Dynasty: Run a Franchise Across the Seasons
8 July 2026

From One Game to a Whole World
Full Count plays a game in ten minutes. Dynasty takes those games and builds a world around them - a league you run across the seasons, clubs that grow and fade, a history you write yourself.
It's the campaign companion to the core game, and it's pay what you want. Grab it for nothing if you like.
What It Adds
- League and team building. Roll clubs up by archetype, cellar club to powerhouse. Each gets a ballpark with its own quirks and a franchise player.
- Managers with character. A type and a trait apiece. A steady hand holds a club together, a gambler swings it around, a developer brings the kids on. Front-office confidence decides who keeps the job.
- A full offseason. End-of-season reviews, league awards, the winter meetings, offseason events - all quick dice tables.
- Ratings that drift year on year. Finish high and the field catches you. Finish low and you bounce back. No club is the same two seasons running.
- An optional farm system. The worst teams draft best and call players up into the lineup. The cup of coffee, made literal.
The Long Campaign
The hard part of a closed league is stopping the best club running away with it forever. So the between-seasons engine has a competitive gravity built in: strong clubs get pulled back toward the pack, weak clubs bounce off the floor, but the dice still leave room for a genuinely good side to string a dynasty together before it hands over to someone new. I tuned it across a stack of simulated thirty-season leagues. The result is a table that stays alive for decades, with dynasties that actually mean something.
Start Tonight
Don't fancy building anything? There's a ready-made world in the back - the Federal League, six clubs rated with ballparks and rivalries. Open it, set your targets, and play.
You'll need the core Full Count game to use it. And if you ever want to promote a world all the way up, with rotations, call-ups and a hot stove, that's what The Bigs is for.