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๐Ÿ“– Official Guide ยท v3.10.00

Game Guide

Everything from UI basics to advanced development systems โ€” sourced directly from the official MLB Rivals community guides.

๐Ÿ  Getting Started ๐Ÿƒ Player Cards โš™๏ธ Development ๐Ÿ“Š Deck Score ๐ŸŽฎ Game Modes โšพ Gameplay
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Getting Started

๐ŸŽฎ
Main Lobby & Menu

The main lobby is your hub for everything in MLB Rivals. Your preferred team emblem shows your team name and active lineup OVR โ€” tap it to reach your Profile page.

  • Mode Select โ€” opens all available game modes (League, Rival Series, Exhibition, etc.)
  • Scout โ€” recruit new players via scouts and packs
  • Lineup โ€” set up and manage your team rosters
  • Development โ€” upgrade and train individual player cards
  • Shop โ€” purchase items, packs, and resources
  • Play Pass โ€” complete daily/weekly missions for rewards
  • Inbox โ€” claim purchases, gifts, and event rewards
  • Storage โ€” holds player packs and items you own
  • Trade Event โ€” participate in the active trade event
  • Guide Missions โ€” structured missions to help you progress
  • Club โ€” join or manage your club and participate in Club Battles
๐Ÿ’ก

Daily Check-In gives you free resources every day โ€” don't miss it. Guide Missions are the fastest way to build a strong early roster with guaranteed rewards.

๐Ÿ“‹
Player Index

The Player Index lets you browse every player card and skill available in the game. Cards you've already obtained appear in full color โ€” unowned ones are grayed out.

  • Advanced Search โ€” filter by name, OVR, team, card type/grade, and position
  • Sort Options โ€” sort by rarity, year, stats, position, owned status, or deck score (ascending/descending)
  • Wishlist โ€” bookmark cards you want to target in scouts
  • Skill Index โ€” view every pitcher and batter skill with full grade-by-grade effect breakdowns
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Player Cards

๐Ÿ“บ
Live & Season Cards
Live Cards
Deck: 8โ€“30
Reflect current MLB season performance. Stats are updated dynamically until season end. WAR determines deck score. Graded S, A, B, or C based on base OVR.
Season Cards
Deck: 4โ€“20
Reflect final regular season performance. Live cards convert to Season cards at season end based on their closing OVR. Graded S, A, B, or C.
๐Ÿ’ก

Live cards are dynamic โ€” a player having a great year will see their card OVR and deck score rise week-by-week. Check the Live Update tab to see stat changes across all teams.

โญ
Special Cards โ€” Impact, Prime & Signature

Special cards represent the elite players from each MLB season. They carry both a Team Deck Score and a Special Deck Score, and can be developed far beyond standard Live/Season cards.

Impact
Deck: 13 โ†’ 19
Base Special card. +1 to all stats vs same-year Season card. Max deck score 19 via Special Training.
Prime
Deck: 16 โ†’ 22
Key team players. +2 stats vs Season card. Comes with an A-grade skill. Max deck 22 via Special Training.
Signature
Deck: 20 โ†’ 26
Top franchise players. +2 to +4 stats. Highest MAX development level of all grades. Max deck 26 via Special Training.
โš ๏ธ

Special Training is the key to maxing deck scores. Prioritize same-team materials for double the EXP gain.

๐ŸŒŸ
FA Cards (Free Agent)

FA Cards let you field star players from any team. When registered to your lineup, they receive your preferred team's full Deck Score effect โ€” but carry slightly lower deck scores and base stats than their Special Card counterparts.

  • Lineup Limit: Up to 5 FA Cards total โ€” max 4 pitchers or 4 batters. Two-way players count as one card regardless of role.
  • Acquisition: Open FA Card Packs, or convert an existing Special Card using FA Contract Tickets (development progress is preserved).
  • Development: FA Cards require less EXP for Limit Break and Special Training than Special Cards โ€” faster to develop overall.
  • Upgrade gap: FA Cards have 4โ€“5 OVR lower Upgrade stats than the equivalent Special Card rarity.
  • Cross-material: FA and Special Cards of the same player can be used as Limit Break and Special Training materials for each other.
๐Ÿ’ก

When converting, using a Special Card of the same position as the target can reduce the FA Contract Tickets required. FA Cards of the same rarity also qualify as conversion material.

โœจ
Moment, WBC, & HOF Cards
Moment
Event Exclusive
Limited-time cards tied to historic or in-season performances. Each carries a named emblem (Slugger, Frontline, Closer, etc.) reflecting the performance type.
WBC
WBC Event
World Baseball Classic exclusive cards. WBC Signature, Prime, and affiliated Moment cards. Available through WBC event scouts and packs during the 2026 WBC promotion.
HOF
Hall of Fame
The rarest cards in the game. Legendary all-time players enshrined in the National Baseball Hall of Fame. Unique HOF-tier skills and potentials. 2ร— Special Training EXP applies to all eligible teams for HOF cards.
๐Ÿ’ก

HOF cards with multiple team affiliations (e.g. Greg Maddux โ€” Braves and Cubs) receive 2ร— Special Training EXP from materials of all eligible teams without needing to change the HOF card's team setting.

โš™๏ธ

Player Development

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Upgrade

Upgrading is the primary way to increase a player card's OVR. Player cards, upgrade material cards, and points are consumed per attempt. Each card grade has a cap on the stats increase per level.

1
Base Level
All players start upgradeable to Level 10. Each successful upgrade raises OVR within the grade's per-level cap.
2
Boost Gauge
Fill the boost gauge by attempting upgrades. A bonus success rate applies once full. Every failed upgrade adds a booster rate until the next success.
3
Critical Upgrades
Using the exact same player as material applies a Critical rate โ€” jumping 2 levels simultaneously. Upgrade Success and Critical Badges further boost these rates.
4
Material Restrictions
Materials must meet a minimum OVR requirement based on the upgrade level and target card grade.
โš ๏ธ

Limit Break is required to upgrade beyond Level 10. Each Limit Break raises the cap by +2, up to a max of Level 20.

๐Ÿ’ฅ
Limit Break

Limit Break expands a card's development ceiling. All players can Limit Break up to 5 levels.

  • Materials: Limit Break EXP cards, Limit Break Tickets (instant +1 level), or the same player as material card
  • Live/Season: Only the same player can serve as material
  • Special cards (Impact/Prime/Signature): Same player at any grade works as material
  • Each Limit Break: Raises the MAX Upgrade level by +2 (up to Level 20 total)
  • Special Training bonus: MAX Special Training level increases at Limit Break Lv. 2 and Lv. 4 for special cards
  • Potential unlock: Reaching Upgrade Lv. 10 unlocks all Potential stages at once
๐Ÿ“ˆ
Training, Training Boost & Skills

Training increases individual stats on a player card. Once max training is reached, Training Reallocation lets you redistribute stats โ€” select 1 stat to receive the least allocation, useful for optimizing a card's build.

  • Skills: All stats have a grade โ€” S, A, B, C, D. Players start with 3 D-grade skills (Prime cards start with 1 A-grade skill in slot 1)
  • Skill upgrades: Feed material cards to raise skill grades over time
  • Skill Level Effect: Activates based on the combined level of a card's 3 skills โ€” note this is separate from Position Training's skill bonuses
  • Training Boost: Accelerates training EXP gain. Boost level affects how much EXP is transferred in Development Transfers
โš ๏ธ

Signature cards can reallocate only specific stats. The reallocation is irreversible โ€” plan your stat priority before committing.

๐Ÿ‹๏ธ
Special Training

Special Training applies to Impact, Prime, Signature, and FA cards. It's one of the most impactful systems for increasing both OVR and deck score.

  • Uses: 1 time when first obtained; up to 3 additional times via Limit Break (total 4 max)
  • Materials: Special Training Tickets, Special Training EXP cards, or other special player cards
  • Same-team bonus: Materials from the same preferred team grant double EXP
  • Ticket shortcut: Special Training Tickets raise the level by 1 regardless of current EXP
  • Each level: Deck score +2 and +1 to a stat of your choice
๐Ÿ’ก

Maxing Special Training on a Signature card raises its deck score from 20 to 26. Always use same-team cards as materials whenever possible to cut EXP costs in half.

๐Ÿš€
Transcendence

Transcendence is an advanced development system for special cards (Impact, Prime, Signature, and FA), with a MAX level of 9.

  • +1 level: Use a card of the same team, rarity, and position as material
  • +3 levels: Use the exact same player and rarity (any team)
  • FA compatibility: FA Cards of the same rarity can be used as materials for Special Cards and vice versa
  • Signature/FA Signature: Different player but same rarity materials grant +1 (team-matched) or +3 (same player)
๐Ÿ”‘

Transcendence Lv. 9: Impact and Prime cards at max Transcendence can undergo a higher-grade conversion, developing into a higher-rarity card of the same player via the player recruitment system.

๐Ÿ”ฎ
Potential

Potential adds unique passive bonuses to player cards. It's unlocked and expanded through upgrades and Limit Break.

  • Unlock: Reaching Upgrade Lv. 10 unlocks all Potential stages simultaneously
  • Earn Potential Notes: Play Special Match (Potential Game) to collect the 5 types of Potential Notes used for development
  • Reset: Potential can be reset from Limit Break Level 1 onward to re-allocate bonuses
  • HOF Potentials: HOF cards have their own named unique Potentials distinct from standard cards
๐Ÿ’ก

After a Development Transfer, the Potential resets automatically. Re-unlocking requires reaching Upgrade Lv. 10 again on the target card.

๐Ÿงฉ
Position Training

Position Training applies stat and skill level boosts to players registered in your lineup's position slots. Effects carry across all lineups and are long-term investments in your team.

  • Pitcher slots: Effects are applied based on the pitcher strategy you have set โ€” if you run 6 starters and 2 closers, develop those position slots accordingly
  • Relief pitchers: Numbered top-left to bottom-right, regardless of specific position
  • Level Bonus Effect: Can be reset with a Level Bonus Effect Reset item (the previous effect may reappear)
  • Material Reset Ticket: Changes the required material card to a different player from the available list
  • No final confirmation: Position Training executes immediately when all required materials are registered โ€” no undo
  • Exclusions: Position Training effects do NOT apply in RBI Battle or Ranked Slugger
โš ๏ธ

The skill level effect (which activates based on 3 skill levels) is NOT boosted by Position Training's skill level increase โ€” they are separate systems.

๐Ÿ”„
Development Transfer

Development Transfer moves all accumulated development (Upgrade, Training, Limit Break, Special Training, etc.) from one card to another of the same player.

  • Eligibility: Same player across Live/Season cards, or across Impact/Prime/Signature (including FA) cards. Different teams are allowed.
  • Two-way players: Batter and pitcher development must be transferred separately and only to the same position type (no pitcher โ†’ batter transfers)
  • Requirements: A Development Transfer Ticket + sufficient points for the target card's level
  • Transfer Card: Is NOT consumed โ€” it remains but all development resets to zero
  • Excess EXP: Any Limit Break or Special Training EXP beyond the target card's max is discarded
  • Potential: Resets automatically after transfer โ€” must be re-unlocked via Upgrade Lv. 10
๐Ÿ’ก

Use Development Transfer to move a fully-developed Live card's progress to the same player's newly-released Signature card without starting from scratch.

๐Ÿ“Š

Deck Score & Lineup

๐ŸŸ๏ธ
Team Deck Score

Team Deck Score is the sum of deck scores from all preferred team players in your lineup. Higher totals unlock increasingly powerful team-wide effects โ€” batting, pitching, and fielding bonuses that compound across your whole roster.

  • Live cards: deck score of 8โ€“30 (based on WAR)
  • Season cards: deck score of 4โ€“20
  • Building a full preferred-team lineup dramatically increases this score vs. mixing teams
  • FA Cards count toward the preferred team's deck score effect when in your lineup
๐Ÿ’ 
Special Deck Score

Special Deck Score is the sum of deck scores from all special cards (Impact, Prime, Signature, FA) in your lineup โ€” regardless of team. This unlocks separate bonus effects that stack with Team Deck Score.

Card TypeBase DeckMax (with Special Training)
Impact1319
Prime1622
Signature2026
FA cardsSlightly lower than equivalent Specialโ€”
โšก
Rival Pick & Rival Link

Rival Pick lets you designate a special card as your team's key player. The Rival Link system then applies bonus stats and additional deck score to all cards that share the Rival Pick's team and player name.

  • Example: Selecting PHI Bryce Harper as Rival Pick activates Rival Link bonuses on all PHI Bryce Harper cards across all available seasons, his Signature/Prime/Impact cards, and PHI-affiliated Moment cards
  • FA Cards are excluded from Rival Link bonuses
  • The bonus remains active until you change your Rival Pick
  • Building your lineup around your Rival Pick player maximizes the bonus impact
๐Ÿ’ก

Choose your Rival Pick based on which player you have the most versions of in your collection. More Rival Linked cards = more bonus deck score across your lineup.

๐Ÿ“‹
Lineup Settings

The Lineup screen gives you full control over your roster configuration. Multiple lineup slots are available โ€” one for league play, one for battle modes.

  • Auto-lineup: Automatically builds a lineup using your preferred team's players, or using the highest-OVR players across your collection
  • Copy lineup: Instantly clone a lineup configuration to another slot
  • Batting order: Manually set your hitting order for optimal lineup synergy
  • Pitcher strategy: Set starter/reliever/closer rotation and order
  • Fielding positions: Assign alternate positions for eligible players
  • Deck score toggle: Show or hide each player's deck score contribution in the lineup view
  • Live stat adjustments: Check how current LIVE updates have changed player stats relative to their card
๐ŸŽฎ

Game Modes

๐Ÿ†
League Mode

League Mode is the core single-player progression mode. You play through a full MLB season schedule against AI opponents. Each game costs 5 Balls to enter.

  • Difficulty levels: Higher difficulties have more games per season and better rewards
  • Quick Play: Simulates the entire game automatically. Chain multiple games using Quick Play Tickets
  • Highlight Play: Simulates the game but lets you intervene manually at decisive moments. You can choose not to intervene for specific at-bats

Rewards:

  • League Rank Reward: Based on your final standing after the season โ€” higher difficulty, better rewards
  • Player Card Rewards: Season/Live cards earned based on regular season performance. Higher difficulty and final rank = higher OVR cards available
  • Postseason Rewards: The further you advance in the postseason, the more reward players become selectable
๐Ÿ’ก

Push to the highest league difficulty you can sustain. The jump in reward card OVR is significant โ€” even finishing mid-table in a harder league outpaces winning a lower one.

โš”๏ธ
Rival Series

Rival Series is the competitive PvP mode. Your lineup's Potential and skills are applied as an overall value accounting for both development amount and skill level.

  • Position penalties apply to players used outside their natural position (including pitchers in the wrong role)
  • Players eligible for multiple positions take no penalty for either
  • Stats from Clubhouse Leaders, Position Training, Deck Score, Synergy, and Rival Pick are not applied in Rival Series
  • Team Buff โ€” check the Roster tab under Buffs to see how many players from each team are in your lineup vs. what's required to activate the team buff
๐ŸŸ๏ธ
Exhibition Game

Exhibition lets you set up a one-off game against an AI opponent of your choosing โ€” ideal for practicing your manual play mechanics or trying out different lineup configurations.

  • Opponent selection: Choose any MLB team, their starting pitcher, and home/away setting
  • Selecting your preferred team uses your actual league lineup
  • Any other team will use their standard lineup as it appears in League Mode
๐Ÿ““
Special Match (Potential Game)

Special Match is the dedicated game mode for earning Potential Notes โ€” the 5 types of resources used to develop player Potential.

  • 5 types of Potential Notes are earnable, each tied to different player Potential tracks
  • View your current Potential Note stock and jump directly to the Potential Development screen from this mode
  • Hard mode is available for more challenging (and more rewarding) runs
  • Use Quick Play Tickets to auto-play consecutive games when grinding Notes
โšพ

Gameplay Mechanics

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Hitting System

The hitting system is based on effective velocity. The timing window for a [Good] hit shifts depending on where in the strike zone the pitch is located.

  • Higher & inside pitches: Require faster hit timing to register [Good]
  • Lower & outside pitches: Require slower hit timing to register [Good]

Hit Angle: The direction the ball travels depends on pitch location, not just timing.

  • Higher/inside โ†’ Pull side (left for right-handed batters)
  • Lower/outside โ†’ Push/opposite field side
  • Pull Hitting and Push Hitting skills activate based on the direction of the batted ball, not the timing of the swing
๐Ÿ’ก

Master the effective velocity system to maximize [Good] timing on different pitch locations. Building a lineup with both Pull Hitting and Push Hitting skilled batters gives you coverage across the entire strike zone.

โšก
Skills & Position Penalties

Skills are split into batter skills and pitcher skills, each graded D through S. Leveling them up through the Skill Index or development screen increases their in-game activation strength.

  • Skill grades: S, A, B, C, D โ€” S-grade skills have the highest activation strength and effect
  • Position penalty: Playing a card out of its natural position incurs a stat penalty. Applies in most modes except where explicitly excluded
  • Multi-position players: Cards eligible for multiple positions (e.g. 1B/LF) receive no penalty for either registered position
  • Wrong pitcher role: Using a starter as a closer or vice versa also triggers a penalty โ€” set your pitcher strategy correctly in the Lineup screen