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You’re correct that the game will place players at the graveyard space furthest from any goal.
When the game needs to respawn a player, it will look at each graveyard space and count how many steps it is to the nearest goal from each space. It then spawns the player at the graveyard with the greatest number of steps to its closest goal.
After looking over the code, the game does indeed count pathing spaces as steps when measuring the distance between a graveyard and the goals, despite them not costing a step to players. This actually seems like an oversight to me since this also affects things like the rocket selecting the closest path to a chest. I wouldn’t rely on this behaviour as it will likely be patched out or changed in the future (this probably wouldn’t be changed until next year at the earliest). EDIT: This will likely be changed in the next patch, 1.14.1j.
If you do want to try to manipulate respawns, I can see that the game ignores disabled connections when calculating distances between board spaces, so you may be able to toggle different paths at the right time to force certain graveyards to be closer/further, depending on how your map is set up.
Hope that helps!