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Build your Squad, take on your mates and shape the seasons ahead.
You manage a fantasy Club with a Squad of NRL Players. For each matchup, name a Team from that Squad to take on another Club. Your Players' real NRL performances decide your score.
Start by building a Squad within the salary cap. Improve it through Free Agency and Trades, and use Contracts to keep the Players you want for future seasons. Your choices matter beyond this week's result.
The aim is to win your competition. The fun is in building a Club that can keep coming back.
Your Players earn points for what they do in their NRL matches. Tries, tackles and running metres add points. Errors, missed tackles and other mistakes cost points.
Your Team’s score is based on your Final 13. See Play each Round for how Team selection, goal-kickers and Rounds covering multiple NRL matches affect your score.
See the full scoring table in Quick reference.
Already in a competition? Open its guide to see the rules and go straight to your next task.
Choose CompetitionFor a new competition, the Initial Draft fills each Club's first Squad. If you're taking over an existing Club, start by reviewing the Squad you have.
Manager Pro adds a private Draft Planner, Player research and the option to pick automatically from your saved order. It's optional: you can make every manual Draft pick without Manager Pro.
Once you have access and the Draft Pool is published, rank the Players you want and save your order. Keep it up to date as other Clubs pick and your needs change.
You can make your own picks, choose an automatic pick when your turn starts, or use your saved order when a timed pick expires. Automatic selection skips Players who are no longer available or cannot fit your Squad and salary cap.
If no valid Player remains in your saved order, the Draft pauses for attention. A manual pick also pauses if its timer expires. No unranked Player is chosen for you. Each Draft has its own saved plan.
Your competition's rules decide which Contract types are available and how many applications you can use each season.
| Contract | What it means |
|---|---|
| One-year Contract | The Player is held for the current season. |
| Two-year Contract |
Start with My Actions for decisions and deadlines, then check the NRL Team Lists and choose your Team.
Name 13 starters and the Bench required by your competition. Use the eligible positions shown in Team Selection, and nominate two different goal-kickers. A captain is optional and does not change scoring.
Save keeps a private draft while you decide. Submit puts your Team in for the Round. If you make more changes, submit again before Final Team Lock. Saving a new draft does not replace your submitted Team.
Check your Team again after Free Agency, a Trade or a late NRL team change. The Final Team Lock shown in Team Selection is your deadline; Managers cannot change their Team after it locks.
Long Game Fantasy automatically uses your highest-scoring legal Final 13 from the Players you named. A strong Bench can improve your score even when all your starters play. Follow Scores through the Round, then check the Official result and Ladder.
Your competition may require an Initial Team before you can enter that Round's Free Agency period. Team Selection shows this when it applies.
Submit a valid Team by the Initial Team deadline to qualify. A first submission after that deadline does not restore eligibility for the period. You can still update your Team before Final Team Lock.
Only Players in your Named Team can contribute. Long Game Fantasy finds the highest-scoring combination that fills the required positions. Eligible starters can move positions and Bench Players can come into the side. Bench order does not give a Player priority.
The Final 13 is calculated automatically when the required statistics are ready. You can review the changes and raise a problem if something looks wrong.
Your primary kicker's goal-kicking points count when they are in the Final 13. Your secondary kicker must also be in the Final 13 to count. Their goal-kicking points apply if the primary is outside the Final 13 or made no goal attempt in the match that counts for them.
Use an open Free Agency period to bid for available Players. Set your amount and priority, and name the Player who will leave your active Squad if the bid wins.
Check the Minimum Bid, Contract choice and effect on your salary cap. Submit before the period closes; saving alone does not enter your bids. Your bids and unpublished results stay private. Check the published results to see which moves went through.
Use Trades to make an offer to another Club. Check the Players, Contracts and salary-cap effect before accepting. Ordinary accepted Trades go through the competition's checks and Ruling Committee review before completion.
Annual Draft trading is a separate window. When the Commissioner opens it, you can exchange one Player for one Player, or one Player for one unused pick in that Annual Draft. A valid accepted exchange completes without a Committee review.
Apply for Injury Replacement through Free Agency if you want to keep an injured Player. Once approved, link it to a replacement bid. If the bid wins, the injured Player stays in an Injury Replacement place until Season Completion and cannot be selected. Half their Contract Value still counts against your cap. The replacement joins your active Squad at their own cap cost.
Releasing a Player can leave a salary-cap penalty. Check the cost shown for the proposed move before confirming it.
The amount and Contract type determine your effective bid:
| Offer | Effective bid | Annual cost when acquired |
|---|---|---|
| One year | Bid amount | Winning bid |
| Two years | Bid amount × 2 | Winning bid |
| Three years | Bid amount × 3 | Winning bid |
| Lifetime | Bid amount × 4 | Player Value |
Only the Contract types enabled for the period are available. If effective bids are equal, the better Bid Priority wins: Priority 1 comes before Priority 2. If they are still equal, the lower-placed Club on the Ladder used for the period gets priority, followed by the final tie-break if needed.
The Free Agency form shows both your effective bid and the cap impact. Check both when choosing a Contract.
Your final regular-season Ladder position places your Club into a Finals bracket. Follow the Draw for your matches, including any placement games.
Some Clubs get to choose an Offended Opponent. If it is your turn, My Actions shows the choice and deadline. The number and order of choices depend on your bracket.
Keep playing through the last match. Your final season place determines your Draft Lottery Ball allocation for next season. The Lottery page shows the allocation and what it means for the draw.
When your choice opens, select from the opponents shown and submit before the deadline. Your confirmed choice sets the matchup. If no choice is made in time, the bracket uses its default opponent.
In a four-Club bracket, the highest seed chooses first and the other two Clubs play each other. A six-Club bracket has two choices made in order before the remaining Clubs are paired. Use your competition's Draw and My Actions for the exact choices.
When the next season opens, select it and check My Actions. Your Commissioner opens the decisions as preparation progresses.
Complete required Retainables choices before the period closes. A Player still waiting on a required decision will not be retained.
The age rule is 21 or younger on 31 December before the new season. Meeting the age rule does not automatically retain a Player; use the decisions shown in Retainables.
If My Actions asks for information about a Player's age, provide a reliable source so the Platform team can review it before Retainables opens. Supplying information is a request for review, not confirmation of eligibility.
Use the new season's Retainables workspace for your choices. A retained Player uses a next-season Squad place and their next-season Player Value counts against the cap. Continuing Contracts and finalised Extensions are dealt with separately.
An Extension keeps an eligible Player for one more season at their previous Contract Value. Your competition's rules set the available allowance, and the workspace shows eligible Players.
There are no Extension decisions before a competition's first season. A nomination records your choice; the Contract and Squad changes follow when next season's opening Squad is confirmed.
Check the rules for the Competition and Season you are playing. Free Agency periods and Drafts also show the settings that apply to that event.
Rules vary between competitions.Open your competition's guide for its Squad limits, Contracts and salary cap.
Choose CompetitionThe table below shows how many points each NRL statistic earns or costs.
| Statistic | Scoring value |
|---|---|
| Try | +4 |
| Goal | +2 |
| Missed goal | -1 |
| Field goal | +1 |
| Try assist | +3 |
| Line break | +2 |
| Line break assist | +1 |
| Tackle break | +1/4 |
| Run | +1/3 |
| Metres gained | +1/20 |
| Offload | +1/2 |
| Kick in play | +1/2 |
| 40/20 or 20/40 | +2 |
| Tackle | +1/5 |
| Missed tackle | -1/2 |
| Ineffective tackle | -1/4 |
| Penalty conceded | -1 |
| Error | -1 |
| Sin bin | -5 |
| Send off | -10 |
Use the values above to add up a Player’s points for the match, including any deductions. Divide the total by 6 to get their score. For example, 60 points gives a Player score of 10.
Long Game Fantasy sets the scoring values.
Your Starting 13 and Final 13 use the same position shape. Each Player must be eligible for the position they fill.
| Keep the Player for the current season and the next at the agreed Contract Value. |
| Three-year Contract | Keep the Player for the current season and the following two at the agreed Contract Value. |
|---|
| Lifetime Contract | Keep the Player across seasons, with Contract Value reset to each season's published Player Value. |
|---|
| Extension | Keep an eligible Player for one more season at their previous Contract Value. |
|---|
New protected Contracts and Extensions use your season's application allowance. A continuing Contract does not use another application. A Contract received in a Trade keeps its terms without using a new application, and trading or releasing a Player does not restore an application you have already used.
A Club can hold one Lifetime Player at a time, including a Player on Injury Replacement.
Check the available Contract opportunities after the Draft and make your choices within the window shown.
Goal-kicking includes goals and missed goals. Field goals count for every Player in the Final 13, whether or not they are a nominated kicker.
Players earn points from their NRL statistics, with deductions for actions such as errors and missed tackles. Long Game Fantasy sets the scoring values. See Quick reference for scoring details.
Some fantasy Rounds span more than one NRL round. If a Player has more than one eligible match, only their highest-scoring whole match counts. Their matches are not added together.
A double Round still has one Named Team and one Final Team Lock. Check the Draw for the NRL rounds included.
Use the eligible positions shown in Team Selection for the Round you are playing. Published NRL Team Lists can add positions, but later updates do not reopen a locked Team.
Keep an eye on NRL Team Lists and late withdrawals before lock. A Player's availability and their eligible fantasy positions are different things.
Scores can change while matches are played and statistics are checked. Live Scoring is a separate option for a competition; Scores shows the updates currently available.
Forecast shows the highest-scoring legal 13 from your Named Team using the latest available NRL statistics. It does not change your Official Team or result. The Official result is the one that counts for the competition.
Results use unrounded totals. Two matching displayed scores can therefore still have a Golden Point winner.
You can bid for different Players using the same proposed release, giving yourself alternatives.
You can also list the same incoming Player with different proposed releases. Those bids must use the same amount and Contract type for that incoming Player. Use priorities to show which move you prefer.
The results only complete moves that can work together within your Club's limits.
If you change bids you have already submitted, submit the new version before the period closes. Saving changes leaves the earlier submission in place.
Free Agency shows Player Value and Minimum Bid separately. A period may allow a bid below Player Value; use the minimum shown for that period.
For an ordinary Contract, the winning offer sets the Contract Value. Lifetime Contracts use Player Value. Cap Charge is the amount counted against your salary cap and can differ because of the terms of the move.
Check any release penalty, retained salary or Injury Replacement cost as part of the whole move.
In an ordinary Trade, each Club sends and receives the same number of Players. Permitted retained salary and pick-swap rights can also be part of the deal.
The Trade is not complete just because the Managers accept it. If the offer changes, the Managers need to consider it again. The Ruling Committee may approve, deny or ask for more information. Check the earliest effective Round shown before relying on an incoming Player.
If you are selected for a Committee, review the deal and cast your own vote. Raise any conflict or request for more information through the review.
Annual Draft trading keeps the existing Player Contracts and does not create new retained-salary arrangements. It does not allow bundles, pick-for-pick exchanges or future Draft picks. A used pick cannot be traded, and the Draft must be paused before the pick currently on the clock can move. Trading closes when that Draft finishes.
Lottery Balls give each Club its chance in the draw. When a Club is drawn, its remaining balls leave the draw too.
The Lottery sets the order in which Managers choose their Round 1 Draft positions. Winning the Lottery gives first choice of position; it does not automatically give Pick 1.
The Draft workspace shows the confirmed order for later rounds.
The Annual Draft fills the Squad places left after continuing Contracts and retention decisions are settled. Review your opening Squad, remaining budget and the positions you need before making your picks.
Use the Draft workspace for the confirmed pick order and the Players still available. Each Annual Draft has its own Pool and saved Planner order.
| Position | Players |
|---|---|
| Fullback | 1 |
| Winger | 2 |
| Centre | 2 |
| Five-eighth | 1 |
| Halfback | 1 |
| Prop | 2 |
| Hooker | 1 |
| Second-rower | 2 |
| Lock | 1 |
| Term | Meaning |
|---|---|
| Club | The fantasy Club you manage from season to season. |
| Squad | The Players your Club holds for a season. |
| Named Team | The 13 starters and required Bench you select for a Round. |
| Starting 13 | The Players you name in the starting positions. |
| Final 13 | The Players used to calculate your Team's score after permitted changes. |
| Player Value | The Player's fantasy value in your competition. |
| Contract Value | The amount attached to the Player's Contract. |
| Cap Charge | The amount counted against your Club's salary cap. |
| Draft Pool | The Players available in that Draft. |
| Draft Board | The order of picks and the Club that holds each one. |