How this works & why it matters
What this page shows
Every recruit currently in your dynasty's recruiting board, ranked and rated. This is the raw pool you're picking targets from — everything else in this app (Class Landscape, Recruit Targets) is built from this same data.
How Raw Rating is calculated
Raw Rating measures how good a recruit is relative to their peers — other recruits at the same position and star level — rather than just their raw Overall number. It's built from:
- Base Gap: their Overall minus the average Overall for their position + star combination (or the average for their star level alone, if there aren't at least 3 other recruits at that exact position/star combo to compare against)
- Speed & Strength adjustments: bonus or penalty based on how their Speed/Strength compares to the average at their position, weighted lightly (15% each) since these matter more for some positions than others
- Gem bonus: a flat +0.5 if the game's own scouting has flagged them as a "Gem" (likely to outperform their rating) — left out entirely if you've turned on "Ignore Gem/Bust Status" in Coordinator Settings
A Raw Rating of 0 means "exactly what you'd expect for a recruit at this position and star level." Positive means better than expected, negative means worse.
How NIL Adjusted Rating is calculated
Same as Raw Rating, plus an adjustment for how their NIL asking price compares to the average for their position/star tier — a recruit asking for less than their peers gets a bonus, one asking for more gets a penalty. This is the column to sort by if your program is NIL-budget-conscious: it surfaces value picks, not just the most talented recruits.
How to use this page
- Sort by NIL Adj. Rating to find the best value at each position — players who grade out better than their star rating alone would suggest, and won't blow your NIL budget
- Use the Interested In filter to see only recruits who already have your school in their top schools list — a much shorter, more realistic list to actually pursue
- Toggle Blur OVR / SPD off only once you've formed your own opinion of a recruit's tape/profile — on by default so the raw numbers don't anchor your evaluation before you've looked at everything else
How this works & why it matters
What this page shows
Every player currently in the transfer portal, ranked and rated the same way as Recruit Explorer — except Raw Rating and NIL Adj. Rating here are computed against other transfers only, not high school recruits, since transfers are a different population (already college-tested, different NIL market) that shouldn't be judged against incoming freshmen.
The transfer portal doesn't open until partway through a season — if this list is empty, it's not broken, the portal just hasn't opened yet in your save. Upload or refresh again once it has.
What's different from Recruit Explorer
- Previous school isn't available — the save doesn't expose which team a transfer is leaving, only that they're in the portal
- Gem/Bust scouting doesn't seem to apply to transfers the same way (every transfer currently grades as "Normal"), so don't read too much into that column here
- Class shown is their incoming class (e.g. a rising junior transferring in still shows as Junior), same as the game's own portal listing
How this works & why it matters
What this page shows
The national average profile at each position, for this year's recruiting class specifically (not rostered players — see National Landscape for that). One row per position, sorted by highest average Overall first, so you can see at a glance which positions are loaded with talent this cycle and which are thin.
How it's calculated
- Avg OVR and the athletic ratings (Speed, Strength, Awareness, Agility, Acceleration, Jumping) are plain averages across every recruit at that position — filter by star rating first if you want, say, "average 4★ QB" instead of "average QB regardless of star level"
- Highlighted columns are the 2-3 ratings that matter most for that specific position (e.g. Speed/Agility/Jumping for WR, Strength/Awareness for offensive line) — everything else is shown too, just not emphasized
- Avg NIL is the game's internal valuation index, not a literal dollar figure. Individual recruits with a below-zero value are floored at 0 before averaging, so a position's average NIL is never negative even if a few recruits there have below-baseline value
Why it matters
Ratings only mean something in context. A recruit with 88 Speed sounds great in isolation — but if the average CB this cycle is sitting at 90 Speed, that recruit is actually below par for the position. This page gives you that baseline so you can judge whether a specific recruit you're evaluating on the Recruit Explorer sub-tab is genuinely a standout, or just looks good until you compare them to their actual peer group.
How to use this page
- Before committing to a target, check where their key ratings fall relative to this page's average for their position and star level
- Use the star filter to narrow the comparison — a 3★ recruit should be judged against other 3★s, not the whole position pool
- Watch for positions with unusually high or low Avg NIL — that tells you where the market is expensive or a bargain this cycle
| Position | # Recruits | Avg OVR | Avg SPD | Avg STR | Avg AWR | Avg AGI | Avg ACC | Avg JMP | Avg NIL |
|---|---|---|---|---|---|---|---|---|---|
| Upload a save file to see the class landscape. | |||||||||
π― Recruit Targets
A 35-recruit target board built from your current roster, depth chart, and NIL situation — not just a generic top-recruits list. Every recruit is scored on positional need (factoring in graduating Juniors/Seniors), fit vs. your current players at that position, NIL cost-effectiveness, how interested they actually are in your program, and home-state/pipeline ties, plus your Coordinator Settings (Team Direction and Position Priorities). Fullbacks, Kickers, and Punters are excluded from the board entirely.
How this works & why it matters
What this page shows
This is the one page in the app that answers "who should I actually go sign," specifically for your team — not a generic top-recruits list, but 35 recruits selected and ranked by how well they fit your program right now. Every other tab shows you data; this tab turns it into a plan.
Position Need score
Every position gets a 0-100 need score, blended from three things:
- Quality gap (45%) — how far your roster's average at that position sits below the national average (see National Landscape)
- Succession risk (35%) — what fraction of your current starters there are Juniors or Seniors, about to graduate and need replacing
- Depth deficiency (20%) — whether your roster even has a realistic number of bodies at that position, regardless of quality
A position with zero rostered players (like a team carrying no Fullback) automatically maxes out at 100.
Talent and NIL value
Each recruit's Raw Rating and NIL Adjustment (from the Recruit Explorer tab) get converted to a percentile against every other eligible recruit nationally, so "talented" and "good NIL value" mean the same thing here as they do everywhere else in the app.
Interest and geography
Recruits already showing real interest in your specific program score higher — "Not on Radar" doesn't disqualify a recruit, it's just weighted lower, since a great enough fit can still be worth a longshot pursuit. Home-state recruits get the strongest geography bonus; recruits from one of your program's recruiting pipeline states get a smaller one scaled to how strong that pipeline actually is.
Gem/Bust status
On top of everything above, a "Gem" gets a further +8 and a "Bust" a further -8 directly on each tier's score (separate from, and larger than, Raw Rating's own small Gem bonus). Turn on "Ignore Gem/Bust Status" in Coordinator Settings to leave this out of scoring entirely and let a recruit stand purely on their measurables and fit; "Hide Gem/Bust Status" only hides the badge itself and doesn't change the score either way.
The three tiers use different formulas on purpose
- Day One Starters — must be 4-5★ or a top-20 national position rank to even qualify. Talent and need dominate the score; these need to be immediate, obvious upgrades.
- Program Movers — need, talent, NIL value, and interest are balanced fairly evenly. These are the realistic 1-2 year starters.
- Foundational Players — NIL value and need are weighted heaviest, talent least. These are the affordable, longer-runway picks that keep the program's depth healthy 2-3 years out.
Each tier also caps how many recruits can share the same position (1 for Day One, 2 for Program Movers, 3 for Foundational), so one gaping roster hole can't flood the whole board with recruits at a single spot.
Coordinator Settings shape this board
Your Team Direction setting changes how many of the 35 slots go to each tier (Rebuild leans toward Foundational Players, Compete Now leans toward Day One Starters and Program Movers, Maintain splits evenly), and nudges each tier's formula slightly toward long-term fit for Rebuild or raw talent for Compete Now.
Your Position Priorities add a small bonus for excelling at your two selected ratings or matching a preferred archetype, and a small penalty for the archetype you're avoiding. These are gentle tie-breakers, not hard filters — a great overall fit still shows up regardless. Changes take effect after you hit "Refresh Recruit Targets."
Why it matters
A generic "top 35 recruits" list is the same for every team in the league — it doesn't know your roster is thin at Safety, or that your starting Center is a graduating Senior, or that your program has a real pipeline in a specific state, or that you specifically want a Pass Protector at Right Guard instead of an Agile one. This board does. Work it top to bottom: Day One Starters first (your most urgent, highest-confidence needs), then Program Movers, then Foundational Players to round out the class affordably.
Upload a save file to see recruit targets.
π My Board
The recruits actually on your in-game recruiting board right now — not a suggestion list, straight from your own board in the save file, with the same Raw Rating and NIL Adj. Rating used everywhere else in the app.
How this works & why it matters
What this page shows
Every recruit you've personally added to your board in-game — not the national recruit pool (see Recruit Explorer) and not this app's own suggestions (see Recruit Targets). If it's empty, your board is genuinely empty right now in the save (common right after Signing Day, before a new cycle's board is set) — upload or refresh again once you've added targets in-game.
Board Status
★ means you've favorited that recruit in-game. Offer shows the save's own scholarship offer status for that recruit. Committed means they've verbally committed to you (with the week they did) but haven't signed yet — still worth watching in case of a decommit, so they stay listed here instead of disappearing.
Hours & NIL
Hours This Wk is how many recruiting hours you've spent on that recruit this week. NIL Ask / Offer shows their expectation next to your current offer, so you can see the gap at a glance.
Upload a save file to see your recruiting board.
π Best of the Rest
Recruits with zero scholarship offers right now, ranked on the same need/talent/NIL/geography formula as Recruit Targets — the hidden gems nobody else is recruiting yet.
How this works & why it matters
What this page shows
Up to 20 recruits who currently have zero scholarship offers from anyone — not low-star filler, but the best-fitting of that specific pool for your program, using the same Program Movers formula from Recruit Targets (need, talent, NIL value, interest, geography). Fullbacks, Kickers, and Punters are excluded, same as Recruit Targets.
Why this is different from Recruit Targets
Recruit Targets ranks the entire recruit pool regardless of competition. This page deliberately narrows to recruits nobody has offered yet — the ones you could realistically lock down early, before other programs even notice them. Early season, this list will be empty or thin (offers haven't gone out yet); it fills in as the cycle progresses and other schools start passing on players.
Why it matters
A zero-offer recruit with real talent and a good fit for your roster is exactly the kind of value pick a mid-major or rebuilding program can win outright, instead of competing with blue-bloods for the same 5-stars everyone else wants.
Upload a save file to see the best zero-offer recruits.
π§ Scheme Fit
Which offensive and defensive schemes actually fit your current starters, based on their real archetypes — not a generic "best scheme" list, but one scored against your own personnel.
How this works & why it matters
What this page shows
Every one of CFB 27's 10 offensive and 9 defensive schemes, ranked by how well your current starters' archetypes fit each one. "Starters" uses the exact same definition as the rest of the app (top player by Overall at each starting spot) - the same 1 QB, 1 HB, 3 WR, 1 TE, and 5 offensive linemen on offense, and 3 defensive linemen, 3 linebackers, and 4 defensive backs on defense.
How the score works
Each archetype (Field General, Power Back, Speed Rusher, Zone corner, and so on) carries a small set of real football traits - mobility, accuracy, power, coverage ability, pass rush, and the like. Each scheme wants specific traits at specific position groups (Air Raid wants an accurate pocket passer and pass-protecting linemen; a Base 3-4 wants a true nose tackle and pass-rushing outside linebackers). A starter earns points toward a scheme whenever their archetype's traits match what that scheme is looking for at their position - so the ranking reflects your actual roster, not a generic tier list.
Why it matters
The game lets you run any scheme regardless of who you've recruited, but personnel that doesn't fit the scheme underperforms its ratings. This tells you whether it's worth switching your playbook to match the roster you've actually built, or recruiting toward the scheme you're already running.
Upload a save file to see your scheme fit.
βοΈ Coordinator Settings
Tell the app what you're looking for when building your team. These preferences are saved in this browser and directly shape the Recruit Targets board. "Hide Gem/Bust Status" applies instantly everywhere; everything else (Team Direction, Position Priorities, "Ignore Gem/Bust Status") only takes effect on the Recruit Targets board once you hit "Refresh Recruit Targets" — though "Ignore" does update the Recruit Explorer tab's Raw/NIL Adj. Rating columns right away.
Team Direction
Changes two things on the Recruit Targets board: how many of the 35 total slots go to each tier (Rebuild leans hardest into Foundational Players, Compete Now leans hardest into Day One Starters and Program Movers, Maintain is the even split), and a small nudge to each tier's own formula, away from raw talent and toward long-term fit (NIL value / need) for Rebuild, or the reverse for Compete Now.
Evaluation Preferences
The game's own scouting sometimes flags a recruit as a "Gem" (likely to outperform their rating) or a "Bust" (likely to underperform). These two toggles are independent. Hide Gem/Bust Status only hides the badge, on the Recruit Explorer table and Recruit Targets cards alike — the rating math underneath is untouched. Ignore Gem/Bust Status is the opposite: the badge still shows (unless you've also hidden it), but the Gem/Bust adjustment is left out of Raw Rating, NIL Adj. Rating, and Recruit Targets scoring entirely.
Position Priorities
For every position except Fullback, Kicker, and Punter: pick the two ratings that matter most to you, up to two archetypes you'd prefer, and one archetype you'd rather steer away from. Archetypes are pulled directly from the game's own per-position player-type system. On the Recruit Targets board, a recruit gets a small scoring bonus for excelling (relative to others at their position) in your two selected ratings, a small bonus for matching either preferred archetype, and a small penalty for matching the archetype to avoid. None of this ever removes a recruit from consideration outright — a great overall fit for your team still shows up even if their archetype isn't one you picked.
| Position | Priority Attribute 1 | Priority Attribute 2 | Preferred Archetype 1 | Preferred Archetype 2 | Avoid Archetype |
|---|
β οΈ Danger Zone
Coaching Career and National Landscape's history features (game log, Top 25, Conference Standings, Awards, All-Americans, Recruiting Classes, Best Players) accumulate across every upload on this account. If you've started a brand new dynasty, that old history will keep mixing in with the new one unless you clear it first.
Permanently deletes every season of tracked history on this account. Your current recruiting board and roster (from your latest upload) aren't affected - only accumulated history. This cannot be undone.
The save's own Media, Coaches, and CFP polls for the week, side by side with The Coordinator 25 — our own blend of those polls into one consensus ranking. Offensive and Defensive Rank are the only genuinely calculated columns here. Click any ranking's column header to sort the table by it.
How this works
Media / Coaches / CFP
Pulled directly from the save's own in-game polls for this exact week — not calculated by this app at all. CFP shows NR until the game itself activates committee rankings, which (like the real CFP) doesn't happen until partway through a season.
The Coordinator 25
Our own consensus ranking, unique to this app: the straight average of the save's Media and Coaches poll ranks, folding in the CFP poll too once it's actually active. It's the closest thing to "one number" out of the three separate in-game polls.
Offensive Rank
An even blend of total yards, passing yards, rushing yards, and points scored, each measured as this team's percentile among every real FBS team. Before Week 1 of a season, this is instead projected from the save's own Offensive/Quarterback/Running Back/Wide Receiver/Tight End/Offensive Line ratings.
Defensive Rank
An even blend of yards allowed, passing yards allowed, rushing yards allowed, and points allowed (lower is better on all four), plus sacks, interceptions, and fumble recoveries (higher is better). Before Week 1, this is projected from Defensive/Defensive Line/Linebacker/Defensive Back ratings instead.
Historical weeks
Every upload/refresh saves that exact week's poll, so the search below grows the more you play. A completed season also gets a "Final" entry even without a mid-season upload, since the save keeps full-season stat totals for the last several years. That backfilled entry only has Offense/Defense Rank, though — poll ranks (Media/Coaches/CFP/Coordinator 25) aren't retained for a season that finished before you started tracking.
| # | Team | Record | Conf | Media | Coaches | CFP | The Coordinator 25 | Offense | Defense |
|---|---|---|---|---|---|---|---|---|---|
| Upload a save file to see the Top 25. | |||||||||
Every conference's own standings, ordered by conference record. Offensive and Defensive Rank here are recalculated relative to just that conference's members, not the national numbers from the Top 25 tab.
How this works
Conf Rank
Standing within the selected conference, ordered by conference win percentage (ties broken by conference wins, then overall wins). This is a plain record sort, not a calculated score.
Rank
The team's national rank from The Coordinator 25 (see the Top 25 tab), shown only when the team is actually inside the national top 25 — blank otherwise.
Offense / Defense
The exact same calculation as the Top 25 tab's Offensive/Defensive Rank, just recomputed relative to only this conference's members instead of all real FBS teams — so a #1 offense here is the best offense in the conference, not nationally.
Historical weeks
Conference membership and week-by-week snapshots work the same way as the Top 25 tab (see its info box) — a completed season predating this feature has no retained conference-record history, so Conf Rank isn't meaningful there.
| Rank | Conf Rank | Team | Record | Conf Record | Offense | Defense |
|---|---|---|---|---|---|---|
| Upload a save file to see conference standings. | ||||||
All 24 major end-of-season awards the save tracks — the Heisman's live in-season race, every award's year-by-year winners, and which schools have won the most.
How this works
Heisman Race
The only award with a real in-season leaderboard - pulled straight from the save's own live rankings. Every other award here is only ever decided at season's end, same as real college football, so it only ever shows as a final winner below.
Awards by Year
All 24 tracked awards — Heisman, Player/Freshman/Academic/Versatile honors, Best Quarterback/Running Back/Receiver/Tight End/Center/Interior Line/Defensive Line/Linebacker/Defensive Back/Kicker/Punter, and Best Head Coach/Assistant Coach — for whichever season you pick.
School Totals
Every school that's won at least one award, ranked by total wins — click a school to see exactly which awards and how many of each.
π Heisman Race
| Rank | Player | School |
|---|---|---|
| Upload a save file to see the Heisman race. | ||
π Awards by Year
| Award | Winner | Position | School |
|---|---|---|---|
| Upload a save file to see award winners. | |||
π« School Award Totals
| # | School | Total Awards |
|---|---|---|
| Upload a save file to see school award totals. | ||
1st and 2nd Team All-American selections — the true national team, and the fuller per-conference All-Conference teams, both browsable by year.
How this works
National All-American
The save's own true national 1st/2nd Team. Honestly, this is often sparse (sometimes just a handful of positions filled rather than a full ~25-man team) - that reflects what the save itself tracks, not a gap in this page.
All-Conference Teams
Each conference's own 1st/2nd Team honors - much more fully populated than the national team, but a separate per-conference honor, not the one national team above.
School Totals
Every school with at least one selection, ranked by total (1st + 2nd Team combined) - click a school to see the full list.
Historical years
Unlike the major awards, All-American entries live in a shared save-file buffer that doesn't dedicate much room to any one honor, so history here builds up gradually the more you upload/refresh - the same way Top 25 and Conference Standings do.
πΊπΈ National All-American
1st Team
| Position | Player | School |
|---|---|---|
| Upload a save file to see All-Americans. | ||
2nd Team
| Position | Player | School |
|---|---|---|
| Upload a save file to see All-Americans. | ||
ποΈ All-Conference Teams
1st Team
| Position | Player | School |
|---|---|---|
| Upload a save file to see All-Conference teams. | ||
2nd Team
| Position | Player | School |
|---|---|---|
| Upload a save file to see All-Conference teams. | ||
π« School Totals
| # | School | 1st Team | 2nd Team | Total |
|---|---|---|---|---|
| Upload a save file to see school totals. | ||||
Every currently-rostered player nationwide (not recruits), grouped by team caliber and class year. Team tier is the save's own 0-10 Team Prestige bucketed into 4 tiers, mirroring recruit star tiers. "Starter" means the highest-Overall player(s) at that exact position on their roster (the save's own depth chart data didn't resolve reliably, so this is a realistic-slot-count proxy instead).
How this works & why it matters
What this page shows
Everyone currently on a roster nationwide — not recruits. This is where you go to answer "how good does a team actually need to be at a position to compete at a given level," which the Class Landscape sub-tab (under Recruiting Coordinator) can't tell you since it's only looking at incoming prospects.
Team Tier
Every team gets bucketed into one of 4 tiers based on the save's own 0-10 Team Prestige rating: Championship Caliber (7-10), Contending (5-6), Competing (3-4), Rebuilding (0-2). These cutoffs aren't arbitrary — they split all 138 real teams into four roughly even groups, so each tier represents a genuine quarter of the national landscape, not a skewed bucket.
"Starter"
The save's own depth chart data didn't resolve to sensible players when checked, so instead a player is counted as a starter if they're the top-Overall player(s) at their exact position on their team, using realistic slot counts (1 for QB, 3 for WR, 2 for CB, etc.). Anywhere you see "starters weighted 3×," this is the definition being used.
π National Power Rankings
The single best Offense, Defense, and Overall roster nationwide. Offense blends the QB/RB/WR/TE/Offensive Line position-group scores together; Defense blends DL/LB/DB; Overall blends all ten groups. Click any team card to see its top 3 players at that exact set of positions.
Top 5 Teams, by Position Group
Same idea, narrowed to one position group at a time. A team's group score averages its starter-weighted Overall at every individual position in the group separately (e.g. Offensive Line = the average of Left Tackle, Left Guard, Center, Right Guard, and Right Tackle averages) rather than just pooling every lineman together — that keeps a team with 12 mediocre backup guards from outscoring a team with 5 genuinely great starters. A team missing a position entirely (no Fullback, say) is simply left out of that one average instead of being penalized for it.
Tier × Class Matrix
Pick a position and see its average Overall across every combination of team caliber and class year at once. This is the best view for spotting development curves — e.g. confirming that a Contending team's Junior WRs really do outgrade a Rebuilding team's Junior WRs, or seeing how much runway a true freshman typically needs before they're producing at a Championship-Caliber level.
All Positions, by Class
The exhaustive reference table — every position broken out by class year, filterable by position and team tier. Key Rating columns show whichever 1-3 ratings matter most for that specific position (e.g. Throw Power/Accuracy for QB, Man Coverage for CB), pulled from the players' real, position-specific ratings rather than generic athletic testing numbers.
Why it matters
This tab is your benchmark for "what does good actually look like." Whether you're deciding if your own roster is competitive at a position, figuring out how many years a recruit needs to develop into a starter, or just want to know which programs are stacked where — this is where those national baselines live. It pairs directly with the Recruit Targets tab: the position-need scoring there is built by comparing your roster against these same national averages.
π National Power Rankings
The best Offense, Defense, and Overall roster nationwide — Offense blends Quarterback/Running Back/Wide Receiver/Tight End/Offensive Line, Defense blends Defensive Line/Linebacker/Defensive Back, and Overall blends all ten position groups below.
Upload a save file to see power rankings.
Top 5 Teams, by Position Group
A team's group score averages its starter-weighted Overall at every individual position in the group (e.g. Left Tackle, Left Guard, Center, Right Guard, Right Tackle for Offensive Line) — starters count 3× as much as bench players, and a team missing a position entirely (e.g. no Fullback) is simply left out of that one position's average rather than penalized for it.
Upload a save file to see top teams.
Tier × Class, by Position
Pick a position to see how its average Overall looks across every combination of team caliber and class year — useful for spotting development curves, e.g. "how does a Contending team's Junior WR corps compare to a Championship Caliber team's."
| Team Tier | Freshman | Sophomore | Junior | Senior |
|---|---|---|---|---|
| Upload a save file to see the national landscape. | ||||
All Positions, by Class
Every position broken out by class year in one table. Key Rating columns show whichever ratings matter most for that specific position.
| Position | Class | Avg OVR | Key Rating 1 | Key Rating 2 | Key Rating 3 |
|---|---|---|---|---|---|
| Upload a save file to see the national landscape. | |||||
Built from your own accumulated game log, not the save's own history (which only keeps a small rolling window of recent games) — these tables grow the more you play and refresh/upload. A school or category with no games yet shows all zeros.
How this works & why it matters
What this page shows
Your program's full head-to-head history against every school, bowl, and playoff appearance across your entire dynasty — not just this season. The save file itself only exposes a small rolling window of recent results, so this is built up from your own uploads over time instead.
Why an account is required
Everything else in this app works without logging in, but a career history has to be tied to something durable across visits — an anonymous browser cookie is too easy to lose (clearing cookies, a different browser, a new device) for something meant to represent seasons of games. An account is free to create.
How your record is built
Every time you upload or refresh, whatever games are currently visible in the save's own results buffer get merged into your permanent log here. Re-uploading a save whose visible games overlap an earlier upload just re-confirms those games rather than duplicating them, so uploading often is always safe.
How to use this page
- Hover (or tap) a state on the map to see your record against every school there, and the last season you won a game at their place specifically
- Use Every School to look up a specific rivalry's full history, including your biggest win and worst loss against them
- Bowl Games and Playoffs track those the same way, plus a game-by-game breakdown for individual bowls
Record vs. Every School
Hover or tap a state to see your record against every school there.
| School | Overall | Home | Away | Last Win | Biggest Win | Worst Loss |
|---|---|---|---|---|---|---|
| Loading… | ||||||
Bowl Game Record
Non-playoff bowl games only — CFP/playoff games (even though they're also hosted at bowl sites) are tracked separately under "Playoffs".
| Overall | Home | Away | Last Win | Biggest Win | Worst Loss |
|---|---|---|---|---|---|
| Loading… | |||||
Record by Bowl Game
Every bowl the save knows about, including ones you haven't been invited to yet (shown 0-0).
| Bowl | Overall | Last Win | Biggest Win | Worst Loss |
|---|---|---|---|---|
| Loading… | ||||
Playoff Record
CFP playoff rounds and the National Championship game.
| Overall | Home | Away | Last Win | Biggest Win | Worst Loss |
|---|---|---|---|---|---|
| Loading… | |||||
Your own signing class, year by year — built from your roster's true Freshmen each time you upload or refresh (their recruiting star rating stays on their player record for their whole career, so this doesn't need to separately track the recruiting board). A class still being recruited keeps refining until National Signing Day passes and those players become Sophomores.
How this works & why it matters
What this page shows
Every recruiting class you've signed across your dynasty, not just the class currently being recruited — the save's own recruiting board only shows the active cycle, so a class disappears from the game's own view the moment the next one starts. This tab keeps it.
Why Freshmen
A player's recruiting star rating is set once, at signing, and never changes afterward - a Senior on your roster still carries the exact rating they signed with. So every upload, whoever's currently a true Freshman on your roster is that dynasty year's signing class, without needing to watch commitments happen in real time.
Why it matters
Recruiting trends are a real signal of program trajectory - are your classes getting better as your prestige grows, or did a down season show up in the next class? Click any year to see the full signee list.
Career Totals
Highest-Rated Signees Ever
By Year
| Year | School | Signees | Avg Stars | Blue-Chips (4–5★) |
|---|---|---|---|---|
| Upload a save file to see your recruiting class history. | ||||
Signing Map
Every signee's hometown, colored by the school they signed with. Pick one class or view your whole career at once.
The best players who've ever played for you, ranked by peak Overall — built from your own team's starters each time you upload or refresh, so a standout stays on this list long after they've graduated or been drafted.
How this works & why it matters
What this page shows
Every starter-caliber player who's suited up for you, across your whole coaching career (not just the current roster) — ranked by the highest Overall rating they ever reached while on your team. Key stats (passing/rushing/receiving yards and TDs for skill positions, tackles/sacks/interceptions for defenders) come straight from the save's own permanent career stat totals for that player.
Why only starters
Every rostered player, tracked for an entire coaching career, would mostly be bench depth nobody would ever look up here. Starters (the same "top players at each position" rule as National Power Rankings) keeps this to players who could plausibly belong on a "best ever" list.
Why it matters
Your program's Mount Rushmore - the Heisman-caliber QB, the shutdown corner, the workhorse back - preserved past the moment they leave, and filterable by school if you've coached at more than one.
| # | Player | School | Overall | Key Stats |
|---|---|---|---|---|
| Upload a save file to see your best players. | ||||
π οΈ Admin Dashboard
Usage statistics and user feedback for the hosted site — visible only to the admin account. Counts and metadata only; the app never stores the actual contents of anyone's uploaded save file.
"Unique Visitors" counts everyone who lands on the site, whether or not they ever create an account — tracked via a random, non-identifying cookie (no email/IP/anything personal), counted once per person per day.
Growth
| Window | Unique Visitors | New Signups | Successful Uploads |
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Recent Signups
| Signed Up | |
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Recent Upload Attempts
| User | When | Status | Recruits Found | Roster Size | Error |
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Every comment and bug report submitted from the "Leave Comment / Report Bug" link, newest first. New = not yet looked at, Reviewed = seen but not yet acted on, Resolved = done. Change the Status dropdown on any row to update it — the submitting user sees that status the next time they check their own submissions.
| Type | Page | Message | User | Submitted | Status |
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