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League Rules at a Glance

These are the rules actually applied in ROBOT BASEBALL's fictional league (working title: GRL). They are based on how Korean pro baseball is run and match the in-game 📖 Rules menu.

Setting: the Galaxy Robot Baseball League

When the colonization of the Solar System was complete, surplus work robots piled up in the Megafactories. Maintenance engineers installed throwing and batting protocols in these robots and held the first robot baseball game on a vacant lot next to a factory on Mars. As the interplanetary broadcast network spread, parent companies on each world founded home clubs and built ballparks. Ten clubs from ten worlds, joined into one league, make up today's Galaxy Robot Baseball League.

In this gameIn baseballDescription
UnitPlayerA robot that plays in games. Name prefixes (TITAN-, AXIOM-, etc.) indicate the manufacturing lineage (production line and design lineage).
OperatorManagerA robot dedicated to command. Called by a code name and a nickname (e.g. OP-K17 "Dohyun").
System DirectorGeneral ManagerA front-office robot (e.g. DIR-X42 "Seoyun").
Maintenance EngineerCoachA staff unit that upgrades and maintains units.
OwnerOwnerThe parent company's management AI (e.g. Hanbit Group's mother AI "Hanbit Core").
Fan unitFanSpectator drones and cheering robots rooting from the stands and over the orbital broadcast network.
Credits (CR)Club fundsEarned from tickets, merchandise, broadcasting and sponsors; spent on facilities, staff and signing bonuses.
Operating power (kW·season)SalaryThe amount of power reserved for a unit for one season. The club buys it with credits and allocates it. Robots run on power; clubs run on credits.

Game-day weather is space weather. There is solar wind (longer fly balls to the outfield, higher sensor load), gravity currents (shorter fly balls, slower wheel acceleration), plasma heat belts (more overheating), asteroid particle belts (lower optical sensor accuracy), cryogenic orbits (more cooling, lower battery efficiency) and nebula shadow (sensor signal interference). Units are built in the Solar Federation Megafactories or in outer-system manufacturing systems such as Alpha Centauri, Sirius and Proxima.

Regular Season

Standings tiebreakers

Win% is calculated as W ÷ (W + L); ties are excluded. If teams have the same Win%, they are ranked by most wins, then by run differential. The top 5 teams in the Regular Season advance to the Postseason.

Game rules

Live play and tactics

This is exactly how the game engine behaves — the same as the in-game 📖 Rules → Live Play & Tactics tab. Click a heading to expand it.

How a game plays · view modes
When changes take effect
Leave to the Engineer (auto)
Offensive and defensive calls
Clutch moments · key situations
Mid-game talk

Postseason (step-ladder)

Each time the lower-ranked team wins, it climbs one step to face the next higher-ranked team: 4th vs. 5th → winner vs. 3rd → winner vs. 2nd → winner vs. 1st.

RoundFormatHome field
Wild Card RoundUp to 3 games, first to 2 wins. The 4th seed starts with a 1-win advantage (4th needs 1 win, 5th needs 2 straight).All games at the 4th seed
Semi-PlayoffBest of 5Higher seed hosts Games 1, 2 and 5; lower seed hosts Games 3 and 4
PlayoffBest of 5Same as the Semi-Playoff
Space SeriesBest of 7Regular Season 1st-place team hosts Games 1, 2, 6 and 7; opponent hosts Games 3, 4 and 5

The Space Series champion is the defending champion until the next Space Series ends, and its emblem gets a gold border. A Space Series MVP is named, the champion club gains a lot of trust from its owner AI, and an orbital starship parade, a celebratory flight around the home world, is held. Postseason stats are tracked separately from Regular Season stats.

💡 The gap between 4th and 5th is huge. The 4th seed needs only one win in the Wild Card Round and plays every game at home, so late in the season, holding on to 4th often matters more than reaching 3rd.

Rosters

Contracts and Free Agency

Trades

Tips for making good trades are covered separately in Scouting, Draft, Free Agency & Trades.

Coaching staff (engineers)

Engineer ratings run 1–20 (10 = league average) and are used only for the items below — also shown under 📖 Rules → Staff & Scouting and Club → Coaching Staff.

RoleWhere the rating matters
Hitting EngineerHitter upgrade modifier ((avg with Fielding − 10) × 0.08) · Strategy Lab mastery gain (avg with Pitching: 0.9 + avg × 0.05 per day) · trade opinions on hitter deals (lower = bigger misjudgment) · scouting report on opposing pitchers
Pitching EngineerPitcher upgrade modifier ((rating − 10) × 0.08) · pitch development chance ((rating − 10) × 2.5 pts) and training time (40 + (20 − rating) × 1.5 days) · Strategy Lab mastery · trade opinions on pitcher deals · scouting report on opposing hitters
Fielding & Baserunning EngineerHitter upgrade modifier (averaged with the Hitting Engineer)
Conditioning EngineerUpgrade modifier for every unit ((rating − 10) × 0.03)

Pre-game scouting report

On game days, open it from the Home 'Next Game' card (📋 Scouting Report) or on the live screen before the first pitch: the opposing starter (hand, velocity, stuff, control, endurance, pitch mix, weak side), key hitters and hot/cold bats, lineup handedness, last 10 games and streak, season series, and a suggested plan (e.g. have a right-handed pinch hitter ready against a lefty).

Rivalries