DO NOT TRADE Locking of in progress    
Draw & Stats
Info & Updates
Challenge Mates
How Do I Play?
Prizes
FAQ's
Links
Contact
Home
  Game Rules

 
Overview
TESTrugby.com is a salary cap fantasy game based on various leading rugby series. It is designed specially for the hardened rugby enthusiast who thirsts for an involved game to pitch their rugby skills against the rest of the world.

The game provides for contestants to act as virtual managers, buying and selling rugby players from the pool of talent that plays in the live games. The goal is to maximise use of the limited virtual cash and player trades provided, to own the best players and therefore earn the most points in each round of the series. The manager with the most points at the end of the series is the winner.

Rugby players earn points for their managers based on values set for 13 game statistics:

Game Statistic Points Value
Score a Try 100
Setup a Try 60
Line Break / Beat Tackler 30
Force a Turnover 30
Kick a Goal 25
Setup Go Forward Ball 20
Catch a Kick 20
Make a Tackle 10
Win a Scrum 10
Win a Lineout 10
Miss a Kick at Goal -15
Concede Possession -20
Concede Penalty -25

Rugby players who have high counts in these statistics score big fantasy points for managers who own them in their teams.

Obviously some players will earn more points than others, and this is what drives their price in the trading environment provided - in a similar manner to share values in a stock market environment. Based on demand their values fluctuate up and down, so over time smart managers have the ability to create more wealth and therefore buy a better quality selection of players.

Winners in this game always have an in-depth rugby knowledge, with the real champions also showing clever strategic skills and nerves of steel.

Register to Play
To join the action you'll need spend about 1 minute completing the two step registration process:

  1. Provide your basic contact details and set your playing name.
  2. Join a 'Local Division' being a mini-competition within the wider game.

Details collected are not passed on to third parties.

Local Divisions
The Local Division you choose during registration is a group of teams (virtual managers) competing in a mini-competition within the wider game. You can create your own custom password protected Local Division that only you and your mates know how to join, or simply cruise through defaulting to a system generated Local Division and play against others from throughout the world. System generated Divisions default to a size of 100 teams but this number will vary due players changing Division after registration.

It is possible to change to a new Division after registering, but this must be complete before the lock of Round 1 when this feature is removed.

In the game there is a special page summarising your Local Division so you can quickly see how well you're doing. This is also the gateway to view the team and scoring history of your competitors. Boast, heckle or discuss strategy with others in your Local Division via your own online Local Division message board.

Select Your Team
Once registered you're ready to buy your starting lineup of 12 rugby players with the $12,000,000 that was allocated to you.

2 x Front Row
2 x Locks
2 x Loose Forwards
2 x Halves
2 x Centres
2 x Outside Backs

The site provides many ways to search for rugby players, and when located owning them is a simple click away. You must fill all positions to have a valid team and score points in a given round. Incomplete squads are disqualified and earn no points for that round.

During the period leading up to the lock for Round 1 you can buy and sell rugby players as often as you like and it won't affect your stock of trades. Player prices are also fixed during this period, but from then on prices are recalculated on a daily basis.

After Round 1 closes, each time you SELL a player 1 trade from your stockpile is used up. BUYING players does not use up trades, so you can always buy a player if you have enough cash.

You must have your selection made before each Round is locked, which is normally set to occur at about 2 hours prior to the kick off of the first game in the Round, but this may vary depending on the series. Any selections after the lock will count toward the next Round. You can see the amount of time left to make your selections at the top of each page.

Ongoing Management of Your Team
You will receive a total of 42 Trades in the Rugby World Cup 2007 series. 21 trades will be allocated at the very beginning of the series and 21 more after the lock of Round 4.

As a virtual franchise manager you can use these trades to ensure your mix of players is optimised through out the series. Sell injured players, buy on-form players etc.

Earn Points
Each time a player in your team performs an act on the field that is captured by one of the 13 statistical attributes used in this game, you earn the associated points. These are calculated after each round of play is complete, usually on the day following the final game of the round.

Additional to this, it is possible to earn bonus points each round. If the total number of tries scored by your squad in a given round is high enough, then bonus points are awarded.

100 points - 3 or 4 tries scored
200 points - 5 or more tries scored

Game Statistics
The statistics used to measure player performance have been developed to capture the overall worth of each player in the live games. Apart from scrums and lineouts, as noted below, the stats are only awarded were the action is clearly attributable to an individual player. In many cases awarding a statistic to a player requires a degree of value judgment by our statisticians. Our aim here is to rule in a consistent manner and in the spirit of the definitions listed.

Score a Try 100 Points
A player scores a try. A penalty try is not awarded to any player ever. The try is attributed to the player who is awarded the try during game time, as per the best information available at the time.
Set Up a Try 60 Points

One player 'gifts' a try to another player. Examples are:

  • Player A beats a defender then passes off to player B for a clear run to the line.
  • Player A kicks a grubber into the in-goal area for player B to touch down.
  • Player A makes a huge skip pass to player B for a clear run to the line.
Line Break / Beat Tackler 30 Points
A ball carrier breaks through the defensive line no matter whether achieved by breaking a tackle or running a good line and/or receiving a good pass. The stat is also awarded cumulatively for each further tackler beaten, either in broken play or after the main defensive line has been beaten.
Force a Turnover 30 Points

Aggressive defensive play causes the attacking team to lose possession. Examples are:

  • Crunching tackle cause the defensive player to spill the ball forward.
  • Defensive player turns the attacking player in the tackle so the defensive team wins the ball at the resulting breakdown.
  • Defensive player reaches the breakdown and snaffles the ball before a ruck forms.
  • Defensive line-out jumper wins a line-out ball
  • A tighthead scrum is won or scrum is turned so possession is reversed. (Special case where stat is awarded to all front row players.)
  • Defensive player charges down a kick and regains possession.
Kick a Goal 25 Points
Any successful kick at goal, including a penalty, conversion and drop-goal.
Set Up 'Go Forward' Ball 20 Points

Any drive by an individual that obviously breaks the advantage line (but does not achieve a true line break or beaten tackler) AND successfully offloads or lays the ball back for next phase ball. From static points of play, such as scrums, rucks and mauls, the player must advance the ball beyond the originating point for it to be classed as 'go forward' ball. Examples are:

  • Number 8 drives off the back of a scrum
  • Centre runs the crash ball into the defensive backline
  • Forward runs off a short pass from the base of a ruck
Catch a Kick 20 Points

Any player that catches a kick on the full in general play, or from a restart. A chip and regather is a valid catch.

Make a Tackle 10 Points
The defensive player who effects the tackle on an attacker by either taking them to ground, forcing them into touch or generally causing play to break down. If more than one tackler is involved then the statistic is only attributed to the first tackler - unless both tacklers arrived at the same time, in which case both tacklers are awarded the statistic..
Win a Scrum 10 Points
Awarded to the entire Front Row when own-possession scrum is won. Tightheads and turned scrums are classed as Turnovers.
Win a Lineout 10 Points
Awarded to the player throwing the ball in and to the jumper who secures controlled possession.
Miss a Kick at Goal -15 Points
Where any kick at goal does not go over. Includes penalty, conversion and drop-goal attempts.
Concede Possession -20 Points

Where poor play or a mistake gives up possession to the defensive team. Examples are:

  • Knock on
  • Forward pass
  • Intercept
  • Muffed kick
  • Ball carrier turned in a tackle
  • Poor lineout throw
Concede Penalty -25 Points
Any action that incurs a penalty.

Top

   
©FITsurfer Fantasy Games Ltd 2007 Read our Terms & Conditions