• scoring rules

Head to Head NRL

The full rules guide for H2H NRL competitions. Draft your squad, set your run-on 17, and go head to head every round. Everything you need to know, right here.
CATEGORIES
OTHER SCORING RULES
H2H AFL
H2H Football
01

Game Overview

Our Head to Head NRL 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 17 each week, and go head to head with your opponent. Your players score points across all 8 NRL games each round based on real match performances. Outscore your opponent and you win the round. Simple as that.
  • 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 fluctuates, injuries happen, Origin takes your best players, and bye rounds wreak havoc. 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 NRL 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 NRL season starts so everyone has time to research their squads before the draft.

Key rules:
  • Maximum 8 fantasy managers per competition.
  • Each player can only have 1 entry per NRL H2H comp (different to Grouped Talent).
  • The system handles odd numbers. One team gets an active bye each week (if played with mastered point).
  • All teams play each other an equal number of times, or utilise the full NRL draw to maximise games for everyone.
  • Your comp is completely private with no public visibility of teams or results.

Your comp appears under My Teams 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 NRL 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 NRL round.
Option 3

Top 3

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

Top 4

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

If a points draw occurs in finals matches, the higher-placed team from the round robin 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 selection buttons enable and disable automatically.
  • Live notifications as players are signed.

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, 1,2,3,4,5,6,6,5,4,3,2,1,1,2,3,4, etc).
  • Configurable time window per pick (default 4 hours).
  • Players take a pick when their turn comes. There is no need to be online together.
  • Auto-pick best player standing, is available if the clock runs out.
  • 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 25 players. Every NRL 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 17 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. 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 17-player run-on team and set your subs order using the Team Selection page.

Positions

Position

Slots

Hooker
1
Props
2
Second Row
2
Lock Forward
1
Halfback
1
Five-Eight
1
Centres
2
Wingers
2
Fullback
1
Bench Forwards
2
Bench Backs
2

You also nominate a Primary and Secondary Goal Kicker. Only one of the goal kickers will be assigned points for goals. If the primary kicker is in the official named 17 for his team, then his goals are scored (even if he kicks none). If he is a late scratching, then the secondary kicker goals will be used.

The system remembers your team from last week. Forget to update? The same 17 run out again.

Automatic Substitutions

With a full 25-man squad, you will have 8 substitutes as backup.

If a run-on player is not officially named in the real NRL 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 18th man concussion rule 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 NRL team squad and have played at least 1 career NRL 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. Watch out for when the new team is on a bye though!

Positions

Each player can hold up to 2 positions, determined by historical game data. They need 10 or more NRL games in a position to be eligible. Rookies get added after their first NRL 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.

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.

Loan Players

When an NRL round has 3 or more teams on a bye, managers can loan players from the available pool for that round only. They automatically drop back to the pool at round end.

08

Scoring

Players in your run-on 17 (or subbed into the game) score points based on real match performances.

Core Scoring

Action

Points

Try
4 pts
Try Assist
2 pts
Goal
2 pts
Field Goal
1 pt

Impact Plays Optional

Action

Points

Line Break
1 pt
Line Break Assist
1 pt
40/20 or 20/40 Kick
2 pts
Tackle Breaks
1 pt per 5 breaks (max 3 pts)

Forwards Effort Bonus Optional

Applies to forward-position players including bench forwards.

Basic Mode

Flat 4-point bonus when combined Runs + Tackles + Offloads > 42.

Advanced Mode

Configurable points for runs, offloads, and tackles.

09

Competition Table

Players in your run-on 17 (or subbed into the game) score points based on real match performances.

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.

Bye Bonus

In comps with an odd number of managers, the team on a bye can earn a Mastered bonus point if they post the highest total score of any team that round.

OTHER SCORING RULES
H2H AFL
H2H Football
Copyright Fantasy Sports Zone 2026