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Glossary — FTG Sports Football

Definitions for OVR, cap hit, TVI, franchise tag, prorated bonus, and every other football-GM term you'll see in FTG Sports Football.

Every football-GM term you'll hit in FTG Sports Football, defined in one line.

OVR (Overall)

A player's current on-field ability, roughly on a 40–99 scale. What the player is right now, not what he will be. Drives snap-share and matchup outcomes in the sim.

POT (Potential)

A player's highest possible OVR. You cannot see it directly. Your scouts read it through a fog that tightens with your talent-evaluation rating.

Grade

A PFF-style per-season performance score, roughly 0–100 with 60 as neutral. Grade is separate from OVR. A mid-OVR starter can still post an elite season in a career year.

AV (Approximate Value)

A single-number per-season measure of what a player produced, derived from box-score stats. Useful when comparing across positions.

AAV (Average Annual Value)

A contract's total value divided by its length. Use it to compare deals of different lengths. Four years and $40M equals a $10M AAV.

Cap Hit

What a player counts against the salary cap in a given year: base salary plus prorated signing bonus. Not the same as what he gets paid that year.

Dead Cap

Cap space you still owe on a player you've cut, from bonus money that already prorated onto future years. Cutting a big deal early is expensive.

Prorated Bonus

A signing bonus paid up front but charged to the cap in equal slices across up to five contract years. Lets teams sign big deals without a year-one cap explosion.

Franchise Tag

A one-year tender that keeps a scheduled free agent on your team at the average of the top salaries at his position. One tag per team per offseason. Expensive.

Practice Squad (PS)

A 16-slot developmental roster. PS contracts are off the salary cap, so you can stash raw prospects cheap. Any team can poach a PS player at any time.

Injured Reserve (IR)

A roster slot for injured players. IR contracts still count against the cap. Season-ending injuries move a player to IR for the year.

Snap Share

The percentage of offensive or defensive snaps a player is on the field for. High-end starters push 90 percent. Role players sit under 40. Drives development and stats.

Depth Chart

The per-position ordering of who plays first, second, and third. The sim runs the top of the chart most. You set it manually or auto-set by realized OVR.

Rookie Contract

A slotted, cost-controlled deal every drafted player signs. Rookie deals run longer and cost less than veteran contracts. Hitting on cheap rookies opens a title window.

Restricted Free Agent (RFA)

A player whose rights his current team can keep by matching any outside offer. Cheaper to retain than an open bidding war.

Unrestricted Free Agent (UFA)

A veteran whose contract has expired and can sign anywhere for any price. The heart of the offseason bidding rounds.

Trade Value Index (TVI)

The sim's internal fair-market score for a proposed trade. Not shown as a number in the UI. You feel it when AI GMs reject fleece offers and accept balanced ones.

Fair AAV

The AAV a player should draw on the open market based on his ability, age, and position. Drives FA bidding floors and re-signing offers.

Talent Evaluation

A coach/front-office rating that controls how accurately your scouts read prospect potential and free-agent ability. Low-eval teams draft blind.

Scouting

The season-long process of narrowing hidden prospect ranges. Every week you allocate scouting focus. Time spent on a prospect tightens his read.

Prospect Arc

A rookie's hidden career path: his ceiling, when he peaks, and whether he busts. You never see the arc directly. You see it play out over four years.

Draft Board

Your team's private ranking of prospects for the upcoming draft. The AI GMs have their own boards. A target of yours may go two rounds early to a rival.

Development Focus

A per-position setting for which side of the ball your staff prioritizes in weekly player development. QB-heavy focus grows QBs faster and everything else slower.

Chemistry

A per-team score that builds through winning stretches and stable rosters and decays through losing streaks and turnover. Nudges close-game outcomes.

Coaching Rating

Role-specialized ratings for head coach, coordinators, and position coaches. Game-day rating swings tight games about 5 percent either way. Development rating shapes offseason growth.

Playoff Seeding

The top seven teams per conference make the postseason. The 1 seed gets a bye and home field through the conference title game. Seeds 2 through 7 play the wild-card round.

Wild Card

The opening playoff round. Seeds 2 through 7 in each conference play three win-or-go-home games. The 1 seed watches from home.

Championship

The season-ending title game between the two conference winners at a neutral site. Winning it puts a banner in your league's rafters for good.

Hall of Fame

A per-league honor for retired players who clear the sim's HoF thresholds for peak, longevity, and postseason production. Your best legends live there for good.

Front Office

Your GM, scouts, and cap staff. Their ratings feed scouting accuracy, contract offers, and AI GM behavior for computer teams.