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Bench mode
On the floor
Everyone available is on the floor.
Bench
How it works
Benchcard works out who is on the floor for every minute of the
game, then prints it on a card that fits in your pocket. There is no account, and
your roster never leaves your device.
Choosing a plan
Even
Everybody plays as close to the same number of minutes as the clock allows.
This is what most rec and youth leagues expect, and it is the right answer if
you are not sure.
By hand
You set each player’s total yourself and the plan hits it. Useful when
somebody has to leave early, is easing back from an injury, or a parent has
asked for something specific. The totals always add up to the whole game, so
giving one player more takes it from the others in front of you.
Closers
Even minutes for most of the game, then a group you pick stays on to finish.
For the games that are allowed to matter.
Platoon
Two or three fixed fives that swap as whole units. The easiest thing to run
from the bench, and good for the youngest ages. The minutes only come out even
if the groups themselves are even.
Lineup balance
Even minutes decides how long everyone plays, not who plays
together, so five players picked purely for fairness can be your five
youngest at once. Give each player a level on the Team page, by
tapping a player and choosing their level in the sheet that opens. You do that
once a season, not once a game, and the plan keeps the fives from tipping.
Minutes do not move. Then pick the shape under
Lineup balance beside the plan, which is a call about tonight’s
opponent. Levels stay on the Team page: never printed, never shown in
bench mode.
Steady
Every stint about as strong as every other.
Start strong
Best five open the game. The closing stints go lighter in exchange. Those minutes have to land somewhere.
Finish strong
Best five saved for the end.
Both ends
Strong to open and close, softer through the middle. The one to pick to get developing players real minutes in a game you expect to be decided late.
Rules
Rules are things you need to be true; the plan works around them.
Open a game and tap the rules words in the sentence under its title. That
is where you add one, and opening a rule you have added shows a
Remove rule button to take it away.
Plays at least / Plays at most
The fewest minutes one player gets, the most, or both. “At least 10” guarantees
playing time; “at most 12” holds somebody back.
Starting five / Last-period five
Names who is on the floor at tip-off, or who is out there for the final
period.
Together / Apart
Two players who work well as a pair, or two who need separating. By default
“together” is a preference the plan maximizes and reports; the switch below
the rules makes it a hard requirement for every stint, which costs you
evenness.
One of two on
A pair you never want resting at the same time: your two ball handlers,
or your two bigs. One of them is on the floor every stint. The mirror of
“Apart”: that one is about the floor, this one is about the bench.
Rest limit
The most stints anyone may play back to back. Stops the plan leaving a kid
out there for the whole half.
One rule is worth setting once rather than per game. If your
league says everyone plays a minimum, Settings holds
Everyone plays at least … min, a minimum for the whole team that reaches
every available player in every game. A Plays at least you set on one player still
wins when it is higher, and a Plays at most you set still wins when it is lower.
A tournament day, and the season
Add a game on Today asks three questions -- who you're playing, who's
here, and how minutes should split -- then carries over the format, who is at the
gym and your rules from the last game, so only the opponent and tip-off are new.
If nothing about the game has changed, the first question offers a
Same as …? card with a one-tap Add game that skips straight past the
other two. From the second game on there is a switch called Even out earlier
games. Leave it on and the day evens out across every game, so a kid who sat
more in game 1 gets it back in game 2. Turn it off and each game is fair on its
own. The Season screen shows the running totals for the day.
Once a day is over, every game you played on it is filed into the
Season screen, which keeps what each player actually played and exports as a
spreadsheet. Once a season has games in it, every game gets a second switch called
Even out the season so far. It starts the players who are behind for
the season a stint or two up, and the ones ahead a stint or two down. The switch
is off to begin with; Settings can have each new game open with it
already on.
Reading the card
Each box is one stint. On the left is the clock:
Q2 8:00 means with 8:00 left in the second period. To its right,
▼ lists who is coming off. Underneath are the five who are on the floor
for that stretch, and the underlined names are the
ones who just came on. START is your starting five and NO SUBS
means nobody changes at that break. Cut along the dashed line.
Two sizes, under Size. Pocket size is 3.45 × 5 in,
two to a sheet across, and is the one that lives in a notebook.
Half sheet is 8 × 5.1 in, two down the page: the same card in bigger type
on a clipboard, and it lays the stints out in two columns, so a long game stays
on one card.
Changing the plan mid-game
Bench mode opens the game one stint at a time.
Tap whoever is coming off and pick how long the change lasts.
This stint
A one-off swap. The printed plan picks up again at the next change.
Rest of game
Every remaining stint goes to the player you name. This is how you say
“Simone takes Rafael’s minutes”.
Sit for the rest
For foul trouble, when you have no opinion about who covers. It sits that
player for the rest of the game and spreads the minutes across everyone
still available, counting what each has already played. Nothing already
played moves, and the round-arrow Back to the printed plan button
at the top of bench mode puts the printed plan back.
Settings
Team name
Heads the card when a game has no opponent, and names the day above your games.
Team color
Tints the primary buttons and the selected states across the app.
A game is
Periods, and minutes in each period. A game you add copies the format from
the game before it, so this is what a game starts as when there is
nothing to copy: a brand new team, or your first game. You can still
change it per game from the game screen.
A new game starts
Every game you add can open with “Even out the season so far” already on,
so you do not tick it each week. You can still change it per game in the
game's Plan, under Across the season. Until a day has been filed there
is no season to even out, and both settle a new game the same way.
Players changing at once
How many go on together at a break. Fewer keeps the floor settled;
more breaks up long stretches on the bench. Totals come out the same either
way.
The odd minutes
When the clock will not divide evenly, somebody plays one stint less. Choose
who lands on the high side. Minimum minutes, caps and minutes you set by hand
all still win. Until you set levels on the Team page, both settle it the
same way.
Everyone plays at least
Minutes, for every player who is available. Leave it at 0 unless your
league has a rule. A minimum you set on one player still wins when it is
higher, a cap you set still wins when it is lower, and the plan says so if
the game is not long enough to give everyone that much.
Backup and restore
Your roster is saved in this browser and nowhere else. Clearing your history can
erase it, and so can leaving Benchcard unopened for a week on an iPhone. Save a
file now and keep it somewhere you would keep a photo. Some browsers agree to
keep Benchcard’s data. Then a week without opening it will not clear your
roster, but clearing your history still will. Restoring replaces everything on
this device with what is in the file. You get nine seconds to undo it.