Cap how much a team's lineup can add up to in a match, such as a 2350 Fargo team total, and have score entry block or warn on picks that go over.
Many leagues limit how strong a team's lineup can be on a given night. For example, a team's five players together can't add up to more than 2350 Fargo. Without a check, it's up to the captains to do the math before the last game and catch a lineup that goes over.
Max Team Total puts that limit on the scoresheet. As players are picked, Digital Pool keeps each team's running total. When a pick would take a team over the cap, the scoresheet either blocks the pick or warns about it, depending on how you set it up.
Max Team Total is part of the handicap settings, so the scoresheet needs Use Handicaps on. See Handicap System for setting that up.
In the Scoresheet Builder, open the Handicaps section. Under Handicap Setup:
2350. Leave it at 0 for no
cap, which is the default.Save the scoresheet. The cap applies to every match that uses it.
A team's total is the sum of every player it fields in the match:
Whenever someone picks a player for a slot, the scoresheet works out what the team's total would be with that player in it.
In Block mode, if the new total is over the cap, the pick doesn't happen. The slot keeps the player it had, and a red message explains why, for example:
Team total would be 2410, over the 2350 cap. You can't play John Smith in this match.
In Warn mode, the pick goes through, and a yellow message shows the new total and the cap.
Only picks that raise the total are flagged. If a team is already over the cap, you can always swap in a lower-rated player to bring it back down, in either mode.
The cap applies to everyone entering scores, operators included.
In Block mode, the cap is checked again when the match is completed. A team can end up over the cap without a pick, for example when a rating is typed into the scoresheet or a player's rating changed after the lineup was set. If that happens, Complete shows an error naming the team, and the match can't be completed until the lineup is back under the cap. Operators can still use Force Complete (Skip Validation). In Warn mode, completing is never blocked.
While a cap is set, the scoreboard at the top of the scoresheet shows each team's running total under its name, for example Team total 1880 / 2350. The total turns red when a team is over the cap.
With this, the captain filling the last slot can see how much room is left before picking.
| Action | Operator | Team Captain | Player |
|---|---|---|---|
| Set the cap and choose Block or Warn | ✅ | — | — |
| See each team's total on the scoresheet | ✅ | ✅ | ✅ |
| Pick players, subject to the cap | ✅ | ✅ | ✅ * |
* Players can only pick players if they're allowed to enter scores for that match.
Does changing the cap affect matches that were already entered? No. Matches already completed aren't checked again. In Block mode, an open match is checked when someone completes it, so a match that's still being scored follows the new cap.
A team is already over the cap. Can they still fix their lineup? Yes. Swapping in a lower-rated player is always allowed, even in Block mode.
Does dragging games to reorder the lineup trigger the cap? No. Reordering only moves players who are already in the match, so it can't raise the total.
What if an operator types a rating straight into the scoresheet? Typing a rating isn't checked as you type. In Block mode, the match can't be completed while a team is over the cap, so the lineup has to be fixed first, or an operator can force-complete.
I added a sub from the player picker, and the pick was blocked. What happened to the sub? The sub is still added to your league, as described in Adding Subs During a Match. They just aren't placed in that slot, because they'd put the team over the cap.
I set a cap but nothing happens. Check that Use Handicaps is on for the scoresheet. With handicaps off, the cap is ignored. Also check that players have ratings: an unrated player counts as 0.