These are the rules from the NRL Fantasy website. We have only shown the rules that relate to the NRL game itself, not the various ways of setting leagues, or functions for viewing stats and rankings. This relates to the specifics of playing the game and scoring points. Each section will have a comment in italics, which is the Renegades Prospectus authors’ interpretation.
● You must select a total of 25 Players before the commencement of round one. If you register once the season is underway, you must complete your team before the next lockout commences. If your Team is not complete before this time, your team will be auto-filled with our smart auto-fill feature.
-- ○ This is important. Don’t be that chump that complains about FanHub locking you out and your team being incomplete. Seriously, do yourself a favour and finish your team well before the first lockout. Probably the day before, just to be sure.
● You must select exactly 4 Centres, 4 Halves, 4 Front Row Forwards, 2 Hookers, 6 Second Row Forwards and 5 Fullbacks/Wingers.
-- ○ Easy, the team page forces them into various positions.
● You will need to select your Team within the initial $6.8 million Salary Cap that you are provided with.
-- ○ You won’t be able to save your team otherwise, so get it under the cap!
● Players who are listed as being available for multiple positions can be selected in either position.
-- ○ These “DPP” players (dual position players) can be very useful, so put them in the right place. That is, put them in the positions to maximize flexibility for setting lineups and DPP trading (see below).
● In order for your Team to perform at its best, edit your starting line-up of 17 Players prior to the start of each Round. This can be done through making both Trades and Substitutions.
-- ○ You have limited trades, so use them wisely. Substitutions are just moving players onto the field, onto the bench, or onto the non-playing reserves.
● Before the season begins you can make as many Trades as you like, but after Round 1 you are limited to two Trades per week.
-- ○ Your pre-round 1 team is there for you to tinker with as much as you want.
● Choose your Captain wisely as he will earn double points. If your Captain doesn’t play, your Vice-Captain’s Score will be doubled instead.
-- ○ Captains need to be the best player you have, and don’t gamble on some unreliable outside back
● Before the Round begins you can edit your Team as many times as you like. To assist with making your decisions, you can view more detailed statistics in the Stats Centre.
-- ○ And, use this prospectus and www.renegadesfs.com to help you along the way.
● Each Round you must select a starting line-up of 17 Players with 1 Hooker, 2 Front Row Forwards, 3 Second Row Forwards, 2 Halves, 2 Centres, 3 Fullbacks/Wingers, 4 Reserves and 8 Players on the Interchange Bench. You can name up to 4 Reserves per Round and these Players will be used as replacements for any of your starting line-up that do not play.
--○ See the article on setting your line up below.
● The positions of your starting 17 are automatically arranged in the standardized positional format.
● You can only substitute Players who play in the same position. Make as many Substitutions as you like from Round to Round, but it must be finalised before the players have begun playing their respective games.
-- ○ This refers to “rolling lockout”. As each game is commenced, the players in those games are locked into their positions, unavailable to trade or substitute.
● Drag the Player you wish to substitute out and drop him on the Player you want to substitute in or vice versa, or you can also use the traditional method of clicking on the Substitute buttons for the 2 Players that you want to switch. You can only substitute Players who play in the same position. Make as many subs as you like from Round to Round.
● Dual Position Player Substitutions – If you have two Players who have the same dual position listings (e.g. Halves and Fullback and Wingers) you can substitute them for one another even if you have selected them in different positions. However, if you only have one dual position Player (e.g. Halves and Fullback and Wingers) in a position with no other appropriate dual position Players in your Team, then they will be restricted to the position that you originally picked them in. Dual Position Player Substitutions on your Team do not count as Trades.
-- ○ This is why DPP players can be really useful. You can shift players around the field, making your team very flexible and better able to cope with injury and suspensions.
● There is no limit to the amount of Trades you can make prior to the commencement of the NRL Premiership Season or prior to the next game week after you make your team.
● Once the season begins, you are allocated a maximum of two Trades per week. During the bye weeks, users will be allocated an extra trade. Therefore, during the bye weeks, users will have 3 trades. The Trades DO NOT accumulate, thus if you don’t use two Trades one week you are still limited to only two Trades the following week.
● You are limited to a MAXIMUM of 34 Trades for the Season, which means if you use 2 Trades every week you will run out of Trades before the end of the season so don’t forget to save some!
-- ○ Seriously, don’t be that guy…
● If you are unhappy with a Trade, you can reverse the Trade prior to the beginning of the Round.
-- ○ Reversing trades is great, but can also be a trap for indecisive coaches. Last minute reverses have destroyed so many teams because the coach got cold feet. Do the research and trade when you can confirm the player will play on the weekend. Don’t get jittery.
● You are able to trade Players at any point after Lockout until their team begins playing their next round’s match.
-- ○ This can be really useful. Some coaches like to trade through the round, to ensure that players will play before bringing them in (normally after game lists are released 1hr before the game). Of course, if you are likely to be drunk 1hr before the game, trading through the round can be risky business. You can also reverse trade during the round, if the relevant players haven’t played yet. Again, trading and reversing during the round can be difficult due to all the contingencies around rolling lockout. Also, if a DPP is involved in the trade (even if that player isn’t traded out), if they have played, they can’t be moved and will spoil your mid-round trade.
● When you trade a Player, the difference between their Player Price and the Player Price of the traded-in Player will be added/subtracted from your Team Value.
● You cannot trade if the Trade will cause you to exceed your Salary Cap. This means you can only trade in Players whose Price is less than the Price of the Player you are trading out plus any unused Salary Cap.
● Make sure to choose a Captain who you think will be the highest scoring Player in your Team, because your Captain scores double points.
-- ○ See the information on Captaincy Roulette in the strategy section
● If your selected Captain doesn’t play then your Vice Captain’s Score will be doubled.
● There is no longer the ability to take advantage of the “Captain Loophole”. All Captain selections must be made prior to the first game of the round and the Captain selection CANNOT be altered after the beginning of the round.
-- ○ You can sub your captain out, which does create a loophole of sorts, but you lose your captain’s score entirely, whereas the original loophole allowed you to get your captains score added. This makes it less enticing. It was still possible to get your subbed captain’s score added in bye rounds in 2015 (because he because you’re Auto Emergency)
● Each week you can select up to 4 Reserves. Reserve players are listed on the bench, however, these players scores will count towards your total score. Your reserves can be selected in any position you wish and you can select up to 2 Reserves per position.
-- ○ See the information on setting your line-up to ensure you use your reserves properly in the basics section. Hint: it’s not as simple as picking your worst players on the bench.
● All 4 Reserve Players’ Scores count towards your Fantasy total Score for that round
● Your team is awarded ONE Automatic Emergency in the event that any one (or more) of your Starting 17 Players does not play and receives a Score of 0 points.
● A player from your Starting Line-up who doesn't take the field will be replaced by the lowest scoring Player from your Interchange Bench, whose minutes played are greater than 0 and whose Score is greater than 0.
-- ○ So, if you have a negative score in your Non-Playing Reserve (interchange bench), he won’t be an AE.
● The Automatic Emergency Score will be automatically added to the total points scored to your Team.
● If a Player you have chosen for your Team plays and scores zero, then there will be no Reserve Score to replace this Player. On rare occasions this may happen if a Player is injured very early in the game.
-- ○ So, if the player stays on the bench and never steps onto the field, his 0 gets you an AE. If he does, and still gets a zero, you don’t get an AE.
● Players’ Prices change from Round to Round depending on how they have been performing over the previous weeks and months.
-- ○ How player values change over the season is the basis for strategy in this game. In simple terms; buy low, sell high.
● The Players’ Prices will change based on a formula that takes into account their past performances. All games played by the Player since the start of the season are taken into account in the calculation of their Price changes, with a sliding scale of weightings with the most recent game receiving the highest weighting, as well as a component of their performance last year - if they played last year!
-- ○ Don’t try and perfectly understand the formulae, all we can do is roughly understand it.
● The value of your Team is calculated based on the total value of your Team of 25 Players, plus any unused money in your Salary Cap. The value of your Team effectively becomes your weekly Salary Cap and may increase or decrease depending on the Price changes of your Players.
-- ○ Your salary cap needs to grow over the season, otherwise you will have the same team for 26 rounds.
● There will be a Rolling Lockout in place for 2017.
-- ○ This means players become “locked out” as they play in their game (or their team plays). During bye rounds, players from teams on the bye are locked out at the end of the round.
● You can Trade and Substitute players, and change Interchange and Reserves selections right through each round, up until the time of the start of their Team's actual match. Players are locked into your Team only at the time that their actual NRL match has started.
● All Captain & Vice Captain selections must be made prior to the first game of the round and the Captain & Vice Captain selection CANNOT be altered after the beginning of the round. This means there is no longer the ability to take advantage of the “Captain Loophole”.
● Your starting 17 Players will score points that contribute to your Team total. If one of these Players does not play then one and only one Automatic Emergency can score points for your Team as a replacement.
● You receive double points from your Captain (or Vice Captain if your Captain doesn’t play).
● Only the points of the 4 Reserve Players from your Interchange Bench points count to your Team’s total.
● There will be three Rounds (12, 15 and 18) in 2016 where eight NRL teams will have a Bye in each Round.
-- ○ See the bye planning information in the strategy section
● During the Bye Rounds you select your starting Team of 17 as normal, but you will be provided with 3 Trades per week in Rounds 12, 15 and 18.
● Other than the aforementioned, all of the rules will stay the same during Bye Rounds, including the Automatic Emergency rule.
● During a live Round you will be able to see the running total of your Team’s Score. Note that these Scores are subject to change after the completion of the Round as sometimes the official statistics are reviewed and changed post game.
-- ○ Updating (and Down-dating) scores is part of the NRL Fantasy coach’s life. Get used to clicking refresh on your browser every 30s for hours after a game finishes to see if your captain lost 10 points or not.
● Usually the Scores are finalised within a few hours of the final game, but sometimes due to significant amount of data that needs to be processed it can take longer than this. We will endeavour to have the final results and Lockout lifted by 6.00am AEST the day after the completion of the final game.
● Once the Scores are finalised, the Lockout for that Round ends, the competition is reopened and you can start editing your team again.
-- ○ In a never-ending cycle of addiction
The Point Scoring system is the same as last season.