Same six on-field players in every option. The number is total game time (a slow, precise read). The colour/fill is time on field since their last break — the quick glance that says “rotate this player”.
The rail fills bottom-to-top toward a sub and shifts green→amber→red. Two cues at once: the height tells you exactly how far along (no need to know the colour scale), the colour reinforces urgency. The card itself stays the same size. Faint tick marks mark thirds; overdue rails fill fully and pulse.
A thin bar fills toward the rotation threshold and shifts green→amber→red. Precise and obvious, but you read the bar’s length as much as its colour, so it’s a fraction slower to glance than a pure colour cue.
The whole card tints from green to red. The strongest possible glance — a red card jumps out across the field — but with many players it can feel busy / “Christmas tree”.
A thick colour bar down one edge. Calm and clean — the card text stays neutral and only the rail carries the heat. Reads well in a list; slightly less punchy than a full wash.
A single traffic-light dot. Tiny footprint, keeps the card almost unchanged — but a small dot is the hardest of these to read at a quick glance from a distance.
A progress ring around the player’s initial — same visual language as your existing Sub Clock ring. Looks great, uses a bit more vertical space per player.
The card fills bottom-to-top like a battery draining toward a sub. Playful and glanceable; the rising level reads as “time used up”.
For benched players the colour can mean the opposite: rest builds back up, so they go red→green as they become rested and ready to come on. Shown here with the recommended rail style.