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Teammate Relay

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Connect two careers.

Build a chain of MLB teammates from the start player to the target. Use as few added players as you can.

  • 10 player spots. Start and target don’t count. The target joins automatically.
  • 3 undos. Take back your last player. Each Undo costs one point.
  • No timer. Only verified connections add a player. Rejected picks use no spots or undos.

Checking your session…

Your relay & verified connections

How Teammate Relay works

  1. Connect the start player to the target by adding former MLB teammates. Each player can appear only once.
  2. Every connection requires recorded overlap on an MLB roster. Starting pitchers do not need to appear in the same game. Playing for a club in different seasons does not qualify.
  3. When your pick was also the target’s teammate, the target is added automatically. You never need to enter the target.
  4. Use up to 10 intermediate players. The start and target do not count. Every verified route can win; use as few players as you can.
  5. You have 3 undos. Each takes back your last choice. Invalid or unresolved connections cost no player spots or undos. Reloading keeps your progress and remaining undos.
  6. Matching or beating this Daily’s reference route with no undos earns 100 points. Longer routes earn proportionally fewer points; each undo costs one point. A completed relay earns at least one point.

There is no timer. Everyone gets the same Daily, resetting at midnight New York time. Your guest or signed-in account has one saved attempt per date. Finishing or giving up is final; you can review your route and play released past Dailies.

Verified connections show the club and supporting dates. Player and jersey artwork is stylized and may represent another season.

Give up this Daily?

This saves a zero-point result and ends your attempt. Your accepted connections stay available to review. You cannot restart this Daily.

How Teammate Relay works

Teammate Relay asks you to connect two baseball careers through players who were teammates. The challenge is choosing useful bridges: a well-travelled player can connect clubs and generations, while a familiar franchise star can open a different route. There is no timer, so you can think through each step.

How to play

  1. Start from the player at the left and search for a former teammate. Each accepted player becomes the next link in your chain.
  2. Use each player once, with up to ten intermediate players. The starting player and target do not use those places.
  3. Reach someone who also connects to the target and the game adds the target automatically. You have three undos to remove the last intermediate player if you want to change direction.

Scoring

A win matching the best route without undos earns 100 points. Longer winning routes earn proportionally fewer points, and each undo subtracts one. For example, four intermediate players against a round target of two, with one undo, earns 49. The start and target are excluded from those counts. Any completed relay earns at least one point; giving up earns zero.

Playing tips

Consider the target's teammates as well as the current player's. Players with several club stops can bridge those groups. Picks that are not accepted use no player spot or undo, but a successful detour can make your eventual route longer.

Have a question about a rule or result? Contact the ballgames.app team.