Sleeper Lock-In Moves

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Reruns the report on the server.
Chance to win this week——
Chance to beat the league median—Second result each week
Projected points—Opponent —
Points already locked—Updated —

Do these now, in order

Lock or pass on last night's games first, before those players play again. Then roster moves, then set the lineup.

#MovePlayerWhyPoints

Next game day: start these, then use the lock bar

After each game, lock the player if he scored at or above his lock bar. Below it, pass and wait for a better game.

SlotPlayerTeamGames leftLock if he scoresLock

Roster: typical game and range

Bar runs from a bad game (10th percentile) to a great one (90th) in this league's scoring; the tick is his average.

PlayerPosAvgRangeGames leftStatusLocked

Edit rosters: what if I add or drop someone?

Pick a free agent to add, a player to drop, or both. The numbers are the engine's simulated points for that roster, so they match the Moves list. One swap at a time; players already locked this week cannot be dropped.

Pick a player to add or drop.

Schedule grid

Each cell is that day's opponent and projected points. start = the engine plans to start him that day. played = the real score. LOCKED = the game that counts. Today's column is shaded.

PlayerPosAvg———————Left

How the lock bar works

Only one game per player counts each week. After a game you either lock it (it is final, and that player is done for the week) or pass and hope for a better one. If you never lock, his last game of the week counts, even a zero.

The lock bar is what keeping that slot open is worth: his remaining games, plus every bench player who could rotate into the slot later. A score at or above the bar beats the expected value of waiting, so lock. The bar drops as the week runs out and is zero on a player's final chance.

Rows marked Lock or Pass also show your win odds both ways. When those disagree with the bar, the move follows the win odds, since a safe lock can matter more than raw points when you are ahead.