Paint Corner
A pitcher skill in the Control tree. Crucial for avoiding surrendering walks and line drives.

Passed Balls (PB)
The number of times a catcher missed a pitched ball that is considered to be fieldable.

Personality
The general behavior and mood of the player. This influences starting attribute scores, team intangibles, and potential bonuses to Celebrity, Rep, and Fitness.

Pickoff (Skill)
A pitcher skill in the Velocity tree. Helps hold baserunners close and slow down opposing baserunners.

Pickoffs (PICK)
The number of times a pitcher has successfully thrown a baserunner out while the ball is not in play.

Pitches Per Plate Appearance (P/PA)
The number of pitches a batter has seen (or a pitcher has thrown) on average before the play is brought to resolution.

Plate Appearances (PA)
The number of times the player has come to the plate and that play has seen resolution.

Popup Percentage (POP%)
Reflects the overall chance that a batter has hit (or a pitcher has surrendered) a pop up type of hit versus other results.

Power (Skill)
A pitcher skill in the Velocity tree. Power determines the overall speed of pitches, and affects the pitcher's ability to record strikeouts.

Pull (Skill)
A position player skill in the Muscle tree. The ability to hit the ball to the batter's primary field of strength. Makes fly balls travel further and influences whether a line drive is hit.

PutOuts (PO)
The number of times the player recorded an out, such as catching a ball in play, tagging a baserunner, or forcing out a runner at a base.

Range Factor Per Game (RF / G)
A fielder rate statistic. Assists plus putouts divided by innings played times nine. Reflects how many defensive opportunities a player is getting on average per full game.

Reaction (Skill)
A batter skill in the Vision tree. Quick reflexes and hand eye coordination. Affects the ability to avoid errors in the field, improve plate blocking for catchers, and avoid striking out.

Release (Skill)
A pitcher skill in the Movement tree. Hides a pitch's release point to keep batter's guessing. Makes groundballs less likely and effective, and helps avoid walks.

Rep
A measure of how well respected a player is around the league and in the media. A higher Rep level provides access to some endorsements and provides certain Moxie bonuses.

Runs (R)
How many times a batter has safely reached home plate, scoring a run for his team.

Runs Above Replacement (RAR)
How many runs this player has been worth as a hitter relative to the level of abundantly available talent that could replace the player at his position.

Runs Above Replacement Relieving (RAR{R})
How many runs this player has been worth as a relief pitcher relative to the level of abundantly available talent that could replace the player.

Runs Above Replacement Starting (RAR{S})
How many runs this player has been worth as a starting pitcher relative to the level of abundantly available talent that could replace the player.

Runs Allowed (RA)
The number of total opposing runs that have scored with the pitcher on the mound, either earned or unearned.

Runs Batted In (RBI)
The number of times a batter has brought a friendly baserunner home by his actions at the plate, such as hits, walks, and sacrifice flies. Runs that score on double plays or via errors are not counted as RBI.

Runs Created (RC)

A combination of factors featuring hits, walks, and stolen bases to determine how many runs a player was worth for his team.

Runs Created / Game (RC/G)
The same as Runs Created, but calculated to determine how many runs that player scored per 9 innings of play to account for differences in playing time.

Sacrifice Flies (SF)
When a batter hits a deep enough fly ball out that a runner can tag third and score on the play. Obviously, the caught fly ball cannot be the final out.

Sacrifice Hits (SH)
Hits intentionally meant to advance runners on the basepaths while causing the batter to be called out. Most commonly bunts.

Salary
How much a player gets paid seasonally. This total is divided by 35 (the number of days in a Two Out Rally season) and that number is added to his cash total nightly after games have been played.

Saves (SV)
Generally speaking, awarded when a relief pitcher comes in to finish out a close game that his team wins (within 3 runs when the pitcher assumes the mound).

Shutouts (SHO)
Awarded when a pitcher plays an entire game and allows no runs. Also a complete game (see above).

Simulation League
The most challenging of the three league types, with stricter organizational structures, a player draft component, and advanced strategies, with an elite top level, the World Baseball League.

Singles Allowed (1BA)
The number of singles that a pitcher has allowed while on the mound.

Slugging Percentage (SLG)
A measure of a batter's extra base power, calculated with the number of bases for each hit included.

Speed (Skill)
A position player skill in the Velocity tree. Simply the ability to run fast, on the bases and in the field. Important for defense, ground ball efficiency, and baserunning.

Stamina (Skill)
A pitcher skill in the Control tree. How durable a pitcher is during his outings. A higher stamina helps him throw more pitches and last longer into games.

Stolen Bases (SB)
When a baserunner advances a base without the batter's assistance while the ball is considered "live" (not a balk or interference).

Strikeout Percentage (SO%)
The rate at which a batter strikes out at the plate versus other outcomes.

Strikeouts (K)
When a batter accrues 3 strikes and is called out. Also the number of times the pitcher has accrued 3 strikes on batters.

Strikeouts Per 9 Innings (K/9)
The number of strikeouts a pitcher achieves over a 9 inning game.

Strikeouts Per Walk (K/BB)
The number of times a pitcher achieves a strikeout for every walk he surrenders.

Triples (3B)
A hit that results in the player being at third base without the aid of a fielder's choice to throw after a different baserunner.

Triples Allowed (3BA)
Number of times a pitcher has surrendered a triple.

Ultimate Zone Rating (UZR)
The number of runs above or below average a fielder is in both range runs, outfield arm runs, double play runs and error runs combined.

Value Over Contract (VOC)
A number represented in dollars that shows how much more (or less) valuable a player is than what he is being paid.

Velocity
A pitcher Attribute tree with skills related to throwing the ball at a high speed. The Velocity Attribute is strong against the Athleticism Attribute, and weak against the Muscle Attribute.

Vertical Break
A pitcher skill within the Movement Tree that makes a ball move more effectively in a downward direction. Aids in getting strikeouts and avoiding wild pitches.

Vision (Attribute)
A hitter Attribute tree with skills related to reflexes and excellent hand eye coordination. The Vision Attribute is strong against the Movement Attribute, and weak against the Control Attribute.

Walk Percentage (BB%)
The rate at which a hitter takes a base on balls versus another batting event.

Walks (BB)
The number of times a hitter takes four balls, therefore advancing to first base.

Walks Allowed (BBA)
The number of times a pitcher surrenders a walk to a hitter.

Walks Per 9 Innings (BB/9)
The number of times a pitcher surrenders a game rated out to a full game (9 innings)

Walks Plus Hits per Inning Pitched (WHIP)
The number of total hits (including extra base hits) plus walk that a pitcher surrenders for every 1 inning of work.

Wins (Pitcher) (W)
Generally speaking, when a starting pitcher leaves the game after more than 5 innings with a lead that is never surrendered again.

Wins Above Replacement (WAR)
Similar to RAR, but including fielding and baserunning for hitters and calculated in terms of wins versus raw number of runs (at roughly 10 runs per win), reflecting how many wins the player was worth.