![](https://images.bigfootymedia.com/icons/mobile-bullets/essendon.png)
Leftyforlife
Draftee
- Mar 18, 2023
- 12
- 9
- AFL Club
- Essendon
If anyone wants to contribute comment your ideas. I will post weekly updates of where our rules are at.
I have the ratings (subject to change) courtesy of www.statsinsider.com.au/sport-hub/afl/player-ratings
The game is going to include; Trades and Free Agency, Draft, Player Progression and Regression, Injuries, Suspensions, Team Chemistry, as well as other things to add in future updates.
If you have any questions about the rules or the game feel free to ask. Unfortunately I can't include everything but I will try.
The first iteration of the rules are below (keep in mind this is very early BETA)
AFL Manager Game
Equipment:
Every team starts with 50% chemistry or what they ended last season with. Chemistry goes up 10% for a win and down 10% for a loss. If a player is traded chemistry goes down 2% for every player leaving. Chemistry 50%-75% gives a +1 ranking increase and 76%-100% gives a +2 increase, whereas 25%-49% gives a -1 ranking decrease and 0%-24% gives a -2 decrease. Chemistry does not go down if you lose a final. For user controlled games it gives the team points overall instead of rankings. For each player on the list that was drafted to the team they get 1% point.
Player Positions:
A player can freely move in their position (Gen forwards can be key forwards, etc.) without burden. If a player moves position entirely (Forwards to Midfield, Ruck to Defender,etc.) they will lose a Ovrl point.
How do goals work?
Pick a goal:
Trade Period:
The draft has 2 rounds for each team. Draft picks are determined by ladder position.
The depth and skill of the draft is determined by rolling the dice. The dice rolls are as shown here:
Player Progression:
At the end of the season players regress and progress in ranking.
For a player on a user team to progress they must have played at least 50% of team games.
3 players over 30 regress 2 Ovrl and 2: 1 Ovrl, 3 random players regress 2 Ovrl and 2: 1 Ovrl
3 players under 25 progress 2 Ovrl and 2: 1 Ovrl , 3 random players progress 2 Ovrl and 2: 1 Ovrl
Contracts:
Every player contract is randomised from 1-6 years to start a campaign.
When it comes you have to sign new contracts some players will demand different money.
Player contracts at the start of campaign are calculated like this. First Year players automatically start with a salary of 4 and a 2 year contract
The better your team is the more likely they are going to resign.
You are allowed to make 5 contract offers to free agents every year. Free agents sign as followed
Players Resign to user team as followed
I have the ratings (subject to change) courtesy of www.statsinsider.com.au/sport-hub/afl/player-ratings
The game is going to include; Trades and Free Agency, Draft, Player Progression and Regression, Injuries, Suspensions, Team Chemistry, as well as other things to add in future updates.
If you have any questions about the rules or the game feel free to ask. Unfortunately I can't include everything but I will try.
The first iteration of the rules are below (keep in mind this is very early BETA)
AFL Manager Game
Equipment:
- Dice
- Spreadsheets
- Each team must abide by the following position rules, 1 or more Key Defenders and Key Forwards, 3 or more Gen Forwards and Gen Defenders.
- Roll dice for each players game (1-2 Below Average, 3-4 Average, 5-6 Above Average) Do it for offence and defence ratings.
- Translate to the following (Below Average = -2 ranking, Average = No Change, Above Average = +2 ranking)
- Home players get +1 ranking boost.
- Matchup the players (CHB v CHF, RR v RR, LW v RW)
- Players compete against their matchup. Whoever has the highest ranking wins.
- After the game roll the dice for injuries and suspensions (1 = Suspension, 2-3 = 1 Injury, 4-6 Nothing)
- Roll for injury time, number is amount of weeks out
- Roll for suspension time (1-2 = 1 week, 3-4 = 2 weeks, 5-6 = 3 weeks)
- RNG for what player is injured/suspended.
- Roll the dice for how well the team plays (1-2 Below Average, 3-4 Average, 5-6 Above Average). Do it for offence and defence ratings
- Translate to the following (Below Average = -2 ranking, Average = No Change, Above Average = +2 ranking)
- Teams at home get a +1 ranking boost.
- To simulate the game do each teams offensive rating minus the opponents defensive rating. The highest score wins.
Every team starts with 50% chemistry or what they ended last season with. Chemistry goes up 10% for a win and down 10% for a loss. If a player is traded chemistry goes down 2% for every player leaving. Chemistry 50%-75% gives a +1 ranking increase and 76%-100% gives a +2 increase, whereas 25%-49% gives a -1 ranking decrease and 0%-24% gives a -2 decrease. Chemistry does not go down if you lose a final. For user controlled games it gives the team points overall instead of rankings. For each player on the list that was drafted to the team they get 1% point.
Player Positions:
A player can freely move in their position (Gen forwards can be key forwards, etc.) without burden. If a player moves position entirely (Forwards to Midfield, Ruck to Defender,etc.) they will lose a Ovrl point.
How do goals work?
Pick a goal:
- Top 14 = -2 Trades
- Top 10 = -1 Trades
- Top 8 = +0
- Top 4 = + 1 Trades
- 1st = +2 Trades
- Premiership = +3 Trades
Trade Period:
- As a team you get 4 trade opportunities.
- Mix n match players and create a trade.
- Roll the dice to see if your trade is completed using the following guide:
- 0> (1-6 Yes)
- 1 (1-5 Yes, 6 No)
- 2 (1-4 Yes, 5-6 No)
- 3 (1-3 Yes, 4-6 No)
- 4 (1-2 Yes, 3-6 No)
- 5 (1 Yes, 2-6 No)
The draft has 2 rounds for each team. Draft picks are determined by ladder position.
The depth and skill of the draft is determined by rolling the dice. The dice rolls are as shown here:
- Top 5 = 5, 6-16 = 4, 17-24 = 2, 25-36 = 1
- Top 3 = 5, 4-12 = 4, 13-19 = 2, 20-36 = 1
- Top 5 = 5, 6-20 = 4, 21-27 = 2, 28-36 = 1
- Top 3 = 5, 4-10 = 4, 11-26 = 2, 27-36 = 1
- Top 7 = 5, 8-15 = 4, 16-25 = 2, 26-36 = 1
- Top 2 = 5, 3-18 = 4, 19-25 = 2, 26-36 = 1
Player Progression:
At the end of the season players regress and progress in ranking.
For a player on a user team to progress they must have played at least 50% of team games.
3 players over 30 regress 2 Ovrl and 2: 1 Ovrl, 3 random players regress 2 Ovrl and 2: 1 Ovrl
3 players under 25 progress 2 Ovrl and 2: 1 Ovrl , 3 random players progress 2 Ovrl and 2: 1 Ovrl
Contracts:
Every player contract is randomised from 1-6 years to start a campaign.
When it comes you have to sign new contracts some players will demand different money.
Player contracts at the start of campaign are calculated like this. First Year players automatically start with a salary of 4 and a 2 year contract
Ovrl Ranking | Salary |
10/9 | (7-10) |
8/7 | (5-7) |
6/5 | (4-6) |
4/3 | (3-5) |
2/1 | (1-4) |
You are allowed to make 5 contract offers to free agents every year. Free agents sign as followed
Overall | Offer 1 | Offer 2 | Offer 3 | Offer 4 |
10/9 | 7(1 Yes, 2-6 No) | 8(2 Yes, 3-6 No) | 9 (3 Yes, 4-6 No) | 10 (4 Yes, 5-6 No |
8/7 | 5 (1 Yes, 2-6 No) | 6 (2 Yes, 3-6 No) | 7 (3 Yes, 4-6 No) | 8 (4 Yes, 5-6 No) |
6/5 | 4 (1 Yes, 2-6 No) | 5 (2 Yes, 3-6 No) | 6 (3 Yes, 4-6 No) | 7 (4 Yes, 5-6 No) |
4/3 | 3 (1 Yes, 2-6 No) | 4 (2 Yes, 3-6 No) | 5 (3 Yes, 4-6 No) | 6 (4 Yes, 5-6 No) |
2/1 | 1 (2 Yes, 3-6 No) | 2 (3 Yes, 4-6 No) | 3 (4 Yes, 3-6 No) | 4 (5 Yes, 6 No) |
Players Resign to user team as followed
Overall | Offer 1 | Offer 2 | Offer 3 | Offer 4 |
10/9 | 7(2 Yes, 3-6 No) | 8(3 Yes, 4-6 No) | 9 (5 Yes, 6 No) | 10 (6 Yes) |
8/7 | 5(2 Yes, 3-6 No) | 6(3 Yes, 4-6 No) | 7 (5 Yes, 6 No) | 8 (6 Yes) |
6/5 | 4(2 Yes, 3-6 No) | 5(3 Yes, 4-6 No) | 6 (5 Yes, 6 No) | 7 (6 Yes) |
4/3 | 3(2 Yes, 3-6 No) | 4(3 Yes, 4-6 No) | 5 (5 Yes, 6 No) | 6 (6 Yes) |
2/1 | 1 (2 Yes, 3-6 No) | 2(3 Yes, 4-6 No) | 3 (5 Yes, 6 No) | 4 (6 Yes) |