Our Head to Head AFL game model puts you in charge of your own squad to compete against other fantasy managers through a round robin season and finals series.
Draft your squad, set your run-on 22 each week, and go head to head with your opponent. Your players score points across all 9 AFL games each round based on real match performances. Outscore your opponent and you win the round. Simple as that.
One manager kicks things off. Head to New Game, select AFL as the sport, H2H as the game model, and the upcoming season.
Once created, you will get an invite code to share with your mates. Get this sorted 1 to 2 weeks before the AFL season starts so everyone has time to research their squads before the draft.
Your comp appears in My Teams > Upcoming once you have joined.
The round robin draw is created automatically after the player draft wraps up.
It uses as many real AFL rounds as possible, excluding the real finals series. How many rounds you get depends on the number of managers in your comp and what fits mathematically. There is an option to extend the draw to squeeze in extra matches (the final round may be slightly uneven).
Draws in finals. The home team (first into or higher-placed team going into the match) is deemed the winner.
Before Round 1, every manager builds their squad through a draft. All selections happen on the Available Players page.
Two draft methods are available.
Everyone online at the same time. Done in 45 to 60 minutes.
Not everyone can get online at the same time? This one takes up to a week.
Each manager builds a squad of maximum 30 players.
Every AFL player in a squad is exclusive. Once signed, no other manager in your comp can use them until they are released.
Each week, you select a run-on team of 22 and set your substitution order from the remaining squad.
You can stack any position you like, but you will need coverage across all positions to field a full run-on team each round.
View your squad on Fantasy Teams > My Squad. Shows player names, positions, and availability (Injured, Suspended, Available, but doesn't include rep selection).
Release players to free up squad slots for new signings. After the draft, you can view all managers' squads to suss out your opposition.
Each round, select your 22-player run-on team and set your subs order using the Team Selection page.
The system remembers your team from last week. Forget to update? The same 22 run out again.
Bye weeks. The AFL draw has several rounds with multiple teams on a bye, particularly early in the season. You don't need a full 22, but the more you field, the better your chances.
With a full 30-man squad, you will have 8 substitutes as backup.
If a run-on player is not officially named in the real AFL match, the system automatically subs in the next available player from your ordered sub list (position-matched, priority-ordered).
Important. If your player IS named but gets zero game time, they score zero. No sub kicks in. The concussion rule replacement is covered. The replacement player scores for the time they are on the field.
A player is available to sign if they appear in an official AFL team squad and have played at least 1 career AFL game.
Real mid-season club transfers don't affect your squad. Points from the old club stay, and the player starts collecting under their new club.
Each player can hold up to 2 positions, determined by historical game data. They need 10 or more AFL games in a position to be eligible. The system works backwards through their career to find the 2 most recent qualifying positions.
Rookies get added after their first AFL game using their club-nominated position until they hit the 10-game mark.
Release and sign players throughout the season. No direct team-to-team trades are allowed. It is all through the player pool.
The comp manager sets the rules.
A trade is counted when a player is signed. Default is 1 signing per round. During the draft and pre-season, no trade limits apply except the lockout between picks.
When an AFL round has 3 or more teams on a bye, managers can loan players from the available pool for that round only. Loaned players automatically drop back to the pool at round end.
The AFL draw has several rounds with multiple byes, particularly early in the season, so this comes in handy. The comp manager sets the loan quota for those specific rounds.
Players in your run-on 22 (or subbed into the game) score points based on real match performances. Scoring is split into Core (always on) and Optional (enabled during comp setup). All point values are configurable, with recommended values shown below.
Applies to all players in a Defender position, including bench defenders.
A flat 6-point bonus when Marks + Tackles + Clearances exceed 10 in one game. No limit on the combination. 4 marks, 5 tackles, and 3 clearances gets you there.
Progress scores show mid-round so you can track the H2H battle live. Final scores are confirmed within 24 hours of the round ending.
Score 1 extra point per round if your Backs, Halves, and Forwards each outscore the corresponding group of your opponent. The highest scorer in each sub-group is highlighted in green on the match results.
In comps with an odd number of managers, the team on a bye can still earn a Mastered bonus point if they post the highest total score of any team that round.