Player exposure limits

Last updated Sep 25, 2026

Exposure is the share of your lineups that hold a player. Min Exp and Max Exp in the player grid set a floor and a cap per player for the next build. A Max Exp of 40% on a running back means at most 40 of 100 lineups roster him; a Min Exp of 20% means at least 20 do. The optimizer enforces both while it builds, so you get the lineup count you asked for with the exposure shape you want.

Before you start

Set a limit on one player

  1. Click the player's Min Exp or Max Exp cell.
  2. Press Enter, type a whole number from 0 to 100, and press Enter again.

Click the ✕ next to an edited cell to go back to the default: 0% for Min Exp and 100% for Max Exp. In card view the same limits are the MIN and MAX fields on each card, and in the player details card MIN % and MAX %.

Set a value for every player

Click the Min Exp or Max Exp header. A popover opens with one number field for the build-wide floor or cap.

Type a value and every pool player's cell takes it. A cell you then edit by hand keeps its own value. The popover and the Exposure tab of Build Settings edit the same setting.

Clear every limit

A number beside the Min Exp or Max Exp header counts the players with their own limit in that column. To clear them all, click either header and click Reset all at the bottom of the popover. It clears every player's own Min Exp and Max Exp, the build-wide values, and the By position caps. It also turns off Divide between players and the auto-set by ownership, because each of those still caps players. Locks, excludes, and projection edits stay. Click Undo in the message that appears to bring the limits back.

The Exposure tab and Apply Exposure To

Open Build Settings with Build and click the Exposure tab.

MAX EXPOSURE and MIN EXPOSURE each hold the build-wide value, plus an Advanced disclosure with Divide between players and an auto-set by ownership. MAX EXPOSURE also holds a By position list with one field per roster position. A value there caps only that position, and an empty field uses Max Exposure %. APPLY EXPOSURE TO picks who gets the build-wide value:

OptionWho gets the build-wide Min and MaxDefault
My PoolEvery player in the pool: everyone not excluded.Yes
FilteredOnly the players visible in the grid at the moment you click Build, under the position tabs and the Filters popover.
AllEvery player on the slate.

A per-player cell edit always wins over the build-wide value and over a position cap, higher or lower. The full tab, including the position caps, is covered in Exposure tab.

How it works

  • The optimizer treats the limits as rules while it generates lineups, so a build with caps still returns the requested count unless the pool runs out of valid lineups.
  • A lock is a Min Exp of 100%. It overrides any Max Exp on the same player.
  • A cap of 0% is the same as an exclude for the next build.
  • A position cap sets Max Exp for every player at that position. A player listed at two positions takes the lower of the two caps.
  • The limits ride with the build tab. A new build tab starts at 0% and 100% for everyone.
  • After a build, the Min Exp and Max Exp columns cap the player's share of your entries instead, and those edits never reach the next build. See Player exposure after a build.

Tips

  • Cap the chalk, not the field. A Max Exp of 40% to 50% on the two or three highest-owned players does more than a build-wide cap of 30%.
  • Use Min Exp for a core. 30% on four players you love keeps them in a third of the pool without a lock.
  • For a 150-lineup tournament set, a build-wide Max Exposure % of 50 to 60 with My Pool is a common start. Cash games and small sets need no cap.
  • Check the floors add up. Nine roster slots times 100% is 900% of total exposure; floors that sum past that leave the build no room.

Troubleshooting

"Exposure floors not fully met" with "The build couldn't reach the minimum exposure you set for {names}. Try lowering the floor or loosening other constraints.": the build finished but a Min Exp was too high for the rules around it. Lower the floor or relax stacks, groups, or salary.

"Exposure floors not fully met" with "The build couldn't reach the minimum exposure floors for {N} players. Try lowering the floors or loosening other constraints.": the same, for four or more players.

"Your player limits ran out of room, so each new lineup takes a long time to find. Raise a few max exposure limits to build more.": the caps are so tight that the build ran out of time before the full count. Raise Max Exp on a few players or the build-wide cap.

A cap shows 100% after I set 40 in the header: the cell has its own edit. Click the ✕ on the cell, then set the header value again.

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