Plan your draft before the clock starts. For every spot, line up a first, second and third choice, see how the computer drafts and who it is likely to grab first, and check your plan against the salary cap. Your plan follows you from game to game.
Budget check
Who the computer takes first
How the computer picks
It takes the priciest player it can afford, with a random nudge of up to 15% up or down.
It leans toward hitters or pitchers, whichever side of its roster is shorter.
A coin flip decides who picks first.
So the highest-priced players go first, and the middle of the pool lasts longer. The lists below are the three players at each spot the computer is most likely to take, from 600 simulated drafts (an estimate).
How to read them
Likely gone means the computer takes him in half or more of the drafts by that pick. Might go is 15% to 50%. Probably there is under 15%. By pick 3 is the computer's first three picks, by pick 9 its first nine.
Your shortlist
Your starred players come first, then the best by Runs+ at or under your price limit. Search to see anyone.
Your plan
The order you plan to take them
Best buys
Notes
Anything you want to remember for your drafts. It saves as you type and stays with your notebook.
Why plan ahead
In a mock draft you get 60 seconds a pick. That is not much time to read cards and check a budget. The notebook is where you do that thinking first, so on the clock you are just following your plan.
How to use it
Choose three players for each spot. Press Choose your first choice on a spot, then add a second and third as backups. Starred players are listed first, and you can search for anyone.
Say when you will take him. Early means one of your first 3 picks, middle is picks 4 to 9, late is picks 10 to 18. A badge on each choice shows how likely the computer is to take him before your pick, so you know which spots to fill first.
Check the budget. The notebook adds up your first choices against the cap, and prices every empty spot at its cheapest, so it can tell you how much room you really have.
Draft with it open. In the draft room your plan sits next to the scout: the next spot on your plan, your first choice who is still available, and a Draft button. If the computer takes your first choice, your second is right there.
It stays with you. Your plan and shortlist are saved on your device, and when you are signed in they follow you to every device and every game, so you build one strategy and keep refining it.
What the numbers mean
Runs+ is how many runs a player's season is worth over an average player. It is the fastest way to compare anyone from 1901 to today.
Price. Every price is $1M for taking a spot plus a charge for the runs a player adds: about $0.21M per run for a hitter, $0.26M for a starter and $0.30M for a reliever. So bats are the cheapest source of runs and relievers the most expensive, and a star gives you more for each dollar than a cheap player does, because the $1M for the spot is spread over more runs. These are facts about the price scale. The dice still decide every game.
Bargain means a player's price is below what his real season says he is worth. There are 47 of them in the game.
Risk is the share of simulated drafts in which the computer takes a player before your pick. It is an estimate: the real computer also follows the salary cap and the positions it needs, which the simulation only roughly includes.
Room to spare is the cap minus your first choices minus the cheapest way to fill every other spot. It is the same number the draft room shows.
Legends are the 45 highest-rated seasons. In a mock draft they are locked until you win 3 games with a team you drafted. In a league or at a free table they are open to everyone.