Get Around Her

Using virtual sports to support & promote elite female athletes in the AFLW.

How To Play


Season Game


The Aim

  • Get the highest score you can with the players on your Team over the length of the season
  • If you’re part of a league, then your aim is also to beat your opponent’s score week-to-week and take out your league’s Grand Final game

 

Picking a Team

  • You get a budget of $320K to spend on your team
  • You buy a team of 22 players within the $320K budget
  • You can spend under your budget and keep some money in the bank if you’re tight

 

Starting Player Value

  • The starting price for players is given a base level depending on where they were drafted:
    • Marquee: 25K
    • Priority: 22K
    • Drafted: 20K minus ($60 x draft position)
    • Free Agent & Rookie: 10K
    • Replacement: 8K
  • The base level is then adjusted according to previous experience at AFLW level 2016 matches (both the number of appearances and the stats recorded for those games)
  • If the player is a Free Agent, rookie or replacement: Previous experience with club-level AFL , previous experience with state, national and international sporting competitions in sports other than Aussie Rules
  • All players are the same price for all fantasy competitors and once the starting prices are released they will not change until the end of the first lock-out, or the end of the first round – it’s a level playing field

 

Positions

  • Players can have the position type back ‘B’, mid-fielder ‘M’, forward ‘F, ruck ‘R’, or utility ‘U’ – players position’s are determined by how their club lists them
  • Your players must be drafted into a position on your field which they can play:
    • Player position ‘B’ can play in b1 – b5 for your team
    • Player position ‘M’ can play in m1 – m5 for your team
    • Player position ‘F’ can play in f1 – f5 for your team
    • Player position ‘R’ can play in r1 for your team
    • Player position ‘U’ can play in any field position except ruck
  • Any player can occupy a bench spot regardless of their position
  • Some players have been named with dual, or many positions, and these players can be drafted into all positions on your field which match their many positions

 

Picking Captains

  • Once your team is complete, make sure you choose you captain and vice-captain. These got assigned automatically to your first and second draft picks but you can change them to whoever you like. This has a scoring impact.

 

Before First Lock-Out

  • You can make as many changes you like to your team before the first lock-out
  • You can remove players, add new players and  shuffle their positions (substitute them) at will

 

First Lock-Out

  • The first lock-out starts at the start of the first AFLW game for 2017 – there is a countdown clock to First Lock-Out which you can’t miss

 

Lock-Outs

  • Lock-Outs last from the start of the first game of the round until after the end of the last game of the round, after all scores are confirmed and all player prices have been updated
  • During Lock-Out you can not make any changes to your team – you cannot make substitutions, trades or changes to your captaincy. You can’t do nuff’n except weep.

 

Scoring

  • Each player receives points based on the stats they record during the round game. Players receive:
    • Effective kick: 4 points
    • Ineffective kick: 1 point
    • Kick where the stat reads neither effective or ineffective: 2 points
    • Effective handball: 3 points
    • Ineffective handball: 1 point
    • Handball where the stat reads neither effective or ineffective: 2 points
    • Contested mark: 4 points
    • Uncontested mark: 2 points
    • Mark where the stat reads neither contested or uncontested: 3 points
    • Loose ball get: 1 point
    • Hard ball get: 3 points
    • Clearance: 2 points
    • Frees for: 1 point for a free awarded to the player
    • Frees against: -2 points for a free awarded against the player
    • 50m penalty against: -4 points
    • Goal: 4 points
    • Behinds: 1 point
    • Tackle: 4 points
    • Hit-Outs: 1 point
  • Your round score is calculated by the sum of all your players on the field who played, where:
    • Your captain scores you double points if they play and are on your field, or are used off your ‘Live Bench
    • Your vice-captain will only score you double points if your captain doesn’t play and your vice-captain is on your field, or your vice-captain is used from the ‘Live Bench
    • If someone on your field doesn’t play then a player’s score will be used from your ‘Live Bench’. The top 4 players on your bench are ‘Live’. The score will be taken from the highest scorer on your ‘Live Bench’, who is in the right position for the player on your field who did not play. For example you have named Smith on your field in b1, and she injures herself in the warm-up and does not play. You have 4 players on your Live Bench, a ruck (R) who scores 100, a back (B) who scores 80, a utility (U) who scores 85, and a forward (F) who scores 120. Only the utility and the back can play for Smith. The score from the utility is the best so your total score will include her 85.

 

Adjusting Player Price

  • Players price is adjusted where:
    • We calculate the market value of the player’s average score over the last 3 rounds (average score from the last 3 rounds * common factor)
    • We calculate the new price of the player by adding a heavy weighting of their current price to a lesser weighting of the market value of the player’s average score over the last 3 rounds
  • The logic to adjust player price will not change during the season; all player prices are calculate using this method; at any one time all players will cost the same amount to any fantasy competitor – it’s an unchanged, level playing field

 

Lock-Out Over

  • Once Lock-Out is over you can make updates to your team again

 

Trades

  • You can only make 2 trades each week after the season has started
  • To make a trade you select the player in your team you’re not happy with, and select another player you’d like instead
  • You must trade within your remaining budget
  • Players are bought and sold at the same price – If you select a player to trade OUT who costs 20K, your bank will be credited the extra 20K to trade with; if you select a player who costs 20K to trade IN, then your bank will be debited 20K
  • A player must play in the position you want to fill  – if you select b1 to trade out, then you can only select player’s who’s position includes ‘B’ or ‘U’
  • As any player can fill a spot on your bench, you can manoeuvre around position restrictions by making a few substitutions through your bench to get the right player in the right spot before you make your trade
  • Trades can be reversed before the next lock-out – you can mess with your team  as much as you like as long as you fix it just how you want it before the next lock-out

 

Substitutes

  • To make a substitute you select the player in your team you want to move and then select the other player you want to move and they will swap positions
  • You can only move a player into a position they can play – you can’t move a player who only plays ‘B’ into m1 – m5, f1 – f5, or r1
  • You can make as many substitutes as you like in between lock-outs – you can mess with your team as much as you like as long as you fix it just how you want it before the next lock-out

 

Captaincy

  • You can change your captain and vice-captain as much as you like between lock-outs – just make sure all is well before the next lock-out

 

Number of Rounds in the ‘Season Game’

  • There will be 7 games in the Season Game – it only runs for the length of the home-and-away season, not over the finals games

 

Leagues

  • You can create up to 3 leagues and invite your friends to play
  • You can join up to 3 leagues
  • Leagues can be filled by up to 8 players
  • When you create a league it will be temporarily filled by Dummy Teams which mirror the AFLW teams – once your friends start joining they will replace the Dummy Teams. If you are hard up for 8 friends, the Dummy Teams will remain part of your league.
  • The league creator can remove players from their league prior to First Lock-Out
  • If you are part of a league the first 6 games will be ’round’ games where you will play against someone else in your league
  • If your total round score beats your opponent’s, you will be awarded 4 league points; if you lose you will get 0 points, and if you draw you will get 2 points
  • The league ladder is determined by the number of league points, and if teams are on the same number of league points, then the ladder will be ordered by the total number of fantasy points scored
  • The Final Round of the ‘Season Game’ will be player in Round 7 of the AFLW home-and-away season, and the finals fixture will be: 1 v  2; 3 v 4; 5 v 6; 7 v 8
  • Winner of 1 v 2 will be the premier of the League

 


Short Game


The Aim

  • Get the highest score you can with the players on your Team over the 1 round

 

Picking a Team

  • There’s no budget
  • You buy a team of 10 players

 

Starting Player Value

  • Starting values for the first Short Game are determined the same as for the Season Game

Positions

  • Players can have the position type back ‘B’, mid-fielder ‘M’, forward ‘F, ruck ‘R’, or utility ‘U’ – players position’s are determined by how their club lists them
  • Your players must be drafted into a position on your field which they can play:
    • Player position ‘B’ can play in b1 – b3 for your team
    • Player position ‘M’ can play in m1 – m3 for your team
    • Player position ‘F’ can play in f1 – f3 for your team
    • Player position ‘R’ can play in r1 for your team
    • Player position ‘U’ can play in any field position except ruck
  • Some players have been named with dual, or many positions, and these players can be drafted into all positions on your field which match their many positions

 

Picking Captains

  • Once your team is complete, make sure you choose you captain and vice-captain. These got assigned automatically to your first and second picks but you can change them to whoever you like. This has a scoring impact.

 

Before Lock-Out

  • You can make as many changes you like to your team before the lock-out
  • You can remove players, add new players and  shuffle their positions (substitute them) at will

 

Lock-Out

  • Lock-out starts at the start of the first AFLW game for thre round – there is a countdown clock to Lock-Out which you can’t miss
  • Lock-Outs last from the start of the first game of the round until the end of the last game of the round
  • During Lock-Out you can not make any changes to your team – you cannot make substitutions, trades or changes to your captaincy. You can’t do nuff’n except weep.

 

Scoring

  • As per Season Game scoring
  • Your game score is calculated by the sum of all your players on the field who played, where:
    • Your captain scores you double points if they play and are on your field
    • Your vice-captain will only score you double points if your captain doesn’t play and your vice-captain is on your field

 

Adjusting Player Price

  • Player’s prices adjust for the next Short Game as per the Season Game

 

Captaincy

  • You can change your captain and vice-captain as much as you like before lock-out

 

Number of Short Games

  • There will be 7 Short Games during the AFLW home-and-away season and the AFLW finals round

000-017   000-080   000-089   000-104   000-105   000-106   070-461   100-101   100-105  , 100-105  , 101   101-400   102-400   1V0-601   1Y0-201   1Z0-051   1Z0-060   1Z0-061   1Z0-144   1z0-434   1Z0-803   1Z0-804   1z0-808   200-101   200-120   200-125  , 200-125  , 200-310   200-355   210-060   210-065   210-260   220-801   220-802   220-901   220-902   2V0-620   2V0-621   2V0-621D   300-070   300-075   300-101   300-115   300-135   3002   300-206   300-208   300-209   300-320   350-001   350-018   350-029   350-030   350-050   350-060   350-080   352-001   400-051   400-101   400-201   500-260   640-692   640-911   640-916   642-732   642-999   700-501   70-177   70-178   70-243   70-246   70-270   70-346   70-347   70-410   70-411   70-412   70-413   70-417   70-461   70-462   70-463   70-480   70-483   70-486   70-487   70-488   70-532   70-533   70-534   70-980   74-678   810-403   9A0-385   9L0-012   9L0-066   ADM-201   AWS-SYSOPS   C_TFIN52_66   c2010-652   c2010-657   CAP   CAS-002   CCA-500   CISM   CISSP   CRISC   EX200   EX300   HP0-S42   ICBB   ICGB   ITILFND   JK0-022   JN0-102   JN0-360   LX0-103   LX0-104   M70-101   MB2-704   MB2-707   MB5-705   MB6-703   N10-006   NS0-157   NSE4   OG0-091   OG0-093   PEGACPBA71V1   PMP   PR000041   SSCP   SY0-401   VCP550