How To Play Draft Rugby

The game they play online in heaven.

Index

1. Creating & Joining a League

2. League Commissioner

3. Competition Format

4. The Draft

5. Roster Management

6. Trades & Free Agents

7. League Fixtures

8. The Table

9. Fantasy Scoring System

1. Creating & Joining a League

After you have registered for an account on draft rugby.com and verified your email address (be sure you check your spam/junk folder) you will find yourself on the 'Your leagues' screen where you can either join or create a league via the 'Create League' or 'Join League' buttons. If you have signed up via a join league link you will be taken directly into that league's dashboard after signing up/logging in.

Create a League:

If you chose to create a league then you’ll take on the role of the league commissioner. You will need to name your league & can invite players to join your league. Leagues can have as many as 8-10 players (including you) depending on the size of the competition; for example 8 for Super Rugby Pacific, and 10 for the United Rugby Championship.

If you have an uneven amount of players, fixtures will include auto byes throughout the season. We highly recommend trying to find a full league players through friends or our social media channels so that the game is as engaging as possible.

Join a League:

You can join a league by accepting an email invitation, through a join league url shared with you, or entering the league code shared with you on the join leagues page.

Once a league has been created, any league member that has joined can see league invitations under the league settings tab, and send further invitations via email or copying the join league url or league code and sharing them.

-> Leagues-> Join a League

2. League Commissioner

The league commissioner, the creator of the league, takes on the role of the league's manager.

The League Commissioner can:

- Update the League Noticeboard Message found on the league dashboard

- Send invitations once the league is created via email, join league url or league code found in the league invitations module in the league settings tab.

- Edit the league settings in the Settings module found in the league settings tab.

- Edit the league draft settings also found in the Settings module in the league settings tab.

- Open (or start), Pause, Resume & Reset the Draft,

- Open (or start), Pause, Resume & Reset the weekly Trade Session,

3. Competition Format

In our Open BETA for the United Rugby Championship 2025/26, the competition will be a first past the post for the win. No finals, just a week to week shoot out for points like Premier League soccer. At the end of the regular season, the league team with the most points on the table will be declared the winner. Future iterations will also have the option to create a knockout finals competition.

Each week your fantasy team will go head to head against a rival manager's team from your league. Whoever's team gets the most points will bank a win, whoever gets the least points will bank the loss. The results will be added to the league table.

The leagues fixtures will be randomly allocated once your draft has been completed.

4. The Draft

Draft Order Type

The League's Draft Order can be randomly generated or selected manually. The league commissioner can change the draft order type to manual on the league settings page.

-> Random Generated Draft Order

- This is the league default option unless updated by the league commissioner in the league settings. The draft order will be randomly generated when the commissioner opens/starts the draft. You can view the league's randomized draft order in the draft and in the league settings tab once the draft has commenced and after it has been completed.

-> Manually Generated Draft Order

- Once the leagues draft order type has been set to manual, the draft order will display in the sidebar column in the league settings page. Here the commissioner will be able to edit the draft order.

- To determine a manual draft order, we suggest running a fun competition each year to decide, usually involving some other sport and a random not skill based chance to win. You can decide this however you like, get creative.

- Our previous highlights include being allocated runners in an under 9’s surf lifesavers competition to represent us, having a random horse/dog picked in a race for us to cheer home or most recently being randomly assigned a numbered pool ball and placing a robot vacuum on the pool table to slowly push all the balls in and last to survive gets first pick!

- Have some fun with it and be sure to let us know how you picked your league draft order on social media so we can all share in the festivity!

The Draft Countdown

The Draft Countdown/Draft Date Time is by default set 1 week before the first game of the season upon league creation and can be set by the league commissioner.

The Date Time is purely illustrative for league members to get amped (and reminded) about the countdown to the draft!

When the draft countdown expires nothing happens, it will remain at 0 and disappear once the draft is opened/commenced by the commissioner

Draft Type

Presently we only offer one draft type, a 'snake draft'.

A snake draft works by the draft picks working from 1-8 (say for an 8 person league) and then 'snaking' their way back, the 8th person (unluggy last in the draft order) picks again and then the 7th, 6th, 5th, 4th, 3rd, 2nd and the 1st then picks twice and the snake continues back in forth in this fashion until all teams have a full roster.

Future plans for additional draft type options include:

-Linear - straight 1-8, rinse and repeat

-Offline - letting the league commissioner manually enter an offline draft into a league

Seconds Per Pick

This setting can edited by the league commissioner. By default on league creation, the seconds per pick is set to 300 seconds (or 5 minutes). The league commissioner can update the league seconds per pick at any time throughout the draft, if your draft is taking a long time, we recommend pausing the draft, communicating with your fellow drafters that we are decreasing the draft seconds per pick and the resume the draft with the new lower seconds per pick!

League Commissioner Draft Controls

The League Commissioner can:

- Open (start) the draft

- Pause the draft - need a break? The commissioner can see a button to pause the draft once it's started for an indefinite amount of time.

-Resume the draft - took a break? The commissioner can see a button to resume the draft once paused and the draft will pick up where it left off and the next picks turn timer will start.

- Reset the draft, this will be met with a cautionary confirm popup because this will completely reset all picks and draft progress. When the draft is opened again, if the draft order had been set to random, it will again be randomly generated. You can only reset the draft before it is complete.

If you just want to check out the draft, you can open/start the draft and then when you first hit pause if no picks have been made, you will essentially reset the draft and can open it once again. Please note that if you have the league set to a randomized draft order, if you open the draft and then hit pause, when you re open the draft, the draft order will be randomized again.

The Draft Itself

Once started, the draft follows the draft order through a snake draft (see draft type above)

On the draft screen you can view the current managers pick and the clock for their current turn. You can also view who is up for the next pick and the next pick after that.

You can view your own team, the league draft activity, the Undrated players where you can filter and make your selection, and down the bottom of the page you can view all the other league teams.

The draft is a live web socket which means that it's broadcast in realtime, as players execute their picks you will see the players populate their teams and the activity posted for that pick.

If a players pick expires, they will miss their first turn, that turn will be added to the end of the draft and they will be marked as inactive. When the pick order continues through the next picks and eventually returns to that same player, if they are still inactive, their next pick from here on will be auto assigned for them, filling their roster from top to bottom (i.e. prop down to bench) with the player of the highest average points that fits into the next slot in their roster available.

If you are marked as inactive because your pick expires, a button will appear 'I'm here' to mark yourself as active and ready to participate once again in the draft. If you miss your turn again, rinse and repeat.

The draft continues through all the picks unless paused or reset until each team has a full roster.

At this point, when the last pick is made, the following will occur:

-> the league activity for 'draft complete' will be posted.

-> the league draft status will be set to 'complete'

-> a snapshot of the 'round 0' teams will be taken and will be viewable on the draft screen

-> the draft tab will be updated to the 'trade' tab in preparation for the next weeks trade session. You will be able to view the league teams in the teams tab.

-> the league's fixtures will be generated and are viewable in the dashboard, my team, teams, fixtures and table tabs.

5. Roster Management

Your team is made up of 23 players in the below format:

Each week of the competition it will be up to you to pick which players you start, and which you bench each week. You'll have up until kick off of the first game each weekend to make your decision and save your roster. At kickoff snapshots of all teams will be taken and its those snapshots that will receive the scores for the week.

We also have an auto sub feature. If your starting player doesn't take the field, then we will substitute your bench player into your calculated scores. So it pays to have an active bench! This is designed to minimise the 'luck' component of drafting, where your player gets pulled pregame after lock out, costing you the win.

Starting XV:

1. Prop

2. Hooker

3. Prop

4. Lock

5. Lock

6. Backrow

7. Backrow

8. Backrow

9. Scrum Half

10. Fly Half

11. Outside Back

12. Centre

13. Centre

14. Outside Back

15. Outside Back

Bench:

16. Prop

17. Hooker

18. Lock

19. Back Row

20. Scrum Half

21. Fly Half

22. Centre

23. Outside Back

6. Trades & Free Agents

Each week you'll likely find some of your players have been dropped, injured, or rested. This mean you'll need to make trades to update your team and manage your roster through the rigours of a season.

Draft Rugby has three different types of trade operations. Manager to manager trades and then free agent trades that can be made either in a weekly live trade session (think mini draft), or setup as trade preferences to automatically execute trades on your turn.

Manager to Manager Trades

Given that only one manager can sign a player, you may want to trade either a single player, or multiple players with another manager.

In the 'My Team' or 'Teams' tab, you'll see 'Trade Proposals' in the right hand side bar. Here you can offer your trade options to any league manager. Simply select the player you want to receive, then the player you are offering in return, and add that to your trade proposal. When you have added all the players you want to trade, click 'Create Trade Proposal' to send it off. You can send as many trade proposals to as many managers as you like.

Once the trade has been offered, the relevant manager will be able to view your proposal in their Trade Proposals Module again on the 'My Team' or 'Teams' page and also in the activity log.

They can then accept or reject your trade proposal

You can delete a trade proposal you have created at any time to withdraw it

This function will be possible from the beginning of each week, up until the trade session is started at which point any trade proposals will for the week will be deleted.

Trade Sessions

Draft Rugby aims to capture the magic of the initial draft in its weekly trade sessions. Set a time each week to meet your mates either online, or in person, to make up to 5 free agent trades. This can be done in two ways:

Weekly Live Trade Session:

During the trade session simply navigate to the 'Trade' tab (which will appear after you finish your initial draft). Here you'll see the managers team lists, an activity log showing the trade action as it occurs during the session, and the available free agents in the right side bar.

Each week, the trade order is determined from the table standings, starting with the bottom ranked manager picking first and progresses through to the top ranked manager. The order then repeats again and in a linear fashion (unlike a snake draft) until all managers have either exhausted their 5 trades, or chosen to finish trading for the session. The trade session is not a snake draft because we aim to give a slight advantage to the lower ranked managers, it's essentially catchup mode for those managers down on their luck! This aims to keep the competition closer so that all managers are engaged throughout the length of the competition.

You can also chose to pass a turn, or the entire trade session with a click of a button.

Trade Preferences:

If you can't be present during the live trade session, you can preset your trade preferences so that your trades are executed automatically.

This can be done in the 'My Team' page. You'll find the 'Trade Preferences' module on the right side bar. Obviously all the other managers in your league will be competing for the best free agents, so you'll need to setup a list of options to ensure the holes in your team are filled.

Personally we would recommend you list a number of players in a position you need filled so that you have the best chance of fielding a full team. For example, you might give 5 different lock options to trade for the lock you want to drop. Each round the system runs through your preferences and picks your top available valid trade.

You can even chose to pick up a manager owned player in the off chance that you correctly predict a manager lets them go mid trade session. This takes some prep work to predict, but can mean a huge difference in the opportunities you can take advantage of despite not trading live.

7. League Fixtures

Once the league draft has been completed, the league fixtures will be randomly generated. In an 18 week season, your team will be generated fixtures to go through playing each other league team twice and then four teams a third time totaling 18 fixtures.

If a league has an odd number of league members, there will be bye fixtures generated for each team appropriately. Byes will be allocated as a win (4 points) and still have the opportunity to achieve an attacking bonus point.

8. The Table

The table shows where you stand in your league. Much like a real competition ladder it will accumulate your competition scores each week.

In your individual matchup, whoever gets the most points gets four point for a win, the loser leaves in shame (0 points). You also get two points for a draw, one for a bonus point loss (losing by less than a 50 fantasy point margin), and one for a bonus point win (scoring more than 500 fantasy points).

The team with the most points at the end of the season is crowned champion. In case of a draw in competition points, the tie breaker is based off the total fantasy points.

9. Fantasy Scoring System

All starting 15 players will score points for the week, your bench will not score any points. If a starting player does not enter the field of play (e.g. due to a last minute injury), your bench player for that position will be awarded points in place of the starter.

Your players will be awarded points based on their actions in the real life game each week. We have worked hard to create a scoring system that places value on all positions and all actions on the field. A summary of the points for each action is listed below.

GAMETIME:

Take the field - 1 point

Play 61+ minutes - 1 point

TRIES AND CONVERSIONS:

Tries - 10 points (15 points props, hooker, locks)

Try assists - 6 points

Conversions - 2 points (- 2 for a miss)

Penalty Goal - 3 points (- 3 for a miss)

Drop Goal - 3 points (- 3 for a miss)

ATTACK:

Carries - 1 point (2 points for props)

Dominant Carries - 1 point

Carry metres - 1 point per 10 metres (1 point every 5 metres for prop, hookers & locks)

Line breaks - 5 points

Line break assist - 4 points

Tackle Bust - 3 points

Offloads - 4 points

Passing - 1 point for every 10 passes (1 pt for every 5 passes for scrumhalves and fly halves)

DEFENCE:

Tackles - 1 point (2 points for Props)

Dominant Tackles - 2 points

Try Saving Tackle - 4 points

Turnovers won - 4 points

RUCKS:

Rucks Hit - 0.5 point for every ruck (1 pt for props)

KICKS:

Kicks from hand - 1 point

Kick metres - 1 point per 100m

ERRORS:

Bad pass - (-2 point)

Handling Error - (-2 points)

Turn over conceded - (-4 points)

Missed Tackle - (-2 points)

Penalty Conceded - (-4 points)

Yellow card - (-10 points)

Red card - (-20 points)

SET PIECE:

Scrum won - 1 point (Tight 5 only: props, hookers & locks)

Scrum lost - (-2 points, Tight 5 only: props, hookers & locks)

Lineout throw successful - 1 point

Lineout throw lost - (-2 points)

Lineout take successful - 2 points

Lineout steal - 4 points

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