For the complete documentation index, see llms.txt. Markdown variants of the ranked boards (dynasty and fantasy rankings for NFL, NBA, MLB and CFB) are available by appending.mdto those URLs or by sendingAccept: text/markdown; other pages answer 404.
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How every offense calls a game once the score, the down and the weather get a vote — pass rate over expected, tempo and personnel, read off stored play-by-play.
The Scout’s Notebook
A game script is how an offense actually calls a game once the scoreboard, the down, the weather and the clock get a vote — how much it runs, how fast it plays, how often it throws deep — as distinct from the season averages a market prices with. A team that is pass-heavy on the year can be the most run-heavy offense in the league with a two-score lead in December wind.
Every rate on the board is a real count divided by a real count over stored plays. The big numeral is the rate itself; the small figure under it is where that lands among the league, 0 lowest to 100 highest, so a number can be read for what it is and for how unusual it is at the same time.
The colour grammar is deliberate and worth knowing: purple is style and green and red are quality. Running more than the league is not better or worse, it is different, so pace and personnel rates are painted as identity — only the rates where more genuinely is better take a verdict colour.
A split that never happened is shown as a split that never happened. Filter an offense into a situation it has not been in enough to measure and the board says so and offers the filter back, rather than printing a rate over four snaps.
A season pass rate is one number averaged across every game state that team has been in. This board holds the game state fixed and reports the rate inside it, which is the number that applies to the specific game in front of you — leading late, on the road in the division, in wind.
Because a situational split cuts the sample hard. Filtering a single season down to third downs in cold weather leaves too few plays to say anything, so the archive is deep enough that a narrow slice still has a sample behind it, and the board says when it does not.
Partly, and mostly in the total. What it prices poorly is the interaction — an offense whose identity changes shape in exactly the conditions this week's game will be played in. That gap between the average and the version that shows up is what this room is for.
Learn more: The gap room — the rushing matchup desk
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