How to Win a Snake Draft in Fantasy Baseball

By 4Baseball Staff · · 11 min read

A practical guide to the snake draft: how pick order really works, how to judge positional value, what to do in the early, middle and late rounds, and the mistakes that sink most teams.

A snake draft is the standard way most fantasy baseball leagues pick their rosters. The managers draft in order in the first round, then in reverse order in the second round, then forward again, and so on. The reversal means that the manager who picks last in round one picks first in round two, which keeps the distribution of talent from tilting too far toward the top slot. It does not remove the advantage of an early pick, but it spreads it.

Winning a snake draft does not mean getting the most famous players. It means filling your lineup with the most production at the lowest cost in draft position, in the categories or points that your league scores. The cost is a pick, and picks are scarce: in a 12-team league with 23 roster spots, there are 276 of them, and each manager gets 23. Every decision is a trade of one pick for the value of the player you took, minus the value of the player you did not.

This guide covers the mechanics first, then the thinking: how to prepare, how to value positions, how to approach each part of the draft, and how to adjust when other managers do something unexpected. It does not name players, because the right names change every spring. The logic below does not.

How the snake works, in numbers

In a league of N teams, a manager with slot s picks at position s in odd-numbered rounds and at position N − s + 1 in even-numbered rounds. In a 12-team league, the overall pick number in an odd round r is (r − 1) × 12 + s, and in an even round it is r × 12 − s + 1.

The table shows the first six rounds for three slots in a 12-team league.

Round Slot 1 Slot 6 Slot 12
1 1 6 12
2 24 19 13
3 25 30 36
4 48 43 37
5 49 54 60
6 72 67 61

Two things follow from the table. First, after an even number of rounds, every slot has used the same total draft capital. Add up the six picks in any column and the total is 219. The slots are equal in the sum and unequal in the shape. Slot 1 has the best player available at pick 1, then waits 22 picks before choosing again at 24. Slot 12 picks twice in a row at the turn, 12 and 13, then waits 22 picks until pick 36.

Second, the wait between picks varies by slot and by round. Slot 1 gets consecutive picks at the 2-3 turn (24 and 25) and the 4-5 turn (48 and 49). Slot 12 gets consecutive picks at the 1-2 turn (12 and 13), the 3-4 turn (36 and 37) and the 5-6 turn (60 and 61). The practical effect is that the player you plan to take at your next pick will often be gone by the time it comes around, unless your list has several players of equal value.

Preparation: know your league before you rank anyone

The most common mistake in the draft is to use a generic ranking list that does not fit the league. The same player is worth different amounts in different formats, and a ranking built for a 12-team mixed league with five hitting and five pitching categories will mislead you in a league with different settings. Before the draft, write down:

  • The number of teams and the roster slots at each position, including utility, middle infield, corner infield, bench, injured list and minor-league slots.
  • The scoring: rotisserie categories, head-to-head categories or points, and the exact categories or point values.
  • Any limits, such as a cap on innings pitched or a minimum number of innings, and the rules on adding and dropping players.
  • How a player earns position eligibility on your platform, since multi-position players are valuable for flexibility and the games-played threshold varies by site.

Then build or choose rankings that match. The way rankings are built, and how to adjust them, is covered in how fantasy rankings are built and how to adjust them to your league. The scoring categories matter as well, and fantasy baseball categories explained shows what each category rewards. The format changes the strategy too, and the comparison of roto, head-to-head and points leagues is worth reading before you commit to a plan.

A good cheat sheet has three things: a ranked list, a set of tiers, and a note on the positions where you are thin. Tiers matter more than the ranking itself. A tier is a group of players you consider close to equal in value. If you see five players in a tier, and one of them will probably be available at your next pick, you can take the best player at another position now. If a tier is down to its last player, take him.

Positional value: what a catcher is worth

Fantasy value is relative. A player's contribution is the difference between what he produces and what you could get from a replacement, the free agent or the last starter in your league at that position. That is called value over replacement. A position with a steep drop-off between the top players and the replacement is worth drafting early. A position with a flat drop-off can wait.

Here is a hypothetical to show the logic. Suppose that in your league the tenth-best catcher is projected for 12 home runs and the tenth-best outfielder is projected for 22 home runs. A catcher projected for 20 home runs is worth 8 home runs over the replacement catcher, while an outfielder projected for 30 is worth 8 home runs over the replacement outfielder. The two are equal in value over replacement even though the outfielder hit 10 more home runs. The numbers are made up, and the method is real.

Positional scarcity depends on your league's rules. In a league that starts two catchers, the catcher position is deeper in demand, and the replacement is weaker. In a league with a single catcher slot, the replacement catcher is better. Shortstop and second base are often shallower than outfield in many leagues, but that is a tendency that changes from year to year. Look at last season's pool in your own format before you decide.

Multi-position eligibility is a form of value that rankings often ignore. A player who qualifies at two positions lets you fill a hole late in the draft or adjust to an injury in-season. Break a tie in favor of the more flexible player.

The early rounds (1 through 4)

The first four rounds set the floor of your team. The usual guidance is to take the best available player and let the roster take shape, but with a few exceptions. Do not commit to a pitching or a hitting plan before the draft starts. The rankings will tell you which approach the market favors, and the market is often close to right.

Pitchers are widely seen as the bigger injury risk. That is a reason to take a hitter over a pitcher of equal projected value, but it is not a reason to avoid pitching entirely. An ace gives you a large share of a category such as strikeouts and helps the ratios of ERA and WHIP, and a few elite starters are scarce.

Avoid taking a closer early. Saves are volatile because relievers lose and gain the role during the year, and the pool of players who accumulate saves changes frequently. In most leagues the saves category can be filled with picks in the middle and later rounds and with waiver-wire pickups.

On draft day, use your first picks to cover your weakest categories only when the choice is close. A team that finishes first in every category is a rare thing, and in a roto league the points per category are linear. Each rank you gain in a category is worth the same, whether you move from tenth to ninth or from third to second.

The middle rounds (5 through 12)

This is where drafts are won. The stars are gone, and the differences in value between players are smaller and more uncertain. Look for tiers that are about to run out and for players whose ranking in your league's format is higher than their draft position. Count your categories after each pick. If you have taken three power hitters with no speed, the next pick should favor stolen bases or batting average, depending on what remains.

Watch for runs on positions. When several managers take shortstops in a row, the next shortstop on your list loses value to the replacement level quickly. You have two choices: take the next one before the position is empty, or skip the position and cover it later with a flexible player. The right answer depends on the tiers. If the next shortstop is much better than the one after him, take him. If the next three are alike, wait.

The middle rounds are also the time to take pitchers, if you did not take them early. A staff of five starting pitchers plus a few relievers is typical, and the middle rounds offer starters with good ratios who will not hurt your ERA and WHIP. In rotisserie leagues with an innings minimum, remember that you need the innings to qualify.

The late rounds (13 and beyond)

By the late rounds, most of the players available have clear weaknesses. The goal changes from picking the best player to picking the best upside. A late-round pick that does not work can be dropped in April with no cost. A late-round pick that does work can win a category. Prefer players with a path to playing time, with one skill the league lacks, such as steals or saves, and with a track record that suggests a role.

Closers belong in these rounds in most formats, once the supply of relievers who clearly have the job has been taken. Speed is also available late. A hitter who steals bases but has no power may be undervalued in the rankings and is a legitimate pick when you need the category.

Leave at least one bench slot open for a speculative pick, and keep the roster flexible enough to use the waiver wire. The free-agent pool will have useful players in April, and the managers who check it every week gain more from it than from any late-round pick.

Your slot changes the plan

Early slots (1 through 3) can take a top player and then wait the longest after round one: slot 1 sees 22 picks go by before pick 24. Plan to take your second player from a tier you expect to be partly available, and make a list of eight or ten candidates for that pick, because many will be gone.

Middle slots (4 through 9) get the most balanced distribution, and the plan is to react to the board. The key is to have a clear second choice at every pick, since the best player on your list may be taken before you.

Late slots (10 through 12) get two picks in a row at the turn. This is an opportunity to pair players at positions with shallow tiers: take two from the same tier before the run begins. After the turn, you wait the longest, so the second pick of the pair should be the player you most want.

In-draft adjustments

Ranking lists are static and the draft is not. After each round, update your roster, your category needs and your tiers. If a player on your list who was projected to go in round 6 is available in round 9, take him, because the market's mistake is a free gain. If a tier you were counting on disappears, adjust the plan and do not reach for the best player in the next tier.

Beware of the managers around you. If the manager before you takes the players at one position consistently, plan around that. If a manager takes starting pitchers early, the supply of elite starters will thin before your turn, which changes the tradeoff you face.

Use the clock. Online drafts set a time limit for each pick, and auto-draft picks the highest-ranked available player on the platform's list, which is not necessarily the best for your team. Keep your cheat sheet open, and use a queue if the platform has one.

The mistakes that sink teams

  • Drafting last year's stats. Last season's numbers are a starting point for projecting this season, and players regress, age and change roles.
  • Reaching for a position because it is a need. Rosters can be repaired by trades and waivers, and a draft pick spent early on a marginal player is hard to recover.
  • Ignoring the format. A player's value in a points league is not the same as in a five-by-five roto league.
  • Overloading on one category. A team strong in home runs and weak in everything else will not finish near the top of a roto league.
  • Falling in love with a sleeper. If a player is on every list as a sleeper, he is no longer a bargain.
  • Leaving the draft with no bench plan. Injuries happen, and a roster with no depth is exposed in the first month.

Common questions

Is it better to take pitchers or hitters first? In most formats, take the best player by value over replacement, and when two are close, take the hitter. The edge for hitters is injury risk, and you should still take a few strong starters.

Should I draft for categories or for the best player? Draft the best player early and for categories in the middle rounds. In the late rounds, take whatever fills a hole.

How many pitchers should I draft? Fill the slots your league requires, and leave room for waiver-wire streamers. When you take your first starter is a choice that depends on your tiers and your league's pitching categories, and not a rule.

What if I get stuck with the last pick? The last slot has the same total value as any other slot over an even number of rounds. Use the turn to pair players from the same tier, and use the wait to build a longer list.

Is a snake draft better than an auction? They are different formats. An auction gives every manager access to every player, and a snake draft rewards knowledge of pick values. See fantasy baseball auction draft strategy for the other format, and moving to expert and deep leagues if you play in AL-only, NL-only or 15-team leagues.

Where to go next

Before your draft, read about the park effects at Wrigley Field, because ballparks change a hitter's output, and check the fantasy hub for current resources. For the real season that your fantasy season follows, how the MLB postseason works shows what the schedule builds toward, and the topic page on fantasy baseball collects the latest news.

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