How it decides
Five rules, the same every time
Fair Turns does not judge who is better. It only shares time, and it follows the same rules for every team, so the same setup always gives the same plan.
- R1
Equal turns, within one
Each turn, the numbers who have played the fewest turns so far go on. After every change, the most-played and least-played numbers are never more than one turn apart, unless locked spots force otherwise (see R4).
- R2
Extra turns are shared
9 players and 7 spots over 4 turns is 28 turns of playing time for 9 numbers: 3 each and one extra for one player. In a Bench Book the extras go to whoever has had the fewest turns per game this season; without one, the order shifts from game to game.
- R3
Sits are spread
A number sits only while everyone on the field has played no more turns than it has. Whoever sat comes back first.
- R4
Locked spots stay locked
With the Turn Pass you can say "only #2 and #12 in goal". Those spots are filled only from your list. If your list is too short to cover every turn, the plan says so in plain words.
- R5
Spots rotate
For sports with spots, each turn is matched so players move to spots and kinds of spot (back, middle, front; infield, outfield) they have played least, and avoid the same spot two turns running.
A real example
Soccer 7 v 7, 9 players, two 25-minute halves with 2 changes each, keeper locked to #2 and #12.
| No. | Name (write in) | H1·1 | H1·2 | H2·1 | H2·2 | Turns | Min |
|---|---|---|---|---|---|---|---|
| #2 | GK | GK | MID | GK | 4/4 | 50 | |
| #5 | DEF | MID | FWD | – | 3/4 | 37.5 | |
| #6 | DEF | MID | DEF | – | 3/4 | 37.5 | |
| #8 | MID | DEF | – | MID | 3/4 | 37.5 | |
| #9 | MID | DEF | – | MID | 3/4 | 37.5 | |
| #12 | MID | – | GK | MID | 3/4 | 37.5 | |
| #14 | FWD | – | MID | DEF | 3/4 | 37.5 | |
| #17 | – | FWD | MID | DEF | 3/4 | 37.5 | |
| #19 | – | MID | DEF | FWD | 3/4 | 37.5 |
Every number plays 3 or 4 of 4 turns.
What it does not do
It does not track the score, the clock or who played well, and it does not know your league's own playing-time rule: check that the plan meets it. Real games change (injuries, foul trouble, a player arriving late): adjust on the day and keep it fair by eye.