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Lock or pass on last night's games first, before those players play again. Then roster moves, then set the lineup.
| # | Move | Player | Points |
|---|
Nothing to do right now.
After each game, lock the player if he scored at or above his lock bar. Below it, pass and wait for a better game.
| Slot | Player | Games left | Lock if he scores | Lock |
|---|
No starters play on the next game day.
Bar runs from a bad game (10th percentile) to a great one (90th) in this league's scoring; the tick is his average.
| Player | Avg | Games left | Status | Locked |
|---|
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.
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.
| Player | Pos | Avg | — | — | — | — | — | — | — | Left |
|---|
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.