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How the ladder, team chemistry and card skills work.

Ladder

Every club starts at 1,000 points. Ladder games move points up or down: beating a stronger club earns more, losing to a weaker one costs more, up to 32 a game.

TierPoints to enterOwned collectibles in lineupLineup cap
RookieStart—720
Amateur1,2003760
Pro1,4006800
All-Star1,6009850
Moving up
Reach the next tier's points with enough owned collectibles in your lineup. Short on collectibles? You hold just below the line until you field them.
Moving down
Fall 50 points below your tier's line and you drop a tier.
Games and tickets
10 ladder games a day are free; after that each costs 2 tickets, up to 50 a day. A win earns 3 tickets, a loss or tie 1. New clubs start with 10.
Defending
While you're away, your lineup defends when other clubs challenge it. Points move either way, and each defending win earns 1 ticket (up to 20 a day).
Seasons
A season is a calendar month. When a new one starts, your points move halfway back toward your tier's line (Rookie: 1,000).

Team chemistry

Starters whose cards share a theme boost each other's skills for the whole game. Bonuses add up, to at most +10 per skill.

Theme stack

Two or more starters of one theme raise that theme's two skills for every starter.

Matching startersBonus to each skill
2+1
3+2
4+3
5+5

Rainbow

Nine starters, nine different themes: +3 discipline and recognition for every starter.

Battery

Pitcher and catcher share a theme: +4 deception and control for the pitcher.

Theme skills

  • Umberpower, bat speed
  • Slatediscipline, composure
  • Blushcontact, timing
  • Maizestamina, velocity
  • Azurerecognition, control
  • Crimsonpower, velocity
  • Mossrange, reaction
  • Steelhands, catching
  • Copperstealing, baserunning
  • Lilacmovement, deception
  • Cavernpower, timing
  • Desertstamina, composure
  • Junglerange, stealing
  • Atlantiscatching, reaction
  • Volcanovelocity, bat speed
  • Articcomposure, control
  • Cosmicrecognition, movement
  • Nostalgiacontact, discipline
  • Fantasydeception, timing
  • Blackpower, deception
  • Redvelocity, contact
  • Stagetiming, composure

From card to ballplayer

Every card's ten feelings and its rating become 23 baseball skills. Each skill blends certain feelings (Power leans on Heart and Brave, Control on Warm and Good), and a higher rating lifts every skill.

Card back: feelings
Same card: baseball strengths

The formula

Skill = (blend of feelings) × (0.7 + 0.3 × rating / 100) + 0.15 × rating, kept between 1 and 100

Kesuhi Blush 74 · power

Blend = Heart 74 × 28% + Brave 100 × 27% + Grow 42 × 13% + Laugh 93 × 12% + the other six 70.0 × 20% = 78.3

78.3 × (0.7 + 0.3 × 74 / 100) + 0.15 × 74 = 78.3 × 0.922 + 11.1 = 83

What feeds each skill

Each row shows how much of a skill comes from each feeling. The darker the cell, the more it counts; the biggest share is outlined.

SkillSmileHugLaughHeartWarmGoodThanksShareBraveGrow
Hitting
contact20%5%10%5%10%25%15%5%2%3%
power2%2%12%28%3%5%3%5%27%13%
discipline8%5%3%5%24%17%22%8%2%6%
recognition12%5%4%4%18%18%25%8%2%4%
timing22%5%18%5%12%18%10%5%2%3%
bat speed7%2%28%18%3%6%3%4%21%8%
Running
sprint speed5%2%27%10%2%4%4%3%20%23%
acceleration6%2%30%10%2%3%3%2%25%17%
baserunning6%5%8%4%13%13%26%11%8%6%
stealing3%2%17%4%7%7%16%5%27%12%
sliding5%6%12%7%8%10%12%6%21%13%
Fielding
reaction8%5%18%5%10%17%15%5%10%7%
range4%4%21%8%3%8%7%4%19%22%
hands8%22%8%8%14%20%10%6%1%3%
catching6%27%6%10%13%20%9%6%1%2%
throw accuracy5%8%6%5%16%22%13%19%3%3%
arm strength2%3%10%24%2%6%3%8%28%14%
tagging3%15%8%8%10%16%12%10%13%5%
Pitching
velocity2%2%12%24%2%5%2%4%31%16%
control5%5%4%4%27%23%18%9%2%3%
movement6%4%16%8%15%18%10%9%7%7%
deception10%4%17%5%14%13%13%12%7%5%
composure6%7%2%10%29%17%16%8%1%4%
stamina3%3%7%22%10%8%5%4%12%26%