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Method

Exactly how the teams are made.

No black box. These are the rules the code follows, in order. The same input always gives the same teams; the "another split" number gives a different, equally fair one.

01 Ratings from a tryout

Each evaluator scores each player from 1 to 5 on each criterion. For one criterion, a player's score is the average of the evaluators who scored it. With "drop highest and lowest" on and at least four scores, the single highest and single lowest are left out first.

The criteria are then combined with their weights (1, 2 or 3): a criterion with weight 2 counts twice as much as one with weight 1. The result runs from 1 to 5 and is shown on a 0 to 100 scale (1 = 0, 3 = 50, 5 = 100), to one decimal.

A player nobody has scored yet is placed at the middle rating of the scored players (the median) and marked "not scored", so one missing card does not wreck the draft.

02 Units

Players with the same keep-together code (or on the same keep-together line) move as one unit. A group bigger than one team is split, and you are told.

03 First pass

Units go out strongest first, role holders before everyone else. Each unit joins the team that has the fewest of its role, then the fewest players, then the lowest total rating, skipping any team that is full or already has someone with the same keep-apart code. This keeps team sizes within one of each other and spreads the roles.

04 Swap pass

Then the code looks at every pair of teams and every pair of units of the same size and the same roles. If swapping them brings the team averages closer to the overall average (measured as the sum of squared differences), the best such swap is made. This repeats until no swap helps. Swaps never change a team's size or its role count and never break a keep-apart rule.

05 What you see

Each team's size, total, average and roles, and the spread: the gap between the highest and lowest team average. On a 0 to 100 scale, a spread under 2 is very even for a typical rec roster.

06 What it cannot know

Ratings are only as good as the people giving them. The tool balances the numbers you give it; it does not watch the game. Look over the board before you announce it, and move a player by hand if you know something the numbers do not.