The Machine

Glossary

What every number on The Machine means, and how it’s worked out.

Reading the numbers

Conventions that hold on every page: ranks and their colors, what “entering” means, and splits.

League rank

#12

Where a team stands among all 32 on that number: #1 is the best, #32 the worst — with three exceptions.

A rank sits beside the number it ranks, as of the same week. Teams that tie share a rank, and the next one is skipped (1, 2, 2, 4).

Three kinds of rank run another way: strength of schedule (#1 is the hardest schedule), a defense’s rank shown beside a player (#1 is the toughest defense for him to face), and a team’s tendencies (#1 does it the most).

Shown on
A game page · The Teams board · A team page
See also
Rank colorsStrength of schedule (SOS)Opponent defense rankPass rate

Rank colors

Green is good, red is bad, gray is mid-league — for whoever the row is about. The color repeats the number, it never replaces it.

A team’s own rank is green near #1 and red near #32, in even steps. A defense’s rank beside a player is read from his side, so the colors flip: the softest defense (#32) is green and the toughest (#1) red — on the Props and Players boards, the Matchup ranks and the player page.

A rank that isn’t a judgment of quality — schedule strength, a tendency — stays gray.

The colored bars are something else: an edge, where warm means the offense is favored and cool the defense (see Matchup edge).

Shown on
The Teams board · The Players board · A player page · The Props board
See also
League rankMatchup edge

Entering, and this game

Enteringthrough week 5This gamegoing in

A game page shows both teams as they were going into the game — through the week before — even after it has been played.

So a finished game still shows what the numbers said beforehand. What the game itself produced is labeled as the game’s: the result, the box score, the “This game” column and bar.

DVOA and pressure come from weekly imports and can trail a week; the page’s “Entering numbers” line says so when they do.

Shown on
A game page
See also
DVOAPressure rate

Defense numbers are what it allows

allowedDef EPAPts allowed

A defense’s EPA, success rate, points and yards are what it gave up, so lower is better — except pressure, sacks and hits, which it generates.

Shown on
The Teams board
See also
EPA per playPressure rate

Season, Last 3, Last 5, Home, Away

SeasonLast 3L3Last 5HomeAway

The same number over different sets of games: the whole season, the most recent three or five, or home or away games only.

A rate over several games is the totals divided — all the yards over all the attempts — not an average of each game’s rate, so a busy game weighs more than a quiet one.

L3 is a player’s last three games played: a week he missed is skipped, not counted as a zero.

Shown on
A game page · A team page · The Players board · A player page

Per game

/gYds/gper game

A total divided by the games played.

A player’s prop numbers divide only by his games that count for that prop, so they can differ from the Players board’s per-game numbers.

Shown on
A game page · The Players board
See also
Games that count

A dash

—

No number exists yet — not zero. Zero is a real value for almost everything here.

Change

Change since week 2▲3▼2

On the Teams board: how much each number and its rank have moved since three weeks earlier.

It compares the season-to-date number with where it stood three weeks back (never before week 1), so it shows a team trending — not its last three games alone. A green ▲ is places gained, a red ▼ places lost.

Shown on
The Teams board

Matchups and efficiency

EPA, success rate and the matchup edge — the numbers the slate and the game page are built on.

EPA per play

EPA/playEPA/dropbackEPA/rushEPAOff EPADef EPAPass EPARush EPAEPA per dropbackEPA per rush

Expected points added: how much each play changed the points a team could expect from its drive, averaged over its plays.

Every situation — down, distance, field position, time left — carries a number of points a team can expect to score from it. A play’s EPA is that number after the play minus before it: a 12-yard gain on 3rd and 10 is worth well over a point; a sack on the same down costs about one.

Counted on every pass and run, sacks and scrambles included; kicks, kneel-downs, spikes and two-point tries are left out. A pass or run wiped out by a penalty still counts, carrying the penalty’s result. Regular season only.

Pass EPA is per dropback (sacks and scrambles are dropbacks); rush EPA is per designed run. A team’s overall number pools both, so it leans toward whichever the team does more.

the EPA of its plays added up ÷ the number of plays

Which way
Higher is better for an offense. For a defense it is what it allows, so lower is better.
From
Play-by-play
Shown on
A game page · The Teams board · A team page
See also
Success rateMatchup edgeNet EPA

Success rate

SuccessPass SRRush SROff SRDef SR

The share of plays with a positive EPA — plays that left the offense better off than before.

Counted over the same plays as EPA per play. It isn’t the yards-needed version some sites use (a share of the distance to gain on each down), so it won’t match theirs.

plays with EPA above zero ÷ plays

Which way
Higher is better for an offense, lower for a defense.
From
Play-by-play
Shown on
A game page · The Teams board · A team page
See also
EPA per play

Matchup edge

PassRushLeague average

One offense against one defense in one phase, measured from an average matchup: 0 is an average offense against an average defense.

A game has four: each team’s passing and running against the other’s defense. The edge is how far the offense is above an average offense, plus how far what the defense allows is above what an average defense allows — a strong defense allows less than average, so it pulls the edge down.

The averages are the 32 teams’ means as of the same week as the two teams’ numbers: the averages of the pass and rush EPA columns on the Teams board’s Offense and Defense views.

An offense at +0.17 per dropback, with the league’s offenses averaging +0.07, is 0.10 above average. A defense allowing +0.04, with defenses averaging +0.07, allows 0.03 less than average. Together: an edge of +0.07, the offense’s way.

A game page spells each edge out under its bar: “League average −0.11 a rush. CHI’s offense is 0.03 better; NE’s defense allows 0.04 more.” The two pieces add up to the edge as printed — each is rounded so they do, which can move one by 0.01.

Measured from an average matchup, passing and rushing edges read on one scale. (Until October 2026 the edge was the offense’s number plus the defense’s, which put every passing edge near +0.15 and every rushing edge near −0.22 before either team was counted.)

The bar is full at ±0.30 and stays gray inside ±0.08, where the difference is small. Warm favors the offense, cool the defense.

(offense EPA per play − league average) + (defense EPA per play allowed − league average), in the same phase

Which way
Neither — positive favors the offense, negative the defense.
From
Play-by-play
Shown on
The slate · A game page
See also
EPA per playBiggest edgeExpected

Biggest edge

Biggest edgeBiggest edge going inSEA rush D −0.33Even matchup

The largest of a game’s four edges, whichever way it points — it heads the slate card and the game page.

It names the side the edge favors: “SEA pass +0.20” is Seattle’s passing offense, “SEA rush D −0.33” is Seattle’s run defense — a negative edge belongs to the defense.

Edges are measured from an average matchup, so the biggest is the most lopsided of the four. It is more often a passing matchup: teams differ more in how they pass and defend the pass than in how they run.

When none of the four reaches 0.05 either way, the slate card and the game page read “Even matchup” instead.

Shown on
The slate · A game page
See also
Matchup edgeWho has the edge

Expected

Expected

On a played game, what each offense was expected to do per play in a phase going in: an average offense, plus its matchup edge.

Its bar sits under the game’s own EPA per play (“This game”), on the same scale, so the two read against each other: above it, the offense did better than the matchup said; below, worse.

The average and the edge are as of the week before the game, like every entering number. One game is a few dozen plays a phase, so a gap either way says little on its own.

league average offense EPA per play + matchup edge, in the same phase

Which way
Neither — it is what the game is read against.
From
Play-by-play
Shown on
A game page
See also
Matchup edgeEntering, and this gameEPA per play

Who has the edge

Edgeeven

On the slate card, the team named beside Total DVOA, Pass and Rush: the one rated higher, and the one with the better passing and rushing matchup — or “even”.

Pass and Rush compare the two teams’ matchup edges in that phase — each team’s offense against the other’s defense — and name the team whose edge is larger. Within 0.05 EPA per play of each other they are even, the same threshold as an even matchup.

Total DVOA names the team rated higher, and calls it even within 3 points.

It compares numbers already on the card. It isn’t a prediction of who wins.

From
Play-by-play · FTN
Shown on
The slate
See also
Matchup edgeDVOABiggest edge

Net EPA

Net EPA

A team’s offense and defense in one number: EPA per play gained minus EPA per play allowed, halved.

Halving keeps it on the same scale as the offense and defense numbers.

(offense EPA per play − defense EPA per play allowed) ÷ 2

Which way
Higher is better.
From
Play-by-play
Shown on
A game page · The Teams board · A team page
See also
EPA per play

Points and yards

PtsPts allowedPass ydsRush ydsPassRush

Points and passing and rushing yards, scored or allowed — per game, or in one game.

A team’s passing yards don’t take off the yards lost to sacks, so they add up to its passers’ yards. A drive’s yards in the drive log do take them off.

From
Play-by-play
Shown on
A game page · The Teams board

Team ratings

One-number ratings of a team: DVOA, WES, ELO, and how hard its schedule has been.

DVOA

DVOATotal DVOAOff DVOADef DVOAWtd DVOA

FTN’s team rating: how much better or worse than league average a team has played, play by play, adjusted for its opponents.

DVOA (Defense-adjusted Value Over Average) is FTN’s own measure, imported each week rather than worked out here. It compares every play with the league average in the same situation and adjusts for the strength of the opponent; 0% is average.

Weighted DVOA counts recent games more than early ones.

On the slate card, “Total DVOA” is each team’s, entering the week, with the team rated higher named beside it.

Which way
Higher is better for total and offense. For defense, lower — below zero — is better.
From
FTN
Shown on
The slate · A game page · The Teams board · A team page
See also
WESEntering, and this game

WES

WES

The group’s composite rating: a weighted average of a team’s league ranks in DVOA, EPA and success rate — so lower is better.

Net WES is 40% the DVOA rank, 35% the net EPA rank, and 25% split evenly across four success-rate ranks (passing and rushing, offense and defense). Offensive and defensive WES use that side’s DVOA, EPA and two success-rate ranks with the same 40 / 35 / 25 weights.

The result is ranked again, 1 to 32. It needs DVOA, so it is missing until the season’s first DVOA import. It is the recipe from the group’s spreadsheet, fed with this site’s EPA and success rates.

0.40 × DVOA rank + 0.35 × EPA rank + 0.25 × the average success-rate rank

Which way
Lower is better.
From
FTN · Play-by-play
Shown on
A game page · The Teams board · A team page
See also
DVOAEPA per playSuccess rate

ELO

ELO

A rating that moves after every game by how surprising the result was and by the margin — an average team is 1500.

Before a game, the gap between the two ratings gives each team’s chance of winning, with 50 points added to the home team (none at a neutral site). Afterward each team moves 20 points times its result minus that chance — a win is 1, a tie ½ — scaled up for a bigger margin, and less so when a favorite wins big, so strong teams don’t run away with it.

Every team started at 1500 in 2021, and ratings have carried forward since, moving a third of the way back toward 1500 before each season. It’s FiveThirtyEight’s NFL method. Unlike EPA, it counts the playoffs.

Which way
Higher is better.
From
Scores and schedule
Shown on
A game page · The Teams board · A team page
See also
Strength of schedule (SOS)

Strength of schedule (SOS)

SOSSOS #4

How hard a team’s schedule has been so far, as a rank: #1 is the hardest — not the best.

It’s the average ELO of the opponents a team has played, each at its rating going into that game. Before week 1 it is projected from the whole season’s schedule instead.

Which way
Neither — a description. #1 is the hardest schedule.
From
Scores and schedule
Shown on
A game page · The Teams board · A team page
See also
ELOLeague rank

Pass rush and protection

How often quarterbacks are pressured, sacked and hit, from FTN’s charting.

Pressure rate

PressurePress%Press% allowedPressure rate allowedPressure rate generated

The share of dropbacks on which the quarterback was pressured — what an offense’s line allows, and what a defense’s rush generates.

Pressure is a charter’s judgment, not something the league records, so it comes from FTN’s charting, imported one week at a time. Over several games it is all the pressures over all the dropbacks.

A game FTN hasn’t charted yet — Monday night’s, sometimes, for a day or two — reads “not charted yet” and is left out of the rate; its sacks and hits still count. Another charter’s pressure rate, such as Pro Football Reference’s, runs several points lower and won’t match.

pressures ÷ dropbacks

Which way
Lower is better for an offense, higher for a defense.
From
FTN
Shown on
A game page · The Teams board · A team page
See also
Sack rateQB hit rate

Sack rate

Sack rateSack%Sack% allowed

Sacks per dropback — allowed by an offense, generated by a defense.

FTN’s sacks over FTN’s dropbacks, so it sits on the same base as the pressure rate beside it. On the Teams board’s Pressure view, “Sacks” and “Sacked” are these rates, not counts.

sacks ÷ dropbacks

Which way
Lower is better for an offense, higher for a defense.
From
FTN
Shown on
A game page · The Teams board · A team page

QB hit rate

Hit%Hit% allowed

Hits on the quarterback per dropback — allowed by an offense, generated by a defense.

QB hits ÷ dropbacks

Which way
Lower is better for an offense, higher for a defense.
From
FTN
Shown on
The Teams board

Clean and pressure EPA

Clean EPAPressure EPA

An offense’s EPA per dropback with a clean pocket and under pressure — which offenses hold up when pressured.

These come from FTN’s own EPA model, not the EPA on the rest of the site, so don’t set them beside it or an edge. They are team numbers, blending all of a team’s quarterbacks.

Which way
Higher is better.
From
FTN
Shown on
The Teams board
See also
EPA per play

Team tendencies

How an offense plays, not how well. Each is shown with the league average and a rank where #1 does it the most — a description, not a grade, so the ranks aren’t colored.

Pass rate

Pass rate

The share of an offense’s plays that are dropbacks.

dropbacks ÷ plays (sacks and scrambles are dropbacks)

From
Play-by-play
Shown on
A team page

Pass rate over expected (PROE)

Pass rate over expectedPROE

How much more (or less) often a team passes than the situation predicts, in percentage points.

Each play carries a model’s chance of a pass given the down, distance, field position, score and time left (nflverse’s). PROE is the average of “passed or not” minus that chance: +5 means passing five points more often than a typical team in the same spots.

From
Play-by-play
Shown on
A team page
See also
Pass rate

Depth of target

Depth of targetaDOT

How far past the line of scrimmage the average pass travels in the air, in yards.

air yards ÷ pass attempts with air yards recorded

From
Play-by-play
Shown on
A team page

Deep pass rate

Deep pass rate

The share of passes thrown deep — 15 or more yards past the line, as the play-by-play marks them.

deep attempts ÷ attempts with a recorded length

From
Play-by-play
Shown on
A team page

Shotgun and no huddle

ShotgunNo huddle

The share of an offense’s plays run from the shotgun, and run without a huddle.

From
Play-by-play
Shown on
A team page

Scramble rate

Scramble rate

How often a dropback ends with the quarterback running.

scrambles ÷ dropbacks

From
Play-by-play
Shown on
A team page

Direction and targets by position

Pass directionRun directionTargets by position

Where an offense throws and runs — left, middle, right — and which positions its targets go to.

Shares of the plays where the play-by-play records a direction; each set adds up to 100%. Targets by position split the team’s targets among wide receivers, tight ends and running backs (fullbacks count with the backs).

From
Play-by-play
Shown on
A team page

Player usage and form

A player’s share of his team’s work, his recent form, and the defense he faces.

Recent form: Δ and the arrows

Δ▲▼

Δ is a player’s last three games minus his season, in yards per game: positive means he has been hotter lately.

On the Players board Δ is shown bright when it is 10 yards or more either way. On the leader tables an arrow beside L3 marks a last-three average at least 15% above (▲) or below (▼) his season average.

last-three yards per game − season yards per game

From
Play-by-play
Shown on
A team page · The Players board
See also
Season, Last 3, Last 5, Home, Away

Target share

Tgt%Target share

His share of his team’s targets in the games he played.

Two-point tries are left out on both sides. Over several games it is the totals divided, not an average of each game’s share.

his targets ÷ his team’s targets, in the games he played

From
Play-by-play
Shown on
A game page · The Players board · A player page

Air-yards share

Air%Air-yards share

His share of the yards his team’s passes traveled in the air, in the games he played.

Air yards are how far a pass travels past the line of scrimmage, caught or not. The team’s total counts every pass with air yards recorded, including ones not thrown to anyone in particular.

his air yards ÷ his team’s air yards, in the games he played

From
Play-by-play
Shown on
The Players board · A player page

Rush share

ShareRush%Rush share

His share of his team’s rushing attempts in the games he played.

his carries ÷ his team’s carries, in the games he played (two-point tries left out)

From
Play-by-play
Shown on
A game page · The Players board · A player page

High and low

HighLow

His best and worst single game this season, in the yards the view is about.

On the Players board that is every game he played; on the Props board, only his games that count for the prop.

From
Play-by-play
Shown on
The Players board · The Props board
See also
Games that count

Games

G

Games played — or, on the Props board, games that count for the prop.

On the Players board and the leader tables, G is every game he played this season. On the Props board it is only the games where he had a real role in that stat.

Shown on
The Players board
See also
Games that count

Opponent defense rank

pass D #8rush D #21Pass DRush D

How tough the defense he faces is against the pass or the run: #1 is the toughest, #32 the softest.

The 32 defenses ranked by EPA allowed — per dropback for pass D, per run for rush D. Beside an upcoming game it is the defense as it stands now; in a game log, as it stood going into that game.

It is colored from the player’s side: the softest defense green, the toughest red — the reverse of a team’s own rank, because a top defense is bad news for the player.

From
Play-by-play
Shown on
The Players board · A player page · The Props board
See also
EPA per playLeague rankRank colors

Game lines and records

The spread, the total and the moneyline, and how teams have done against them.

Spread

SpreadSEA −2.5PKPick'emClosed LA −3.5

The points the favorite gives: “SEA −2.5” means Seattle is favored by two and a half.

The favorite’s number is negative, the underdog’s positive; PK or Pick’em means neither is favored. Before kickoff it is the current line; once the game is final, the closing line and whether it was covered.

The lines come from nflverse’s schedule file, which doesn’t name the sportsbook, so one can sit half a point off a particular book’s.

From
Game lines
Shown on
The slate · A game page · A team page
See also
Record against the spread (ATS)

Total

TotalO/U 40.5

The sportsbook’s number for the two teams’ combined points; the game finishes over or under it.

From
Game lines
Shown on
The slate · A game page · A team page
See also
Over/under record

Moneyline

Moneyline

The price on each team to win outright, in American odds.

From
Game lines
Shown on
A game page
See also
Prices (American odds)

Record against the spread (ATS)

ATS 3-1ATS

Games a team covered, didn’t cover and pushed: “2-1-1”.

A team covers when its winning margin plus its own spread is above zero; exactly zero is a push, shown only when there is one. A game without a line isn’t counted. On a game page it is the record going into that game.

From
Game lines · Scores and schedule
Shown on
A game page · A team page
See also
Spread

Over/under record

O/U 3-2

How a team’s games have finished against the total: overs, unders, and pushes.

It describes the games, so both teams in a game get the same result.

From
Game lines · Scores and schedule
Shown on
A game page · A team page
See also
Total

Streak and rest

W3L1rest 6 days(bye)

A team’s current run of wins or losses, and the days since its previous game.

Rest counts calendar days back to the team’s last game on the schedule; more than 10 means a bye sat in between.

From
Scores and schedule
Shown on
A game page

Player props

Sportsbook lines on a player’s yards, and how his games measure up against them.

Prop line

Line55.5 ▲ 56.5was 58.5

The sportsbook’s number for a player’s passing, rushing or receiving yards in one game.

FanDuel’s lines, captured during the week and again shortly before kickoff. “Line” is the newest one captured. When it has moved since it was first seen, the Props board puts the first line and an arrow for the way it went before it — “55.5 ▲ 56.5” — and under it on a phone; a player’s page says “was 55.5” beside it.

A price shows with a line only where the book has priced the two sides differently — “U -128”, the side it favors — and then the line is not a coin flip.

From
Prop lines
Shown on
A game page · A player page · The Props board
See also
Prices (American odds)Closing line

Prices (American odds)

U -128O +102−110+120

What a bet pays: −110 means risking $110 to win $100; +120 means risking $100 to win $120.

A prop’s price shows only where the book has priced the two sides differently: the side it favors and its price, “U -128” beside the line on the Props board and a player’s page (both prices in its hover text, and on a game page in the line’s). A line priced alike on both sides — −114 each way, as nearly every line is — says nothing about the player, so it shows no price.

A shaded line is not a coin flip: at −128 the under has to win 56.1% of the time to break even, so his median against that line reads differently. Shaded lines are mostly the small ones — a back’s 2.5 receiving yards, a quarterback’s 0.5 rushing.

From
Prop lines
Shown on
A player page · The Props board
See also
Break-evenProp line

Break-even

break-even

How often a bet at a given price has to win just to break even — the chance the price implies.

−110 needs 52.4%; +120 needs 45.5%. The two sides of a line add up to more than 100%: the extra is the sportsbook’s margin.

for −110: 110 ÷ (110 + 100); for +120: 100 ÷ (120 + 100)

Shown on
The Props board
See also
Prices (American odds)

Games that count

G

Games where he had a real role in the prop’s stat: 10+ pass attempts for passing yards, a carry for rushing, a target for receiving.

His median, averages, high, low and “went over” count use only these, so a relief appearance doesn’t drag them down. That’s why they can differ from the Players board.

Shown on
The Props board
See also
Median and its gap to the lineAvg and L3Went over

Median and its gap to the line

MedMed ±

His middle game over the games that count — half his games above it, half below — and how far it sits from the line.

A line is set near the point where the over and the under are about equally likely, which is a median, so his median is the like-for-like number to set beside it. Yardage is lopsided: one big game pulls an average above most of his games, but not a median. A receiver with 40, 45, 50, 55 and 150 yards averages 68 — well over a 52.5 line — yet went over it twice in five games; his median is 50.

With an even number of games it is halfway between the middle two, and on a handful of games it can move a lot from one week to the next.

These are his numbers, not a forecast: the line is set with all of them in hand, and a wide gap is not a stronger signal than a narrow one.

Med ± = median of his games that count − line

From
Play-by-play · Prop lines
Shown on
The Props board
See also
Games that countAvg and L3Went over

Avg and L3

AvgL3

His average over the games that count, and over his last three of them.

One big game lifts an average, so on the Props board the median leads and the averages sit with the rest of his season; L3 is dimmed when he has three or fewer games, since it is then the same games as Avg.

From
Play-by-play
Shown on
The Props board
See also
Games that countMedian and its gap to the line

Went over

Went overOver it in 5 of 85/8

How many of his games this season went over today’s line — “5 of 8”, or “5/8” on a phone.

Today’s number tried against every game that counts, not the line each of those games actually closed at — that is the closing hit rate. A game exactly on the line is a push, counted apart.

It describes his season against today’s number; it is not a forecast — the line is set with those same games in hand.

From
Play-by-play · Prop lines
Shown on
A player page · The Props board
See also
Closing hit ratePush

Closing line

Closing line

The last line the sportsbook showed before kickoff.

Captured 10 to 40 minutes before each game. A prop taken off the board before the final hour — a player ruled out, say — has no closing line. The history starts with week 5 of 2026, the first week captured.

From
Prop lines
Shown on
A player page
See also
Closing hit rateHit margin

Closing hit rate

Vs closeclosing hit rateOver in 3 of 43/4

How he has done against the line each of his past games actually closed at: overs out of the games decided.

Only games with a captured closing line count, and pushes are left out of both sides. On the Props board it reads “3 of 4”, or “3/4” on a phone.

A game he played without a target, a carry or a pass counts as 0 yards — an under, the way the book settles it — when Pro Football Reference’s snap counts show him on the field for an offensive snap. His game log has no row for that game; in the props history, the 0 says why when you hover over it. A game he sat out, or played on special teams alone, is not graded.

From
Play-by-play · Prop lines
Shown on
A player page · The Props board
See also
Closing lineWent over

Hit margin

Marginaverage margin

What he did minus the closing line: 78 yards against a 65.5 line is +12.5.

On the Props board and in the props history summary it is the average over his games with a closing line — whether his overs were squeakers or blowouts.

actual yards − closing line

Shown on
A player page · The Props board
See also
Closing line

Push

push

A result exactly on the line — possible only on a whole-number line. Left out of hit rates and shown separately.

Shown on
A player page

Matchup (defense vs his receiver group)

Matchuppass #3 WR1 #8WR1 #8TE #1

On a receiving line: the defense’s pass defense rank, then its rank against his kind of receiver — WR1, WR2, other wide receivers, tight ends or running backs. #1 is the toughest.

The second rank is FTN’s DVOA against passes to that group of receivers, season to date and imported each week — so a defense that is solid against the pass overall but weak against tight ends shows it. Hovering on it gives the DVOA and the passes and yards it allows that group a game.

A tight end reads against tight ends and a running back against running backs. FTN doesn’t say which receivers it counts as a team’s WR1 and WR2, so the app decides: his team’s wide receivers with a line this week, ranked by targets per game this season — the first is WR1, the second WR2, the rest WR3 (FTN’s group for every receiver past the top two). A receiver out that week has no line and takes no place. On a phone the group rank is under his name.

The first rank is the app’s own pass defense rank, from EPA; the second is FTN’s, a different model — the two can disagree, which is the point of showing both. Both are colored from his side: green a soft defense, red a tough one.

From
FTN · Play-by-play
Shown on
The Props board
See also
Opponent defense rankDVOA

Injuries

Who is missing a game, as each team’s injury report stands, and how much each injured player plays.

Injury report

Injury reportInjury report at kickoffESPN, Tue 4:26 PM ET

Each team’s injured players for this game, from ESPN’s injury feed — the latest before kickoff, and once the game has started, the report as it stood at kickoff.

The feed is read every hour from morning to evening, Eastern time — so the teams’ afternoon reports are in within about an hour — and again in the hour before each kickoff, after the inactives are announced. A player is filed under his team’s next game, so a report is always about one game.

Closed, the card is each team’s count by status; open, it lists the players, each with his injury and how much he plays, and a tap gives ESPN’s latest news on him and when it was written.

Once a game has kicked off its report stops changing: what it shows is what was known at kickoff. A player cleared before then played, and isn’t listed.

From
Injury reports
Shown on
A game page
See also
Injury statusSnap share, and depth players

Injury status

OutDoubtfulQuestionableInjured, no game status yetno status yetIRIR, may returnPUP, may returnPUPSuspendedInactiveClearedODQSUSgray cross

Out, Doubtful and Questionable are a team’s game statuses, given on its last report before the game. Before that, an injured player has no game status yet.

Teams report injuries on practice days and give game statuses on the last report — usually Friday for a Sunday game, Saturday for a Monday game and Wednesday for a Thursday game. Before then ESPN’s label is a placeholder (early in the week it lists most injured players as questionable), so the card says “no game status yet” and gives the injury and the news instead.

Out counts whenever it is given — a team can rule a player out early, never in. So do IR (injured reserve: out for at least four games), PUP (physically unable to perform), Suspended, and Inactive — left off the game-day roster, announced 90 minutes before kickoff.

“IR, may return” and “PUP, may return”: designated to come back from injured reserve or PUP. ESPN keeps him on the list even when his team lists him questionable, and only an activation puts him in the game — by 4 PM ET the day before it. Until then he has no game status yet, and his news says what his team has said. Still on the list after that, he is out (IR or PUP); activated, he is cleared.

Cleared: on the report earlier in the week and no longer injured — he is expected to play. A player on IR or PUP, or suspended, is cleared only when ESPN reports him activated or reinstated: ESPN also drops such players from its feed without activating them, and that alone clears no one.

In a game page’s passing, receiving and rushing tables, a player on the report has his status beside his name: O (out, or inactive), D, Q, IR, PUP or SUS, in the card’s color for it, and a gray cross while he has no game status yet — a player designated to return included, until 4 PM ET the day before the game. The injury is in the hover text. A cleared player has no tag. It is the same report as the card’s, so once the game has kicked off it is his status at kickoff — a Q in a played game’s box score is a player who was questionable and played.

From
Injury reports
Shown on
A game page
See also
Injury report

Snap share, and depth players

82% of snapsspecial teamsno snaps this season+3 depth players

An injured player’s share of his side’s snaps — offense or defense — in the games he has played this season. Under 20%, he is a depth player, folded into a count.

His snaps over his team’s snaps in the same games, summed — not an average of each game’s share. His side is whichever of offense and defense he played more.

At 50% or more he is a regular; from 20% he plays part-time; both are listed. Under 20%, a kicker, punter or special-teamer, or no snaps at all this season (on injured reserve since the summer, say) is a depth player: counted, and named when the count is opened.

A receiver’s share of his team’s targets, or a back’s share of its carries, follows when he has one. Before week 1 is played there are no snaps to go on, so every injured player is listed.

his offense (or defense) snaps ÷ his team’s offense (or defense) snaps, over the games he played

From
Injury reports
Shown on
A game page
See also
Target shareRush share

A played game

What a finished game’s page adds: the score over time, the quarters and the drives.

Score flow

Score flow

Both teams’ points over the game clock, one step for each score.

A score is drawn at the snap of the play it came on, so it can read a few seconds earlier than a broadcast’s scoring summary. A touchdown and its extra point are one step.

From
Play-by-play
Shown on
A game page

By quarter

By quarterQ1OT

Each team’s points and its offense’s EPA per play in each quarter.

The EPA cell is colored like an edge: warm when the offense won those plays.

From
Play-by-play
Shown on
A game page
See also
EPA per play

Drive log

Drive logStartPlaysYdsEPA

Every drive: when it started, its plays and yards, how it ended, and the expected points it added.

Plays and yards count passes and runs only — no penalties, kicks or kneel-downs — so they can differ from a broadcast’s drive chart, and yards take off sacks. EPA is the drive’s total, not per play.

From
Play-by-play
Shown on
A game page
See also
EPA per play

Abbreviations

Short labels that are plain counts
YdsYards
AttAttempts — passes thrown, or carries
Cmp/AttCompletions / attempts
Y/AYards per pass attempt
YPCYards per carry
TDTouchdowns
INTInterceptions thrown
SkSacks taken
TgtTargets — passes thrown his way
RecReceptions
PtsPoints
W-LWins and losses (and ties, when there are any)
Final/OTFinal, after overtime
QB · RB · WR · TEQuarterback, running back, wide receiver, tight end

Where the data comes from

Play-by-play
Every play of the season from nflverse, the open NFL data project, read in after each game.
Scores and schedule
Game results and the full schedule, from nflverse.
FTN
FTN Data’s DVOA, its DVOA against each kind of receiver, and its pressure charting, imported once a week from a subscription.
Game lines
Spreads, totals and moneylines from nflverse’s schedule file, which doesn’t name the sportsbook.
Prop lines
FanDuel’s player prop lines, captured through The Odds API during the week and again shortly before kickoff.
Injury reports
ESPN’s injury feed, captured every hour through the day and again shortly before each kickoff, and each player’s snaps from Pro Football Reference’s snap counts, through nflverse.