HOW TO PLAY DRAFT RUGBY
The game they play online in heaven.
(a work in progress)
1. Creating or 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 'home screen' where you can see a list of leagues you participate in and the 'Create a League' button.
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 & invite your friends to join your league via email. Leagues can have as many as 8 players (including you), if you have less players than this, fixtures will include auto byes throughout the season. We highly recommend trying to find a full league of 8 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 from your league commissioner.
2. Competition Format
3. The Draft - *Feature in Development*
You will have two options to select your draft order:
- The League’s Commissioner can allocate a draft order. You can decide this however you like, personally we run a fun competition each year to decide, usually involving some other sport. Highlights include being allocated runners in an under 9’s nippers competition to represent us and having a random horse/dog picked in a race for us to cheer home. Let us know how you pick your order on social media so we can all share ideas!
- Random allocation. If you don’t have your own system to create an order we can randomly generate one for you.
The initial draft is a SNAKE DRAFT, so the order of picks is 1st to 8th, then 8th to 1st, 1st to 8th etc, until all rosters are filled.
You will be able to draft either ONLINE or OFFLINE.
At an agreed upon time set by the leagues commissioner, the draft will commence. Each manager will have 4 minutes to select a player ('Make a Pick') before their turn is over, if they do not make a pick, the next player available with the highest total score from the previous season will be auto selected. In the draftroom you can view which players has been picked, which players are still available, what order players were picked, and each managers roster. This means you will be able to update your draft strategy as the draft progresses.
This is our preference, nothing beats bringing your entire league together in person to run your full initial draft. You can work it out completely externally and then chose to have your league commissioner fill the team lists out, or you can run the online initial draft we have supplied, but complete it together in person.
Please note that no player can be owned by more than one manager, so it is extra important that you know exactly who you want to pick so you don’t miss out.
4. Roster Management
Your team is made up of 23 players in the following format:
|Draft Rugby Position||Actual Rugby Positions||Number of Starters||Number of Subs|
|Back Row||Flankers, No. 8||3||1|
|Centres||Inside & Outside Centre||2||1|
|Outside Back||Wingers/Fullbacks/Utility Backs||3||1|
This means that you will always have 1 sub per position to help give you the best chance of fielding a full team of 15 each week. Only your starting 15 will contribute to your weekly points total, unless a starter doesn’t take the field, in which case the substitute will take his place.
Each players position will be decided before the kick off of the season, and will not be changed until the start of the following year. This ensures there are no clashes in players teams, and is the fairest way to approach this possible problem.
Setting your lineup:
Each week you will have until 5 minutes before the kick off of the first game of the week to set your starting line-up. Beyond this point your team will be “locked” and no more changes to your line-up will be possible.
6. The Table
7. Fantasy Scoring System
All starting 15 players will score points for the week, your bench will not score any. If you starter does not enter the field of play (e.g. due to a last minute injury), your sub will automatically be entered into your starting lineup and awarded points.
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 what each action is worth is listed below.
Take the field - 1 point
Play 61+ minutes - 1 point
TRIES AND CONVERSIONS:
Tries - 10 points (12 points back row; 15 points props, hooker, locks & half back)
Try assists - 6 points *2021: Updated from 5 points*
Conversions - 2 points (lose 2 for a miss)
Penalties - 3 points (lose 3 for a miss)
Drop goal - 3 points (lose 3 for a miss)
Runs - 1 point (2 points for props)
Run metres - 1 point per 10 metres (1 point every 5 metres for props)
Line breaks - 5 points
Tackle busts - 3 points
Offloads - 4 points
Passing - 1 point for every 10 passes (1 pt for every 5 passes for Half Backs)
Forced penalties - 4 points
Tackles - 1 point (2 points for Front row and Hooker)
Bad Pass - lose 2 points each
Handling errors - lose 3 points
Turn overs - lose 4 points
Missed tackles - lose 2 points
Penalties conceded - lose 4 points *2021: Updated from 5 points*
Yellow card - lose 10 points
Red card - lose 20 points
Scrum Success - 1 point for win; -3 points for a loss (All forwards) Based off team scrums and personal minutes played per game.
Line-out throw - 1 point
Line-out take - 2 points
Line-out steal - 4 points
Lost line-out - lose 2 points for the thrower
8. Trades & Free Agents - *Feature in Development*
9. League Commissioner