The Retro Bowl Draft: Reading Potential, Positions and When to Trade Down
Published · 1 min read
Stars are potential, not ability
Each prospect shows a star rating and a position. The stars are how good the player can become with training, not how good he is on day one. A five-star rookie may start the season below a three-star veteran and finish it well above him. If you have a training facility, always take stars.
Which positions to take early
Quarterback first, whenever a high-potential one appears, because every receiver benefits. Wide receiver and tight end second, because speed and catching are the stats you feel on every throw. Offensive line third; a good line is invisible until you lose it.
Which positions to leave
Kickers and defensive players. A kicker with an average rating makes the kicks you should be attempting. Defensive players matter, but the defense is simulated and a strong coordinator lifts the whole unit; one star defender in a poor unit changes little.
Trading the pick
If the top of the draft has no quarterback or receiver you want, trade the pick for an established starter. Draft picks have a fixed value in Retro Bowl's trade screen and a veteran on a short contract fills a hole immediately.
Contracts on rookies
Rookies come on cheap, long deals. Sign the ones who grow and let the ones who stall walk at the end of the contract; a training facility makes the growers obvious by mid-season.
More from the blog
- How Retro Bowl Passing Works: Arc, Lead and the Interception Rule
What the drag actually controls, why a long throw arrives late, and the pattern behind most interceptions.
- The Other Games on This Site: Football First, Then Sports and Classics
A short tour of the shelf: the 4th and Goal editions, Retro Bowl College, the penalty games and the classics we keep for half time.
