Appearance
Trades
For how trades work in every game, see Trades. This page covers basketball. In FTG Basketball the screen is named Trades.
Build a trade
- Open Trades and pick the other team in the header. Both rosters load.
- Add the players each side sends. To add a draft pick, select it in the Draft picks list. See Pick trades. The deal box for a side stays hidden until you tick a player or pick a draft pick.
- Read the head of each pane. It shows "N / 15 after", the number of men on that club's standard roster once the trade runs.
- Read the Balance line. It shows the payroll swing and whether the league allows the deal. It does not say whether the other team takes it.
- Read the verdict. This trade is legal means neither team trips a cap or roster rule. The league refuses this trade names the rule that refused it. Salary has to work as well as talent.
- Select Send offer and confirm with Send it.
A team that nobody runs answers at once. A team that a person runs answers when that person does.
Uneven trades
A club whose standard roster would finish over 15 men after the trade must release men in the same trade. The number of releases is the growth past the larger of 15 and its roster before the trade. Released men take dead money, as with a normal cut. Releases happen only when the trade executes.
- When your club must release, the button reads Choose who to release. Pick the men in the release picker. It shows each man's dead money. The game re-checks the deal with your picks before Send offer opens.
- When an AI partner must release, a line under the verdict names the men the AI will release.
- When a person runs the partner club, that person picks the men to release at accept.
- A man you release must be on your standard roster and hold a live contract. He must not be a two-way man and must not be in the deal.
Fix a refused deal
Make it work opens a dialog that looks for a change that makes the deal legal. It may suggest adding a pick of yours, or adding a player. When the partner's roster is full, it can suggest a swap instead, for example "Send X instead of Y and Z". Select a suggestion, or Swap, to change the offer.
Shop a player
Tick exactly one of your own players and no picks, then select Shop him. The game asks every AI team what it would give. Select an offer to load it into the builder, then send it the usual way.
Trade block
Open Trade block to list players and to read offers.
- League shows the players other teams have listed. Your club shows your own players.
- Select List next to your player to list him. Select Take off to remove him. Listing commits you to nothing. It tells the other twenty-nine teams, and the people who run them, that you would listen.
- Select Shop on your player to ask every AI team for offers.
- Select Trade on another team's player to build an offer for him.
The offers box has these tabs: Inbox, Sent and Settled. The commissioner also sees To rule. Select Accept or Reject on an offer in your inbox. If accepting takes you over 15 men, the game asks who to release first. Accepting plays the trade out at once and you cannot undo it. Both teams lose their saved rotations. If the league has the trade veto on, accepting sends the deal to the commissioner. Nothing moves until the commissioner selects Let it stand or Veto.
When a person takes over a club, the game voids two kinds of that club's trades: any deal waiting for the commissioner, and any offer the club sent that has no answer yet. Each one shows as Expired. An offer sent to the club stays open, and the new GM decides it.
The reason under an offer is the front office's own, written when it decided.
The deadline
Deadline shows how many days remain until trading closes, and the calendar date after which trades lock. Trades lock after the deadline day and reopen with the new season. Picks still trade in the draft room during the draft. A league can also run with no trade deadline. Then the Deadline screen reads "No trade deadline. Trading stays open all season."
See Run your season for where the deadline falls in the calendar.