FOX SPORTS SUPER RUGBY FANTASY GAME GUIDELINES
1. INTRODUCTION TO FOX SPORTS SUPER RUGBY FANTASY
2. SEASON 2017 - KEY DATES
3. REGISTER TO PLAY
4. SELECTING YOUR TEAM
5. ROLLING LOCKOUT
6. LEAGUE COMPETITIONS
7. POINT SCORING
8. SITE RANKINGS AND LEADERBOARDS
9. STATS CENTER
10. CONTACT US
1. Introduction to FOX SPORTS Super Rugby Fantasy Register here to select your Team and start playing FOX SPORTS Super Rugby Fantasy. Once you have done that, this section will provide you with all you need to know about FOX SPORTS Super Rugby Fantasy (Frequently Asked Questions, all of the Game Guidelines and Terms & Conditions for the Competition).
2. Season 2017 - Key DatesThursday, 23 February 2017 at 19:45 (AEDT)
Super Rugby Regular Season starts,
Round 1 unlimited Trade lockout
Thursday, 2 March 2017 at 21:30 (AEDT)
Round 2: Start of the Default 14 Team, Head-to-Head Leagues
Friday, 31 March 2017,
Friday, 7 April 2017,
Friday, 14 April 2017,
Friday, 12 May 2017
Round 6,7,8,12: Bye Rounds
Friday, 2 June 2017 at 17:35 (AEDT)
Round 15: Default Head-to-Head Leagues Finals Series begin – but you can change this via your League Settings
3. Register to Play- To start playing, you can pick your team on the homepage, then you need to register for FOX SPORTS Super Rugby Fantasy.
- Prior to registering, please read the Terms & Conditions and Official Rules carefully.
- Only one registration is required to play Fox Sports Super Rugby Fantasy. Any registration after your first registration will be deemed invalid. You must only register once account in the competition. If we determine that you have registered more than one account in the, all additional accounts that you registered after the first-registered account will be deleted
Signing In
- At the top right hand corner of the screen, enter your registered login details.
- You can link your accounts to Facebook which will give you the benefits of sharing League invites with your friends and inviting them to interact with your Team.
Difficulties Signing In
- Make certain that "cookies" are enabled for your web browser.
- If you forget your password, click here to reset it and an email will be sent to you explaining how to reset your password.
- If you are still unable to sign in, contact us and we will help you out.
Managing Your Account Details
- To update or change your registration, login and click on the Settings button located in the top right of the main menu.
- In the Settings > My Account section, you can update your email address (which is used as a Login Username) and password, as well as all of your personal information and social connections.
- In Settings you can also change Team and League names as well as update your email preferences or simply cancel your registration (unless you are in a Private League).
4. Selecting Your TeamTeam Selection
- You must select a total of 23 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.
- When selecting your team, you must select: 3 Props, 2 Hookers, 3 Locks, 4 Back-rowers, 2 Scrum-halves, 2 Fly-halves, 3 Centres and 4 Outside backs (this including 8 reserves).
- You will need to select your Team within the initial $6 million Salary Cap.o If your Team is not filled with 23 Players, your Team will be completed using our intelligent Smart Auto-Fill feature prior to the commencement of the first game of the next Round.
Team Editing & Trades
- In order for your Team to perform at its best, edit your starting line-up of 15 Players prior to the start of each Round. This can be done through making both Trades and Substitutions.
- Before the season begins you can make as many Trades as you like, but after Round 1 you are limited to three Trades per week and four trades during the rounds where 4 or more Super Rugby teams have a bye (Rounds 6, 7, 8 and 12). You will have a maximum of 57 trades throughout the season.
- 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.
Your Team
- Before the season begins you can edit your Team as many times as you like.
- Each Round you must select a starting line-up of 15 Players with 2 Props, 1 Hooker, 2 Locks, 3 Backrowers, 1 Scrum-halves, 1 Fly-halves, 2 Centres and 3 Outside backs and 8 Players on the Interchange Bench (with 1 interchange player per position). These 15 starting players will be awarded points that contribute to your team total. If one of your starting 15 players does not play during that round, your interchange player from that position will have their score added to your total (as long as they played).
- 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.
Substitutions
- Click on the Substitute buttons for the 2 Players that you want to switch. You can substitute Players for any position as long as it results in one of the allowed starting formations. Make as many subs as you like from Round to Round.
Trades
- Subject to the requirement that you must never exceed your $6 million Salary Cap, there is no limit to the amount of Trades you can make prior to the commencement of Round 1 of the Super Rugby season or prior to the commencement of the next Round after you register your team.
- Once the season begins, you are allocated a maximum of three (3) valid Trades per week. During the weeks where 4 or more teams have a bye, users will be allocated four valid (4) trades during that round. The Trades DO NOT accumulate, thus if you don’t use three (or four) Trades one week you are still limited to only three (or four) Trades the following week.
- You are limited to a MAXIMUM of 57 valid Trades for the Season.
- If you are unhappy with a Trade, you can reverse the Trade prior to the beginning of the first match of each Round.
- You are able to trade Players at any point after Lockout until their team begins playing their next round’s match.
- 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 and any Trade that causes you to exceed this Salary Cap will be deemed invalid and will not be processed. 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.
Captain & Vice Captain
- Make sure to choose a Captain who you think will be the highest scoring Player in your Team, because your Captain scores double points.
- If your selected Captain doesn’t play then your Vice Captain’s Score will be doubled.
- All Captains and Vice-Captains must be selected prior to the first game of the round and your selections for Captain and Vice-Captain CANNOT be altered after the start of the first match of the round.
Reserve players and automatic substitutions
- 8 reserves act as automatic emergency substitutes for any player in a matching position who does not play in your starting 15. The player will automatically have their score added to your team (as long as they took to the field).
- In the event that any of the Scoring 15 players do not play in any given Round and receive a score of 0 points (as a result of not taking the field), the following will apply:
- Where available Substitute exists, this substitute (bench player) acts as an automatic emergencies for a matching position only
- A Substitute in a Matching Position will automatically have their score added (including players that score 0 or minus points, as long as they played) to replace the player in your Starting 15 who did not play (denoted as DNP)
"Zero" Scoring Players
- 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.
Team & Player Value
- Players’ Prices change from Round to Round depending on how they have been performing over the previous weeks and months.
- 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 performances last year - if they played last year!
- The value of your Team is calculated based on the total value of your Team of 23 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.
5. Rolling Lockout - There will be a Rolling Lockout in place this year for Trades and Substitutions.
- 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 Super Rugby match has started.
- For example - A player (‘Player A’), may be transferred for another player (‘Player B’) at any time after the Fantasy score of previous Fantasy Round have been finalised until either the next match in which Player A is scheduled to play in or the next match in which Player B is scheduled to play in (whichever match is first).
6. League Competitions- Leagues can either be private for you and your mates or open to the public.
- There are NO LIMITS to how many Leagues you can join this year. However, you can only create up to 5 Leagues.
- Under the default settings for a League with 14 users. League competition games will begin at the commencement of Round 2, where you will play each opponent once and your League Finals Series will occur during rounds 15-17.
- If your League is operating under the default League settings, Finals are made up of the top 8 Teams at the end of Round 14 and your League’s Finals Series begins in Round 15. However, your League Commissioner can also customise your League’s Final Series. Head-to-Head Leagues
- You can create up to 5 Leagues and join as many Leagues as you like, of varying sizes and League Settings that are selected by each League’s Commissioner.
- Each League can be either private or open to the public, so search for one that has League Settings that suit your preferences.
- After the start of the Round 1 Lockout you can view other Teams in your League by simply clicking on their Team name. You will not be able to view any changes that have been made to that Team for the current round until after Lockout has started. Once Lockout has commenced you are able to view the latest Team, Captain and Emergency selections your opposition Coach has made for the current round.
- Once a League is full you will receive a randomly generated League fixture before the beginning of the League’s Start Round.
- If your Team wins your head-to-head match you receive 4 points, a draw is worth 2 points and a loss is zero. If multiple Teams are tied on points then the ladder will be ranked based on percentage points.
- League matches start in the round selected by the League Commissioner- the default Start Round is set for Round 2.
- You can use the Coaches Box feature to interact/chat with other Coaches in each League.
Finalising League Entry & Incomplete Leagues
- Prior to the nominated Start Round for your League, Teams are entered into Leagues on a provisional basis. Leagues’ entries can change up until the beginning of the Start Round.
- If your League has not been filled by the start of the Round, your League Commissioner will be able to reduce the size of their League and/or add celebrities to complete the league OR we may automatically do both of these for you so that your League is valid and the fixtures can be generated. Alternatively you Commissioner can change the start round to a later date.
- Once the first Lockout of your League has commenced you can no longer leave/change your League.
Public Leagues
- If you click to join a Public League you will be able to choose which Public League you wish to join based on which League Settings best suit your preferences.
- Once you join a Public League you will have the ability to see the League code and thus invite others to join the League.
Private Leagues
- If you are the creator of a Private League (the League Commissioner), you have the exclusive rights to invite people to join the League, including Celebrity Users and define the Settings for your League.
- As League Commissioner, prior to the starting Round for your league, you have the ability to remove Teams from your League.o When inviting other Coaches to join the League they will be contacted with details on how to join the League.
7. Point ScoringLive and Final Scores
- 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.
- Following the completion of the final match of a Round, there will be a short lock-out while scores are finalised 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. During this lock-out Users cannot edit their teams. We will endeavour to have the final Scores and lifted by 6.00am AEST the day after the completion of the final game.
- Once the Scores are finalised, the Lock-out for that Round ends, the competition is reopened and you can start editing your team again.
- The Fantasy points will be calculated using statistics supplied by the Promoter’s data provider. The Promoter will not enter into any correspondence relating to the allocation of Fantasy points to players. The Promoter accepts no responsibility for the accuracy of this data and the Promoter’s decision is final and binding.
Point Scoring - Fox Sports Super Rugby Fantasy
Listed below is the 2017 Fox Sports Super Rugby scoring system:
Action
Points
Playing 1 - 60 minutes
1 Point
Props that play more than 61 minutes
4 Points
Hookers, locks and backrowers that play more than 61 minutes
3 Points
All other positions playing more than 61 minutes
2 Points
For each try scored by a prop or hooker
15 Points
For each try scored by a lock or backrower
12 Points
For each try scored by a scrum-half, fly-half, centre or outside back
10 Points
For each try assist
5 Points
For each last touch assist (Any final pass/offload/kick/touch of the ball in a try scoring movement which is not awarded a Try Assist)
2 Points
For each try save
5 Points
For each conversion
2 Points
For each conversion miss
-1 Point
For each penalty goal
3 Points
For each penalty goal miss
-1 Point
For each drop goal
4 Points
For each drop goal miss
-1 Point
Yellow card
-5 Points
Red card
-15 Points
For each run
1 Point
For every 10 metres run
1 Point
For each tackle bust
2 Points
For each effective offload
4 Points
For each ineffective offload
2 Points
For each counter ruck resulting in a turnover
1 Point
For each linebreak
5 Points
For each linebreak create
3 Points
For each error
-2 Points
For each tackle made by a prop or hooker
2 Points
For each tackle made by all other positions
1 Point
For each tackle missed
-1 Point
For each lineout take on own throw
1 Point
For each lineout steal on opposition throw
4 Points
For each lineout error (includes not straight, throw error or jump error)
-2 Points
For each tight head won (awarded to entire front row)
7 Points
For each tight head lost (awarded against entire front row)
-3 Points
For each scrum push over / penalty tries for each front row player
5 Points
For each penalty try scored and awarded to an individual due to an act of foul play
5 Points
For each pilfer
4 Points
For each turn over forced
3 Points
For each penalty - long arm
-4 Points
8. Site Rankings and Leaderboards- As long as you create a Team prior to the completion of Round 1, your Team is entered in the overall competition. You can view the overall leaderboard by clicking on your ranking, and then you can see how you are doing in the overall competition over the full season in addition to how you did last week.
- To see how your friends are going, click on their Team name and you will be brought to their Team page that will show you their overall ranking. You can also use this to investigate which Players they have in their Team, although it will not show you which Trades they have made since the last Lockout.
- Once you enter your Team you will be entered into multiple competitions including State by State, Club and Overall. There are prizes to be won in the Overall league for Top Round Score and Overall Top Points Score (see the Terms & Conditions and Prizes page for further details), so keep an eye on your ranking for each of these. Once you click on your ranking you will be brought to the Rankings page. This page will show you how you are faring in all your competitions. If your rankings are tied with another user/users the Team that was registered first will be entitled to the highest ranking.
9. Stats Centre- The Stats Centre is where you head for all of your Player research.
- It includes all the key statistics for all the games so far this year, with detailed information available on all of the individual Players.
- Check out the Players’ Price rises and falls to get a feel for who might be provided the best value for your Team
Player Rankings
- Players’ statistics and data in each Round can be viewed, along with their weekly scoring. You can access Player information by sorting according to filters such as their average, price, club or playing position.
- Remember you can also add Players to your Wish List in order to keep track of how various Players who you are keeping an eye on are doing in the competition.
- You can also search for Players using the Search Bar.
- A Player’s overall price change indicates how much their price has changed since the beginning of the Fantasy season.
- Their weekly price change indicates how much their price has varied since last Round.
- A Player’s average Score is their total Score for the season divided out by the amount of games they have played.
- A Player’s total Score is indicated by all of the Fantasy points they have accumulated for the entire season.
- Dollar Per Point (DPP) calculation provides Users with an indication of which Players are providing the most bang for your buck - i.e. what their price is relative to how many points they score on average.
Player Profiles
- From any location on the website where a Player's name is listed, you can click on that Player to access more information about them or you can conduct a search in the Player search facility. There are detailed and informative graphs and statistics summaries for all of the Players in the Super Rugby competition.
- You will be able to see their Score break-downs, which will help you see in which statistics categories they are performing best.
10. Contact UsPlease understand that we occasionally get overwhelmed with emails from passionate Users, so when you have a problem or query, please try to find a solution in the Game Guidelines and FAQ first. Of course, if you still have a query, please let us know by clicking Contact Us and providing the relevant details and we will be more than happy to help you out.