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Game plan: If you don't submit a game plan before the round simulates, the system auto-generates one for you. This uses your lowest-rated available players in default positions with balanced tactics across the board. No captain bonus optimisation, no tactical edge, no bench strategy. Auto-generated plans almost always lose — it's the single biggest disadvantage in the game.
The dashboard action hub shows "Game Plan" as pending with a red dot until you submit. You'll also see a "Set Game Plan" CTA on the draw page spotlight card.
Training: If you don't submit training, your squad simply doesn't train that round. No penalty, but you miss out on form/fitness boosts that your opponents might get. Training is optional but recommended — especially attack or fitness training before a big game.
Press conference: Completely optional. Not submitting one has no gameplay penalty. But you miss the chance to boost morale or play mind games with opponents.
Player events: If you don't respond to a player event before its deadline, the worst outcome is automatically applied. Contract disputes escalate, form slumps deepen, itchy feet get worse. Always respond to events — even a neutral response is better than ignoring them.
Yes — you can edit your game plan as many times as you want before the round simulates. There's no limit on changes.
Simply go back to the game plan page and make your adjustments. The system saves your latest submission. Your previous version is overwritten — there's no version history.
Every upcoming fixture displays decimal betting odds on the draw page, dashboard, and next match spotlight. These are calculated dynamically from:
Odds update when you change your game plan. Dropping a star player will cause your odds to drift. Naming a stronger lineup will shorten them. The favourite's odds appear in green.
Odds are displayed in Australian decimal format (e.g., .85 means a bet returns .85). Lower odds = more favoured to win.
Every scheduled fixture has a full pre-match analysis page accessible by clicking "Pre-Match Preview" on any fixture card or your spotlight game on the draw page.
The preview includes:
Important: The preview uses historical game plan tendencies only. Your current game plan is never revealed to opponents.
Mid-season events are league-wide occurrences that temporarily change the rules for one round. They're scheduled by the admin and fire automatically when the round arrives.
The NRL Integrity Unit cracks down on foul play for one round. Penalty rates double — players are more likely to be penalised, sin-binned, or sent off. Judiciary charges after this round carry heavier base suspensions. Play clean football and avoid aggressive defence styles during a crackdown round.
A flu or illness sweeps through the competition. Training injury rates double and in-game tackle injury rates increase by 50% for one round. Consider running recovery training instead of intense sessions. Protect your stars by resting anyone carrying a minor knock.
A random franchise is hit with a sponsor-related event — could be a sponsor threatening to pull out, demanding a public response, or offering a questionable deal. The affected franchise must respond (accept, contest, or negotiate) before the deadline. Ignoring it can result in a reputation hit or salary cap penalty.
Mid-season events are announced in the news feed when they're scheduled, so you have advance warning to adjust your plans.
You pick a captain style alongside your captain. Three options:
You can't go wrong — pick the style that matches your captain's position and your overall game plan.
On the Game Plan page you have separate dropdowns for goal kicker (conversions and penalty goals) and field goal kicker (1-point drop kicks). They can be the same player or different players.
Goal kicker uses the player's goal kicking attribute. Pick the highest-rated goal kicker on your active 17 (it's usually a halfback or fullback). A poor kicker can cost you 4–8 points a match in missed conversions.
Field goal kicker uses the player's field goals attribute. This is usually your halfback or five-eighth — the player most likely to be in position to attempt a 1-pointer in golden point or a tight finish.
If you don't have a strong specialist, picking your best halves combination still gives you a usable option for both roles.
Captain selection isn't just an honour — it's a tactical decision worth a few percent on penalty rate and clutch composure. Here's how to pick the right one:
Pick your captain on the Game Plan page from any active starter. The captain bonus is driven by their leadership attribute (a stat 0–100) and applied in two places:
The bigger the leadership rating, the bigger the swing. A captain with 85 leadership is meaningfully better than one with 50.
You also pick a vice-captain as a backup — if the captain is unavailable (injured, suspended) or sin-binned, the vice-captain takes over for that match.
Each team gets one captain's challenge per match, following the NRL rule. It's used automatically by the sim engine when there's a contentious moment that has gone against your team.
Key rules:
You don't pick when to use it — the engine decides based on score state, time left, and the contentiousness of the call. You can see the outcome in the match commentary log.
After every completed match, you get a coach review on the game page that breaks down your team's performance. It's tailored to your franchise — viewing the same game as the opponent shows their version.
Sections in the review:
Use the report card grades to spot the area that needs the most attention before next round.
A scout report is a pre-match intelligence brief on your next opponent. It's available from the Game Plan page or the Draw page in the lead-up to a fixture.
What's in a scout report:
The report is generated from the opponent's actual season data, so it's as accurate as their recent performances. Use it to spot weak edges, identify their goal kicker, and plan your attack target / defence intensity.
Every match generates a stat line for every player who took the field. Here's what each stat actually measures:
The coach review highlights the standouts; the leaderboards rank them across the season.
Your game plan is the set of decisions you submit before each round simulates. It includes:
You can save a default game plan that auto-applies if you don't submit a fresh one for a given round.
The deadline is the fixture's scheduled kickoff time — not 1 hour before. You can keep editing your game plan right up until the moment the game is due to sim. The countdown timer on the Game Plan page shows exactly how long you have left.
If you don't submit a fresh plan for a round, the system falls back to your last saved plan from a previous round. If you've never submitted one, a default lineup is used (which may be sub-optimal — always submit at least one plan early in the season).
Co-managers can submit on your behalf if you have one configured.
You don't pick a specific defensive shape in your game plan. What you choose is the defence intensity: aggressive, standard, or conservative. The simulation engine then automatically picks the right defensive shape for each situation based on that intensity, the field position, the score, and what the attack is doing.
The shapes the engine uses internally:
So your one decision shapes everything: aggressive = more rush/blitz, more line breaks for and against; conservative = more slide/umbrella, lower-scoring matches; standard = balanced.
Attack style is a single game plan setting with three options:
You also pick an edge preference (left, right, or balanced) to bias your attacking shape toward one side — useful if you have a star centre/wing combo on one edge.
Game management tells the engine how strictly to follow your tactics when the score swings. Three options:
You can pre-set a second-half attack and second-half defence shift to apply automatically at half-time. Each can be set to same (no change) or to a different value than your starting setting.
For example: start the game on kicking + standard defence, then flip to running + aggressive in the second half if you expect to be chasing. The engine applies the change at the half-time whistle.
If you don't want to commit to a pre-set change, leave both on same and let game management (adaptive) handle in-game shifts.
Kicking strategy sets your halves' default approach when they kick in general play:
Kick direction biases where kicks go: left, right, or centre. Useful if your wingers are great in the air on a particular side.
Kickoff strategy separately controls how you kick off after a try or to start a half: deep (territory), short (recovery attempt), or target weakness (kicks toward the opponent's weakest aerial defender).
The interchange plan is the high-level tempo for how your 4 bench players rotate in. Three options:
This is the broad strategy. For finer control over which bench player covers which starter and how many minutes they should play, use the per-bench-player bench instructions (see the next question).
The engine also reserves the last 1–2 interchanges for the final 10–20 minutes by default, so you don't exhaust all your subs early and have nothing left when fatigue hits.
Beyond the broad interchange plan, you can give each individual bench player (jerseys 14–17) a precise instruction set on the Game Plan page. This is the most powerful interchange tool in the game.
For each bench slot you can set:
You can also set a protected list — jersey positions in the starting 13 that should NOT be subbed off tactically. The sim respects this and avoids rotating them out. Common uses:
Important: protection is from tactical rotation only — an injured or sin-binned player will still be replaced regardless. And bench instructions don't override genuine emergencies (e.g. if a prop blows up at 30% fitness with no replacement allowed, the engine will still swap them).
Tip: setting your halves and fullback as protected, then giving your bench forwards target_minutes of 18–25 each, mimics how real NRL teams use their forward rotation.
The sin bin is a temporary 10-minute removal from the field for serious or repeat penalty offences. It's automatic in the sim — you don't trigger it manually.
How it triggers:
Effect on the team: while a player is in the bin, your team plays with 12 on the field for 10 minutes. The sim engine accounts for this by making the short-handed side more vulnerable to line breaks, edge overlaps, and tries.
Send-offs (red cards) are much rarer (~0.3% chance per penalty) and remove the player permanently. The team plays the rest of the match with 12.
Six again is the NRL's alternative to a full penalty for ruck infringements (slow play-the-ball, hand in the ruck, off-side at marker, etc.). Instead of stopping play and giving a penalty, the referee signals a fresh set of six tackles to the attacking team without breaking the flow.
In the sim:
You'll see "Six again!" in the commentary log when it happens. Persistent ruck infringements stack the chance of an actual penalty (and eventual sin bin) on top.
If the score is level after 80 minutes, the match goes into golden point — sudden-death extra time where the next score wins.
Any scoring play ends the game immediately:
This is why field goal kicker selection matters. If you have a halfback or five-eighth with a high field goals attribute, golden point becomes a winnable proposition. If your kicker is mediocre, expect to lose the field goal duel against opponents with a better drop-kick threat.
Regular-season games can end in a draw if neither team scores in the golden point period (it doesn't go forever). Finals matches always must be decided.
Two environmental factors shape every match outcome before a tackle is even made: weather (pre-rolled at fixture creation and visible as a forecast) and home advantage (a small but real boost for the home franchise).
Each fixture has one of 5 forecast values locked in when the round is drawn: fine, cloudy, light rain, rain, windy. Distribution across all games: fine ~44%, cloudy ~22%, light rain ~11%, rain ~11%, windy ~11%. A sixth state — damp — only appears mid-match as rain eases off; it's never on the forecast UI and never starts a game.
There's a 15% chance the weather shifts at half-time, plus an occasional mid-half change — but transitions are stepped: heavy rain never jumps straight to fine in 15 minutes. The graph is rain → light rain → damp → fine, where damp is a wet pitch with no falling rain (residual handling penalty). Squalls roll IN the same way: fine → light rain → rain.
You can see the forecast in advance on your Next Game card and the game plan submission form — the forecast becomes more accurate as kickoff approaches (40% at 7 days out, 80% at 24 hours, 95% at gametime). See "Can I see the weather for upcoming games?" for the full forecast mechanic.
Only appears as a transition state after rain has stopped — never rolled at fixture creation, so you won't see it on the forecast.
Every home franchise gets a small performance boost applied across the simulation. It's small but real — it shifts ~50/50 matches toward the home side and can be the difference in a tight finish.
Higher-seeded finals teams play at home in week 1 of finals as a reward for ladder position. The grand final is at a neutral venue.
One more rolled-per-game factor: every match has a referee with one of three personalities, randomly assigned at kickoff:
You can't see the ref personality in advance — it's revealed implicitly through the match commentary and penalty count. A strict ref + low-discipline team is a recipe for sin bins.
Every scheduled fixture has a weather forecast that becomes more accurate as game day approaches. You see it in two places:
The forecast tightens as kickoff approaches, mirroring real weather forecasting:
Behind the scenes, each fixture has a locked "true" weather assigned when the round is drawn. The sim will always play the game in that true weather — what tightens is the forecast display, not the reality.
Wrong forecasts are "close" wrong, not wildly wrong. A rainy day is far more often mispredicted as "light rain" or "cloudy" than as "fine", just like real-world forecasts. So even at long range when the forecast is least reliable, the direction of the forecast gives you meaningful signal — if it says wet, it's more likely to actually be wet than dry.
Game plans can be submitted right up until kickoff, so you don't have to commit early. Later is better. A forecast you see several days out is speculative — by the final day, it's much more trustworthy, and within a few hours of kickoff it's essentially locked in. If you're agonising over whether to pick a wet-weather roster early in the week, the safer play is to wait and re-check the forecast closer to gameday before finalising.
Even with an accurate forecast, the engine can still shift the weather at half-time (or, less often, mid-half). It's uncommon but not rare. The forecast predicts the starting weather, not necessarily the whole match.
Transitions are stepped. Heavy rain never jumps straight to fine — the graph is rain → light rain → damp → fine. Damp is a wet-pitch residual state: no falling rain, but the surface and ball are still slick. So a forecast of "rain" is never wasted: even if the rain stops at halftime, the second half will still play in light rain or damp conditions, not back to a perfect track. The post-match summary shows both halves' weather (e.g. "Rain → Damp") so you can see exactly what was played in.
If you're building a wet-weather specialist bench, a fine-forecast game isn't a complete waste — there's always a small chance the match shifts conditions.
Beyond the obvious mechanics (chemistry, attributes, captain, weather), the simulation engine has several hidden bonuses and penalties that can swing matches. Here are the ones with the biggest strategic impact:
Any bench player coming on for the first time gets a +5% effectiveness boost for the first 10 minutes on the field. The boost expires after that. This is on top of the utility player +10% (if applicable). Time your interchanges so a fresh forward is on the field during your attacking sets.
Captains with the Lead from Front style burn fatigue 15% faster than normal players. The clutch composure bonus (final 10 minutes) is doubled, but the trade-off is they wear down faster in grinding games. Pair Lead from Front captains with bench rotations — never try to play them 80 minutes.
When a team defends multiple consecutive attacking sets in their own end (a "siege"), they accumulate fatigue and structural disorganisation. Each repeat set adds +12% to the attacker's effectiveness, capped at +40%. After 3+ repeat sets the line break rate jumps +15% and try rate +10%. Forcing a goal-line dropout is one of the most valuable plays in the sim.
The set immediately after a turnover gives the receiving team +35% line break rate. One set only, but it's huge. This is why intercepting passes and forcing knock-ons matters so much — the next set is golden.
When the home team scores AND has positive momentum AND the crowd is over 15,000, they get up to +3% additional line break rate. Stadium attendance is rolled per game (range: 8k–28k). Big crowds at home make a measurable difference, especially in finals.
Once your team has conceded 4+ penalties, each additional penalty adds +10% sin bin chance for the rest of the game. At 9+ penalties the system mercy-rules you and cuts penalty rate by 50%. The escalation means a single bad period can spiral — one penalty leads to two leads to three leads to a sin bin.
The Organise Defence captain style adds a +3% defensive influence boost to your forward pack (positions 8–13) on top of the doubled penalty discipline effect. If you're running a forward-heavy defensive game plan, this is the best captain style for the job.
A bench player who comes on and immediately carries the ball gets a +12% boost to their carry effectiveness on that first carry. Compounds with utility +10% and fresh bench +5%. A utility player carrying on first touch can be at +27% effectiveness in that moment.
Games sim every Wednesday at 6pm NZST. Each round's fixtures all simulate together at that scheduled kickoff time.
That kickoff time is also your game plan deadline — you can keep editing your lineup and tactics right up until the moment the round sims. After 6pm Wednesday the round is locked.
Check the Draw page for the exact scheduled time of any specific fixture. Admins can manually sim earlier if all game plans are already in, but the default is the Wednesday 6pm slot.
The game plan lockout is at sim time — you can keep editing your lineup and tactics right up until the moment the round simulates. The countdown timer on the dashboard and draw page shows exactly how long you have.
If you don't submit a game plan, the system auto-generates one using your lowest-rated available players in default positions with balanced tactics. This is a significant disadvantage — auto-generated plans almost always lose. The action hub on your dashboard will show "Game Plan" as pending until you submit.
Yes — if all franchise owners have submitted their game plans, the admin can trigger simulation early. But the default schedule is the Wednesday 6pm slot.
Yes — the 2D match viewer plays back the simulation in your browser with full broadcast-style visuals: players moving on the field, tackles, kicks, tries, weather, momentum bars and a NRL-style scoreboard.
You can replay any completed game at any time. The viewer has playback speed controls, slow-motion on big moments, and a per-play commentary log on the side.
Once a round simulates, every game has a 2D match viewer accessible from the Draw page or your franchise dashboard. Click into any completed fixture to launch the viewer.
The viewer plays the entire match in your browser with broadcast-style visuals: tackles, kicks, tries, weather effects, momentum bars, score bug, and a per-play commentary log. You can pause, scrub, change playback speed, and replay highlights any time after the sim.
The 2D viewer has a control bar at the bottom of the field with these options:
The viewer remembers your speed/slow-mo preferences across matches.
When an event triggers, you'll see it on your dashboard activity feed and on the player's page with a "Response required" badge. Click in, read the situation, and pick from the available options. Each option lists its expected outcome (e.g. "+5 morale, −2 form" or "10% chance of contract issue").
The response status moves through three states:
You have a deadline (usually 48–72 hours) to respond. Defaulting almost always gives the worst result — even a guess is better than no response. Set up notification alerts so you don't miss them.
Player events are narrative moments that happen to your players between rounds — injuries, contract disputes, off-field incidents, sponsorship offers, breakout form, leadership moments, and more. There are 20 event types in total covering injuries, discipline, morale, performance, and positive moments.
Most events are response-required — you get a notification with a small set of choices, and your decision affects the outcome. Ignoring an event past its deadline counts as defaulting and usually has a worse outcome than even a bad active choice.
There are 22 event types grouped into 7 categories:
Injury (3):
Discipline (3):
Morale (6):
Performance (2):
Personal (1):
Positive (7):
Frequency protection: negative events (off-field incident, contract dispute, itchy feet, media controversy, family issue) can only hit the same player once per season. A second contract dispute on the same player in the same season won't happen — the system rerolls to a different event. Positive events can repeat (multiple leadership moments, mentorships, etc. are realistic).
Triggered events (fan backlash, cap pressure, trade rejection dismay, player of the week, illness outbreak) have their own frequency limits — see each event's description above for details.
Player events generate per round with a controlled frequency:
Event mix: the random selection is weighted, not uniform. Common events like breakout form, form slump, and leadership moment appear most often. Rare events like community award, sponsorship deal, and itchy feet appear less frequently.
Mentorship events have a special requirement: the triggering player must be a senior (100+ career games AND 85+ overall rating) and your roster must also contain a junior (30 or fewer career games, with fewer games than the senior). Veterans on a young roster tend to trigger these.
The event chance and franchise cap shown reflect the current league settings.
Mentorship is one of the rarer positive player events. It triggers when an experienced senior player on your roster takes a young teammate under their wing. The result is morale and leadership gains for both, plus a small team-wide morale boost.
Eligibility: the triggering player must be a senior (100+ career games AND 85+ overall rating), and your roster must also contain at least one junior (30 or fewer career games) with fewer games than the senior.
Without both on your roster, you'll never see a mentorship event roll. This is why owners with squads full of mid-tier veterans rarely see them — they have no qualifying juniors.
Typical outcome (when you respond well):
Every press conference has a tone you pick. Each tone changes your reputation and team morale by a fixed amount, with a different risk profile. Click any tone below to see its exact effect:
How to choose: Humble is the safest reputation builder. Aggressive gives the biggest morale boost but costs reputation and carries a higher backfire risk on mind games. Diplomatic is a balanced no-risk option. Deflecting gives nothing but lets you avoid a public stance.
Mind games are special press conference types that let you target an opponent before a match. There are three options — click any to see the success/backfire trade-off:
Backfires reverse some or all of the intended effect onto your own team. Use mind games sparingly and against opponents whose halves or fullback you want to rattle.
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