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Baseball GM guide: tips to build a winner

RetroGM Baseball GM is a free baseball general manager game in your browser: 30 teams, a 162-game season played pitch by pitch, a 26-man roster with 14 more on the farm, arbitration, free agency, the July draft and a 12-team postseason. This guide explains what wins games and how to keep a winner together without a salary cap.

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Your first season: read the desk

The GM desk shows what needs you now, the three goals of your season challenge and the next game. Anything you leave alone, the assistant handles. Ratings run from 0 to 100: around 45 is a bench player, 55 a regular and 65 or more a star; POT is what a young player may reach.

Two lineups, a rotation and a bullpen

Batters hit better against pitchers who throw with the other hand, so your manager writes two lineups: one against right-handed starters and one against lefties. Use it: a left-handed bat who sits against lefties can be an everyday hitter against righties.

The game plan: approach at the plate and on the mound

Choose how your hitters approach the plate and how your pitchers work. Patient hitters draw walks and run up the starter's pitch count, bringing in the bullpen early. Aggressive hitters swing early: fewer strikeouts, fewer walks, quick innings. Power hitters hit more home runs and strike out more.

On the mound, pitchers who attack the zone don't walk anybody but give up harder contact; pitchers who nibble at the corners get free swingers to chase, and walk patient hitters. Read the scouting report of the next opponent, or let the assistant pick the plan.

Contracts without a salary cap

There is no salary cap, but there is a luxury tax: every dollar over the tax line pays a tax, and the rate grows each year you stay over (20%, 30%, then 50%). Know where a player is in his career:

Trades and free agency

Put players from both sides on the table and the bar shows whether the other team would accept; Proposals asks around for offers. The trade deadline is at the end of July. In the winter, free agents want money and years; your training center and facilities help sign them.

The draft and the farm

The draft is in July, during the All-Star break, and the season waits for your picks. Your scouts reveal prospects' true ratings, and draftees start on the farm. Up to 14 players on the farm keep developing; call them up when the big club needs them.

Tip: A rich club grows its young players about two points more per season than an average one. Build the training center early if you are rebuilding.

Team chemistry and the development lab

Players have chemistry types (competitive, vibrant, disciplined, studious, crafty). When 28% of the active roster share a type, the team gets +1 on its ratings every game, and +2 at 40%. Each winter, the development lab lets you set a focus for each player: faster growth there, a little less elsewhere.

The postseason and your owner

Six teams per league reach the postseason: the three division winners and three wild cards, in series of 3, 5, 7 and 7 games. Your owner judges each season on wins, the postseason run, profit and your goals. Every four years the World Classic opens spring training, with your stars playing for their countries.

Quick checklist

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RetroGM Baseball GM is free in your browser, on a phone or a computer, with no account and no download. Your save stays on your device and the game works offline.

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