Draft & GM game
162-0 Baseball Draft & GM Team
Compare hitters and pitchers on the numbers, draft a balanced club, and get a projected record for a full 162-game season.
Sport hub · 31 guides · 7 calculators
Baseball keeps a statistic for almost everything, and most of them measure one thing at a time. Batting average counts hits, on-base percentage counts times on base, slugging weights extra bases, and ERA and WHIP describe a pitcher from two different angles. Knowing which number answers which question is most of the work of reading a roster, and it is what these guides are built around.
Two of our apps sit beside them. 162-0 Baseball Draft & GM Team has you draft nine players and a coach, compare hitters and pitchers on the numbers, and see what record the club projects over 162 games. Baseball Career Sim 2026 follows a single player — hitter, pitcher, catcher or two-way star — from school through the draft into the professional game. The guides explain the sport first and the games second.
Draft & GM game
Compare hitters and pitchers on the numbers, draft a balanced club, and get a projected record for a full 162-game season.
Career sim
Build a hitter, pitcher, catcher or two-way player and take a single baseball career through school, the draft and the pro years.
162-0 Baseball Draft & GM Team is about assembling a club: a position-by-position draft compared on statistics such as ERA, WHIP, on-base ability and WAR, a projected 162-game record, and a Franchise GM Mode for the batting order, rotation, bullpen and payroll. Baseball Career Sim 2026 is about one player: you choose the position and archetype, then play through innings, counts, runners and bullpen decisions as the career develops. The GM game suits anyone who likes reading a stat sheet; the career sim suits anyone who wants to live a season at a time.
Batting average, on-base percentage and slugging percentage are all defined in Rule 9.21 of the Official Baseball Rules, and each answers a different question. The beginners’ guide and the OPS explainer walk through them, and the batting average calculator computes them from a hitter’s line.
ERA charges a pitcher for earned runs, WHIP for baserunners, and strikeout and walk rates for the outcomes a pitcher controls most directly. The ERA and WHIP explainers show where each one misleads; the ERA calculator handles innings written as 6.1 and 6.2.
Batting orders, roster construction and the projected record belong to the GM side. Pitching roles, two-way players and aging curves matter most over a single career.
What ERA, WHIP and WAR are telling you on a draft card, what they leave out, and how to read a projected 162-game record without over-trusting it.
The scorebook numbers 1 to 9, what each fielder is responsible for, the few rules written for specific positions, and how to read a play like 6-4-3.
What each pitching role actually does, how workload and leverage differ, and why a bullpen is built the way it is — with the simulation consequences of each.
What a two-way player is, why the role almost disappeared, what it costs a development budget, and how a two-way career behaves inside a baseball simulation.
BABIP is batting average on balls in play. The formula, why strikeouts and home runs drop out, and how much of it is luck for hitters versus pitchers.
ERA charges a pitcher for his fielders, his luck and the order of events. FIP rebuilds it from the outcomes he controls. How it works, and when ERA still wins.
WAR sums batting, baserunning, fielding and positional runs, sets the baseline at replacement level and turns runs into wins. Each step, and where sites differ.
A beginner's method for scoring a game: position numbers, marks like 6-3 and K, a worked half-inning, the scorer's judgment calls and how a box score is proved.
Usually not: a sacrifice bunt tends to lower expected runs. Run expectancy applied to bunts, squeezes, steals and intentional walks, with the arithmetic shown.
OPS+, wRC+ and ERA+ all set 100 as league average. What each one adjusts for, how each is calculated, and why two can disagree about the same hitter.
Most hitters do better against opposite-handed pitchers. Why the platoon advantage exists, how big it is, why small splits mislead and what reverse splits mean.
How slugging percentage and OPS are calculated, why adding two rates with different denominators is a compromise, and what OPS is genuinely good for.
How earned run average is calculated, what counts as an earned run, why ERA flatters some pitchers, and how to read it in a simulated season.
Walks and hits per inning pitched: how WHIP is calculated, what it captures that ERA misses, and what it deliberately ignores.
ERA, WHIP, OBP, slugging, fielding percentage and WAR, each with the formula and a worked example, plus what every one of them fails to tell you.
Fourteen pitch types, grouped by what they do to a hitter: raw speed, late movement, spin and changes of pace. How each one works and how often you will see it.
What each spot in a batting order is traditionally for, how much lineup order actually changes run scoring, and how to build one in a simulation.
How a baseball game works under the 2026 rules: innings, outs and the count, force and tag plays, tagging up, the ground-rule double and the DH, explained.
A batter can run on an uncaught third strike only if first base is empty or there are two out. A table for every case, and how the play is scored.
No team has gone 162-0. The record is 116 wins, reached in 1906 and 2001. The record book, why the season became 162 games, and how unlikely perfection is.
The infield fly rule stops a fielder dropping an easy pop-up to turn a double play. Its conditions, what runners may do, and the edge cases.
Minor league levels in order, from the rookie complex leagues to Triple-A: who plays where, what a promotion signals and what changed in 2026.
A no-hitter allows no hits; a perfect game allows no baserunners at all. How each is defined, why 50 no-hitters were erased in 1991, and where a shutout fits.
For the 2026 MLB season: 15 seconds with the bases empty, 18 with runners on, two disengagements per batter, shift limits and the extra-innings runner.
A balk is an illegal act by the pitcher with runners on base, and every runner moves up. The 13 balk actions, the penalty and the disengagement limit.
Career modes are written about as growth stories, but every career has a second half. What the research says about peak age, and how to play the years after it.
How position choice, development and situational decisions shape a career in Baseball Career Sim 2026, and what the simulator models behind each at-bat.
Inside a sports sim: how ratings become probabilities, where randomness enters, the two main engine designs, and what a simulated record does and does not mean.
These use our baseball apps as the example, but the ideas apply to every sport. More are collected on the sports index.
The two dominant sports-game formats compared on session length, decision type and replay value, with an honest account of what each one is bad at.
What a sports career mode really simulates: progression curves, opportunity gating, situational sampling, and the loop between playing time and development.
Why a better roster still loses, how season length compounds small edges, and how many runs you actually need before a simulated result means anything.
The full slash line, isolated power and BABIP from one hitter’s counting stats.
Open the calculatorERA (for nine-inning or shorter games), WHIP, rate stats and FIP from a pitcher’s line.
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The winning percentage and record a team’s points scored and allowed imply, with sourced exponents.
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A fair random draft order, and every team’s pick numbers in a snake, 3RR or straight draft.
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The chance of a perfect or unbeaten season from one game’s chance of a win (and of a draw), with the assumptions stated.
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Exact pick-by-pick chances for a weighted draft lottery — MLB’s 2026 odds or your own league’s — plus repeatable simulated draws.
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The magic number to clinch, the trailing team’s elimination number, games behind and winning percentages for a two-team race.
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