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:
- Provide your basic contact details
and set your playing name.
- 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 48 Trades in the Trinations 2009
series. 18 Trades will be provided at the beginning of the series, 18 more after the lock of Round 4, and finally 12 more at the lock of Round 7!
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. |
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