Per-Player Exposure & Boosts

Beyond lock/exclude, each row has three finer controls: exposure bounds, the Adj boost, and a bulk-edit wand in the column headers.

1

MinExp / MaxExp — per-player exposure bounds

The MinExp and MaxExp columns set the percentage of lineups a player may appear in (0–100). MaxExp 50 on a 100-lineup build means at most 50 lineups; MinExp 20 forces at least 20. Per-player values override the global Max Exposure setting for that player.

The MinExp and MaxExp columns in the pool
2

The Adj boost

Click a player's Adj cell to open the boost popover: a tiered boost/nerf applied to their projection. The pool then shows the original projection struck through next to the adjusted number, color-coded by tier — and the build optimizes on the adjusted value. Setting the tier back to neutral removes it.

The Adj boost popover open over the pool
1Boost tiers, +15% to −15%
3

Bulk edit with the wand

The wand icon in the Adj, MinExp, and MaxExp headers applies one value across a scope: currently visible, all players, all pitchers, all hitters, included-only, or one team — with a live "will affect N players" count before you Apply. Filter the pool first to aim "currently visible" at exactly the set you want.

The bulk column edit popover with its scope options
1Scope
One value, one scope, a live affected-player count.

Boosts stack with everything else: the build maximizes projection × (1 + boost) using whichever projection source is active. A boost on a user override adjusts the override, not the system number.

Strategy guidance coming soon
How much to boost or cap players, and when