• scoring rules

Head to Head AFL

The full rules guide for H2H AFL competitions. Draft your squad, set your run-on 22, and go head to head every round. Everything you need to know, right here.
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OTHER SCORING RULES
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01

Game Overview

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.

The key details
  • No salary caps. Every squad is unique.
  • Pre-season draft to build your initial squad.
  • In-season trading available.
  • Weekly head to head matchups decide the ladder.
  • Multiple finals formats to choose from.
It is a long season. Player form swings, injuries pile up, bye rounds wreak havoc (especially early in the AFL calendar), and Origin pulls your dual-code mates. Manage it all, get your team into the finals, and claim the comp.
02

Starting a Competition

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.

Key rules:
  • Maximum 9 fantasy managers per competition.
  • Each manager can only have 1 entry per AFL H2H comp (different to Grouped Talent).
  • You can play in multiple competitions at the same time though.
  • The system handles odd numbers. One team gets a bye each week.
  • All teams play each other an equal number of times..
  • Your comp is completely private with no public visibility of teams or results.
  • You can start a comp mid-season if you want. The AFL season is long enough.

Your comp appears in My Teams > Upcoming once you have joined.

03

The Draw and Finals

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).

Finals Options

Your comp manager picks one of these before the season starts.
Option 1

First Past the Post

No finals at all. Whoever is top of the ladder when the round robin ends wins. Clean and simple.
Option 2

Top 2

1st vs 2nd in a single grand final. Uses 1 AFL round.
Option 3

Top 3

Week 1 is 2nd vs 3rd. Winner plays 1st in the grand final. Uses 2 AFL rounds.
Option 4

Top 4

Week 1 is 1st vs 4th and 2nd vs 3rd. Winners meet in the grand final. Uses 2 AFL rounds.
Option 5

Top 4 Second Chance

The extended option. Week 1 features a Major Semi (1st vs 2nd) and Minor Semi (3rd vs 4th). Major winner goes straight to the grand final, minor loser is out. Week 2 is the Preliminary Final (Major loser vs Minor winner). Week 3 is the Grand Final. Uses 3 AFL rounds.

Draws in finals. The home team (first into or higher-placed team going into the match) is deemed the winner.

04

Player Draft

Before Round 1, every manager builds their squad through a draft. All selections happen on the Available Players page.

Two draft methods are available.

Fast Draft

Everyone online at the same time. Done in 45 to 60 minutes.

  • Sign one player at a time.
  • Configurable lockout between picks (default 60 seconds).
  • A countdown timer on screen means buttons enable and disable automatically.
  • Live notifications as players are signed.
  • If someone misses the event, they can still pick before Round 1, but don't expect the good ones to be left.

Sequential Draft

Not everyone can get online at the same time? This one takes up to a week.

  • Snaking selection order (e.g. for 6 managers, 1,2,3,4,5,6,6,5,4,3,2,1).
  • Configurable time window per pick (default 4 hours).
  • Managers pick when their turn comes. There is no need to be online together.
  • Auto-pick is available if the clock runs out (best available based on prior season, or pick held over).
  • Queue Pick option. Line up your preferred players and the system takes the top available one when your turn hits.
  • Draft hours. The comp manager can set active hours (e.g. 8am to 10pm) so nobody cops a midnight pick.

05

Team Squads

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.

My Squad

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.

06

Weekly Gameplay

Each round, select your 22-player run-on team and set your subs order using the Team Selection page.

Positions

Position

Slots

Full Forwards
3
Forwards
3
Midfielders
5
Ruck
1
Backs
3
Full Backs
3
Bench Forward
1
Bench Midfielders
2
Bench Back
1
Total Run-On
22

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.

Automatic Substitutions

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.

07

Available Players and Trading

Player Availability

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.

Positions

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.

Trading

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.

  • Max trades per season
  • Max trades per round

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.

Loan Players

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.

08

Scoring

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.

Core Scoring

Action

Points

Goal
4 pts
Behind
1 pt
Goal Assist
2 pts

Disposals Core Tiered

Kicks and handballs combined into a single disposal count.

Disposal Count

Points

10 or more disposals
1 pt
20 or more disposals
2 pts
30 or more disposals
3 pts
40 or more disposals
4 pts

Hitouts Core Ruck Only

Applies only to players in the Ruck position.

Hitout Count

Points

10 or more hitouts
2 pts
20 or more hitouts
4 pts
30 or more hitouts
6 pts
40 or more hitouts
8 pts

Impact Plays Optional

Action

Points

Inside 50s > 3 in one game
2 pts (Midfielders only)
Rebound 50s > 5 in one game
2 pts (Defenders only)

Defender Bonus Optional

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.

Score Updates

Progress scores show mid-round so you can track the H2H battle live. Final scores are confirmed within 24 hours of the round ending.

09

Competition Table

Ladder Points

WIN

2
pts

DRAW

1
pt

LOSS

0
pt

Mastered Bonus

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.

Bye Bonus

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.

OTHER SCORING RULES
H2H NFL
H2H Football
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