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Fantasy Leagues

redvscotty

First Grade
Messages
8,001
Sup bitchez,

I was sitting down today and got to thinking about fantasy leagues and how to play them to win. Obviously it all comes down to who plays the better game on the day, but would it work if you had say, the whole backline was made up of goal kickers, with a forward pack containing a lot of blokes who predmoinately make 1000 tackles a match.

This way you could have the likes of:

soward, thurston, covell (haha), el masri, and others in the backs and fitzgibbon, cam smith in the forwards with people like hindmarsh (for the tackle count). This is considering of course, the fact that tackles amde are counted towards points (haventplayed for a few years). It also makes the most out of having a kicker from almost each team in there, but you do have to ensure your picking a guy thats team actually scores tries on a regular basis, hence my laughing at covell.

Post any ideas you have or would like to try out. I would be very interested to read about them.
 

The Engineers Room

First Grade
Messages
8,945
It depends on the system they use because in some comps loading the backline with second rowers gives you the edge and in others it is about trying to get goal kickers. I hate how some comps don't have games in the origin period. I think it is more skillful to try and have a squad with players that can step up to fill the gap.
 

_Johnsy

Referee
Messages
27,335
The thing I oved about VNRL was the auction process for players. eg, each team could not pick K GIDLEY, he would go to the highest bidder only, and each team had a etermined salary cap. Anyone know of any news about VNRL for 2009 ?

Had a quick search and zilch....???????
 
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_Johnsy

Referee
Messages
27,335
one that is similar to vnrl but not as good is, nearly nrl.

http://www.nearlynrl.com/

If we get enough interest I'll start a comp and it will fill quickly so register interest, the 1st 16 will be in. Mind you I am not sure how many teams can be in each competition. If there is a limit to the number of teams, eg 12, the first 12 will be in. Just cut and paste with your name next to the corresponding spot.

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_Johnsy

Referee
Messages
27,335
Johnsy does this work on a bidding war like VNRL?

mate, appaently the rules will be tweaked ever so slightly from 2008, below. It would appear that you have to purchase a private comp.:thumbd:




Guide


Welcome to Nearly NRL. For those who have played before many of the rules for this season will be quite familiar, for those who have not we hope you enjoy an all new experience.​


Overview


Nearly NRL is a game played with the goal to recruit and then manage a team of real NRL players to make a successful 'NNRL' team.​


As with the NRL, NNRL teams face a new opponent each week (within their competition) with the winners scoring competition points to move up the ladder. Depending on the competition type, there may be semi-finals, finals and grand finals for the successful teams at the end of the season.​


Competitions can be of 6, 8, 10, 12, 14 or 16 teams and do not feature bye's. Semi finals can be conducted as either a top2, top 4, top 5 or top 8 system, with straight championship (first past the post) also an option.​


Getting Started


There are a number of ways to participate in Nearly NRL:​


Purchase a Private Competition


If you purchase a private competition you can invite your friends or workmates to participate in your own competition. Private Competitions are $50 and are limited in number. Various options are customisable upon Activating Your Competition:​


  1. You must choose a Competition Name;
  2. Choose a Competition Password where the confirmation will be sent.
  3. You must choose a Team Activation Password. Only people to whom you give the password can participate in your competition;
  4. Competitions can be of 6, 8, 10, 12, 14 or 16 teams;​
  5. You can choose to have no finals series (first past the post), or a finals series of a top 2, top 4, top 5 or top 8;
  6. You can choose to have a 'Best of the Rest' finals series and the number of teams to participate in that;
  7. You may choose whether the Dominant Forward and Dominant Half rule are applied in your competition;
  8. You may choose a limit on the number of goalkickers that can be recruited by each team in your competition. The Nearly NRL team suggest a limit of 2 goalkickers for 12, 14 or 16 team competitions, a limit of 3 goalkickers for 10 team competitions and a limit of 4 goalkickers for 6 or 8 team competitions;
  9. You may choose the number of days after the start of recruitment teams may place a bid for a second (or subsequent) goalkicker. The Nearly NRL team suggest that the delay be left at at least 3 or 4 days to allow teams that miss the beginning of recruitment a chance to recruit a quality goalkicker. This delay is extended over the first weekend of recruitment.
To purchase a private competition, log on to Nearly NRL and follow the link on the front page. Competitions are purchased through the PayPal system.



NOTE: The Draw is generated such that the first NNRL round must be at least 4 days after recruitment has begun. For this reason, all teams must be activated by Monday, March 10th at 7.30pm for that competition to be active for the first NRL round.​




Play In a Private Competition




If you have received an invite from someone who has purchased a private competition, you need to activate your team. To activate your team follow the instructions in the e-mail you received.​




Play In a Public Competition




Public Competitions are available free of charge though system constraints mean that only limited places are available. Competitions are available from Feburary 25th and available until competitions are filled. Extra competitions will likely be made available throughout the year. All public competitions are 14 teams with a top 8 finals system and a 6 team 'Best of the Rest' finals series for those teams that miss the regular finals. The Dominant Forward and Dominant Half rule will apply and there is a limit of 2 ‘Goalkickers’ per team with the second goalkicker able to be recruited 4 days after regular recruitment begins.​




Game Play




Once your competition is full, the recruitment process will begin. You should receive an email advising you of this. To begin building your squad, the first thing to do is to place a bid.​




Place a Bid






  1. Click on your teams name in the menu on the left of the page.
  2. Select 'Search' from the top of the page​
  3. Enter the criteria you wish to search by and press the 'Search' button. You should note that by default players that have already been recruited by other NNRL teams in your competition will not appear. To show these players, un-select the 'Exclude Recruited Players' check box on the bottom right of the Search Panel.​


  4. The Search results will appear
  5. Click on the players name you are interested in bidding on.
  6. If the player is available to be recruited, you can enter an amount on the bottom of the screen and click 'Make Offer'.
  7. The player should now appear in your team 'Negotiations' page along with the time until he makes his decision.​


  8. Note that all bids placed are subject to the Recruitment Limits outline below.
Negotiations






1. Click on your teams name in the menu on the left of the page.​




2. Select 'Negotiations' from the top of the page.​




3. This screen shows all the players you have current bids for. You can click players names to alter your offer.​




Squad




1. Click on your teams name in the menu on the left of the page.​




2. Select 'Squad' from the top of the page.​




3. This screen shows all the players you have successfully recruited. Click a players name to view his details or to cut the player.​




News




1. Click on your teams name in the menu on the left of the page.​




2. Select 'News' from the top of the page.​




3. This section shows the recent recruitment activity in your competition as well as any user contributed articles..​




Draw/Results






  1. Click on your teams name in the menu on the left of the page.
  2. Select 'Draw' from the top of the page.​
  3. This section shows the upcoming games for your team and provides a link to the competition draw.​
  4. You can also see the past results for your team or competition in this section.​
Recruitment




Negotiation System




To allow fairness to those not online all day recruitment in Nearly NRL follows the 'Negotiation System'.​




Once all teams in a competition have activated their team, the recruitment process will begin. All contract offers (bids) placed in the first 24 hours of recruitment will expire 48 hours after recruitment began. After this time all bids expire 24 hours after the first bid for a player is placed subject to the Recruitment Timings listed below.​




As the contract offer expires, the player will move to his chosen team. The decision will be based on the best offer the player receives and clubs will be committed to paying the player the entire sum of the contract they offered him. Clubs will not be able to determine whether they have the best offer or what the best offer is until the player makes his decision. In the event of two teams making the same offer, the player will move to the team that placed the earliest bid.​




Contract offers can be withdrawn or changed up to the decision deadline.​




Only the first team to place a bid will be able to see exactly when the player will make his decision. Other teams will only be able to see whether it will be sometime today, in the next couple of days, or in a few days time (if over the weekend).




Players can be cut and recruited an unlimited amount of times and the clubs can re-recruit a previously cut player (for the same amount as previously recruited or higher) though they will have to go through the negotiations again.​




To prevent teams colluding or releasing all their players late in the season, player recruitment and trading ends for all competitions on the 25th of July at 6.30pm (Sydney time). After this time, players may be recruited if a team has room in their squad and sufficient funds, but players cannot be cut or traded.​





Player Trades




Player trades are on a one-for-one basis. Trades can be initiated by either searching for the recruited player from the search screen with the 'Exclude recruited players' option unchecked, or by browsing the squad screens of other teams in your competition.​




Once you have found the player you wish to trade for, click on that players name to go their player page and then click the 'Offer Trade' button. You will then be presented with a list of your currently recruited players and from their you select who you want to trade with.​




When a trade offer has been made it will appear in both your 'Trades' screen and that of the team you made the offer to. They can accept of decline from that screen and you may withdraw the offer up until it is accepted or declined.​




Teams can trade with any or many other teams their competition, though they are limited to a maximum of three trades with any one other team.​




Each club will be subject to player and position restrictions outline below.​




Player & Position Restrictions




A team must be able to field a full team on the team sheet with no repeat players. A teamsheet shall consist of a starting 13 players in their respective positions, at least 1 sub back, 1 sub forward and 2 other positions which can be filled by any forward or back.




*The limit to the number of goalkickers can be modified for Private Competitions. To see the limit that applies to your competition, enter either the 'Squad' or 'Negotiations' screen for your team and view the limit shown in the table at the bottom of the page. Below this table is the earliest time that a bid can be placed for a 2nd or subsequent (if allowed) goalkicker.




Breaches: If a team does not fit within these limits they will be unable to enter a team whilst they are outside the limits.​




Recruitment Timings








Bids expire 24 hours after the first bid for that player has been placed unless:​


  • The bid would have ended on a weekend, in which case the time is extended until after the weekend.
  • The bid was placed during the first 24 hours of recruitment, in which case the bid will expire 48 hours after recruitment began (longer over weekends).
  • The player was recently cut or added to the game, in which case the earliest that player can be recruited is 48 hours after the player was cut or the player was added.
  • The bid is placed between 4pm Thursday and 10am Friday in which case the bid will expire at 4pm on Friday afternoon. This rule has been introduced to help teams fill their squad in preperation for the weekend. Players that have been recently Cut or players recently added to the game are exceptions to this and will expire as usual. This rule does also not apply during the first few days of recruitment for a competition.
NOTE: Only one Goalkicker may be recruited in the first four days of recruitment of a competition. This is customisable for Private Competitions. To check when 2nd (or subsequent) Goalkickers can be recruited in your competition, check your teams 'Squad' or 'Negotiation' pages and look below the Position Limit table.


Salary Cap




The salary cap is $4 million. Any teams breaking the salary cap will be unable to enter a team or score points whilst they are outside the limits.​




Scoring




Players score points as they do in NRL. All tries and field goals scored scored in the NRL count towards their NNRL score for that weekend (points scored in State of Origin and Tests do not count). Penalty tries are awarded to the player who was deemed to have been likely to score the try. Players also have the capacity to score from goalkicks or by being deemed a ‘Dominant Forward’ or ‘Dominant Half’ as described below*.​




*Dominant Forward and Dominant Half apply to all public competitions and those private competitions that have decided to include them. A player can only be awarded either a Dominant Forward or a Dominant Half (not both) in any one game.​





Scoring from kicks




Nearly NRL teams nominate one first choice kicker and one backup kicker for each round. Teams are awarded the points scored from successful goalkicks for their first choice kicker, or the points from the successful goalkicks of their backup kicker if their first choice kicker fails to kick a goal.​









Dominant Forwards




A Dominant Forward’ scores four points for their NNRL team when that player is nominated in the forwards (Hooker, Back rower, Front rower, Sub Forward or Sub Utility) and meets one of the following criteria:​






  • Achieves a sufficient workrate in terms of tackles, runs, metres gained and offloads playing mostly in a Forward capacity;
Is deemed one of the best 3 players in an NRL match by the site administrators playing mostly in a Forward capacity;​

A hooker that does not quite reach the threshold of significant workrate in terms of tackles, runs, metres gained and offloads but also contributes sufficiently in a playmaking capacity may also be awarded a dominant forward.
The sites administrators will adjudicate on ‘sufficient workrate’ and no appeals will be granted or heard.
NOTE: Many users have argued that statistics should be taken from the NRL website or other ‘public’ sources. These sources are not ‘public’ in every sense and therefore this is NOT possible.
NOTE: Unlike previous seasons, if a player is not listed as a forward in their NNRL positions, but plays the NRL game mostly in a Forward capacity and achieves the necessary criteria, they may be awarded a Dominant Forward if they were played as a Sub Utility on their NNRL Teamsheet.
Dominant Half


A ‘Dominant Half’ scores four points for their NNRL team when that player is nominated at either Halfback, Five-Eighth or Sub Utility and meets the following criteria:
  • Is deemed one of the best 3 players in an NRL match by the site administrators playing mostly in a Halfback or Five-eighth capacity.​
NOTE: A player cannot receive both a Dominant Forward and a Dominant Half in the one match.


Finals Series




Final Series can be either a top 8 (McIntyre), top 6, top 5, top 4 or top 2 system.​




In the event of a draw during the final series, the team that finished higher on the ladder at the end of the season will be deemed to have won the game.​




Top 8 follows the McIntyre format.​




Top 4 and Top 5 use traditional 3 week formats.​




Top 6 sees the top 2 teams having the 1st week off while team 3 plays team 6 and team 4 plays team 5 both in sudden death.In the second week, team 1 plays team 2 with the winner going to the grand final. The two winners of the previous week also play each other in sudden death in week 2. The winner of that game plays the loser of 1 v 2 with the winner of that going to the grand final.​




Best of the Rest Finals Series




Best of the Rest Finals Series are for teams that did not make it into the regular finals series and are optional for Private Competitions. A Best of the Rest Finals Series must be of a type that goes for the same duration as the regular finals series. The table below shows the compaitable options:​




Regular Finals Series

No of Weeks
Compaitable 'Best of the Rest' Finals Series​






No Finals Series
0​




No 'Best of the Rest' Finals SeriesTop 2
1

Next 2 or No 'Best of the Rest' Finals Series​



Top 4
3​




Next 4 or No 'Best of the Rest' Finals SeriesTop 5
4​




Next 5, Next 6, Next 8 or No 'Best of the Rest' Finals SeriesTop 8
4

Next 5, Next 6, Next 8 or No 'Best of the Rest' Finals Series​



Tipping




Nearly NRL tipping is a tipping competition based on Nearly NRL games in Private Competitions. Users can enter the tipping competition for any Nearly NRL Private Competition, even if they do not have a team in the competition. To enter a tipping competition, select 'Tipping' from the side menu and enter the 3 digit Competition ID on the right hand side of the page (this ID can be found beside the Competition name on the Competition table).​




To enter tips for any round, select the tipping Competition ID from the left side of the Tipping page enter your tips. Tips can be entered up to the closing time for that round (usually 7.30pm on Friday night).​




Tips are scored as 1 point for correctly tipping a win and 3 points for correctly tipping a draw. There are no bonus points for tipping a complete round. Away teams are selected by default. Late entries start on 0 points.​




Tipping scores will be updated when the Competition table is updated at the conclusion of the round.​




Also note that tipping is for regular season games only, finals are not included.​




Team Flags




To change the colour and design of your teams flag:​







  1. Go to your team page by clicking on your teams name in the left hand menu.​
  2. Select 'Change Team Details' located beneath your current flag and the competition Start Recruitment time
  3. For each of the 9 sections of the flag, there is a colour code entered. To change this, click on the pallete image beside each colour code and select the desired colour.
  4. Stripes can be made by colouring each square in a row or column the same colour.
  5. To preview the design, click on the 'Preview Team Flag' button.
  6. Click the 'Change Details' button to confirm your new design.
 
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Apey

Moderator
Staff member
Messages
26,952
I use the foxsports one just because it's the first one I found and was pretty happy with it.
 

_Johnsy

Referee
Messages
27,335
me to griffo, I suppose we could all throw in a couple of $$ to cover the cost of someone who is preared to fork out the $50 up front. I suppose then they name the comp etc.

If there are 12 teams everyone pays $5-6, that way the payer will be able to cover the transaction costs etc.
 

dubopov

Coach
Messages
14,737
The Courier Mail one which is run the same as the Telegraph one was better .. it offered a $1000 prize for the best tipster each week whilst the Telegraph only offered $500.
 

_Johnsy

Referee
Messages
27,335
The problem with the tele/CM & Fox ones are that, technically each team could have the same side. IMO that is a major flaw, one player should be able to play for one side. I think you would have found a large majority of sides ont eh tele/CM/Fox comps would have had close to 60% of the same marquee players, the cheaper players who were used to plug the gaps were the main difference.
 

dubopov

Coach
Messages
14,737
The problem with the tele/CM & Fox ones are that, technically each team could have the same side. IMO that is a major flaw, one player should be able to play for one side. I think you would have found a large majority of sides ont eh tele/CM/Fox comps would have had close to 60% of the same marquee players, the cheaper players who were used to plug the gaps were the main difference.

Fair enough, but I'd prefer to have a shot at a $1000 each week.
 
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