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Season & offseason

Rosters: taxi squad, IR & auto-subs

Develop rookies on the taxi squad, manage injuries on IR, and never start an inactive player.

Beyond your starters and bench, three roster mechanisms shape how you weather a season: the taxi squad for developing young players, injured reserve for surviving injuries, and auto-subs for the weeks life gets in the way.

Taxi squad

Taxi slots stash developmental players outside your active roster. By default only rookies are eligible (leagues can open it to all players), and taxi contracts count 50% of their salary against your cap by default — leagues can set full, reduced, or zero cap treatment. Promote a taxi player to the active roster whenever you're ready; his full salary applies from then on.

Injured reserve

Moving an injured player to IR frees his roster spot while keeping him on your team. IR salaries count fully against the cap by default, with separate configurable treatment for short-term and season-ending IR. To keep IR honest, return rules apply: players must stay on IR at least 2 weeks by default before returning, IR moves lock during the game-day window, and leagues can cap IR returns per season or set a designation deadline week.

Auto-subs

Auto-subs (off by default; commissioners enable them) let you designate 1–3 bench players a week to automatically replace a starter who's ruled OUT or moved to IR before kickoff. Leagues can extend the triggers to DNP and bye weeks, and can require the sub's game to start no earlier than the starter's — so nobody gains an information edge from a late swap.

Max Points For

Capr tracks Max Points For — the score your optimal lineup would have posted each week — alongside your actual score. The gap between them is your lineup efficiency, and it's the honest measure of whether your problem is your roster or your start/sit calls. IR and taxi players count toward Max PF by default, so stashed points show up in the math.