RUGBYMANIA . NET
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Rule 1 : Registration.
Signing up is free and anyone may start a team. When you sign up you must obey the following rules:
- You can only possess one team (if possible in the country where you come from or where you live). You may not give your password to other people and no one else is allowed to log on your account.
- You cannot buy any players from people you know in real life (brother, cousin, friend, etc) if that player is being sold at auction. The only players you may buy from personal friends/family members are those who have already been sold to the computer using the fixed price transfer system. If you are in any doubt as to which system a player is being sold under, do not buy from a friend/family member. Bans are seldom lifted once they have been put in place, so it is best not to take the risk if you are uncertain.
- If you and other people are using the same computer, please signal it by using the contact form.

If you fail to respect these rules your account will be blocked, almost surely for good.

Rule 2 : The club.
You start with a 25 man squad, a stadium large enough to welcome 6200 fans, and 50000 euros (or equivalent) in cash. You'll play two competitions:
- The league
- The national cup

In addition, you can also compete in one privately organised tournament at a time, which will replace the Tuesday 'friendly' matches whilst that tournament is running.

Rule 3 : The competitions.
- The league.
The top league has only one group with ten teams, the second league has 3 groups, the third league has 9 etc. You have to multiply by 3 everytime you go down a league.
Each group has ten teams, which play against each other twice (home and away) during the season. At the end of the season, teams ranked 8,9 and 10 are relegated into the league below. The group champion is promoted to the league above.
- National cup
All the teams participate in the cup, low level teams may go through a preliminary round. Cup games are played on Thursdays.

Rule 4 : The arena.
As in real life, the more games you win, the more spectators come to watch your games. Weather also has an important role as it's not as much fun to watch a game when it's raining... therefore the turn out will drop. On the other hand, the crowd will be larger when the sun shines.

Rule 5 : The players.
You start with 25 players that you'll have to get to know, in order to work out the best position to play them in.
Here are the most useful caracteristics for each position.
Prop : weight, strength, stamina
Hooker : strength, passing (for throw-in), weight
Locks : weight, size, strength, stamina
Number 8 and flankers : strength, stamina, tackling, passing, handling
Scrumhalf : passing
Flyhalf : passing, kicking, handling, tackling
Centres : passing, handling, strength, speed, tackling
Wings : handling, speed or strength
Fullback : passing, handling, tackling, strength
It's important to note that this list gives the most important abilities for the players, but not all abilities. Like in real life, if you have a quick flanker or a powerful scrumhalf, they'll use their abilities and that can be enough to score some points.
Each skill has a range from 1 (the worst) to 18 (the best), this is shown as a bar.

Rule 6 : The training.
• Individual training
Five of your players can receive individual training each week. You, as manager, have to decide which of them will receive it. The young ones (17y - 20y) will receive more training than the older ones (21y - 25y). The oldest players will train even more slowly (26y - 30y). Training updates occur early in the morning every Thursday (European timezone) and some players may pop up to next level.

• Team training
Up to 25 players, randomly chosen among your 17-30 year old players get a small amount of team training each week in the selected skill. Despite the fact that this training is very slow, you can still expect 2 or 3 players to reach the next level each season. In Team Training, as for Individual Training, the amount of training received depends on the age of the players. Players age 17-20 train faster than those age 21-25 who in turn train faster than those who are 26-30. Over 30 players get no training under Team Training or Individual training.

Please note that 18.0 is the absolute maximum value achievable in any skill. As soon as a player reaches skill level 18, there is absolutely no advantage to be gained by continuing to train that player in that skill.
Note too that skills decrease slightly when players are 33 or more. On top of it, an injury may become permanent.

Rule 7 : The games.
Not much to say here. Games are played at the scheduled time and you can follow them live from the menu called 'matches'. You have to decide who is going to play, and in which position at least one hour before the game starts. After that, the referee gets your team sheet and you can't change your line up. You cannot act during the game (to make substitutions for instance) so as not to force people to be online when games are played.
Friendly games can be booked from Wednesday morning until monday evening. Friendlies are played on a Tuesday.

Rule 8 : Transfers.
The transfer market is open all year long. The club with the best bid at the deadline buys the player. Note, the deadline is extended by five minutes if a bid comes within the last five minutes. Once you have a new player, you cannot sell him again until he has been in your team for at least seven full weeks (49 days).
Each bid must be at least 5% higher than the current bid.

Rule 9 : The economy.
Watch out - do not stay in debt too long. If you're in this situation, you can't recruit new players, you can't buy anything else either. If you are in debt for three weeks, some talented players from your team can be put up for sale automatically with an asking price 0. Don't panic, you'll receive some warnings first so you can put some players up for sale yourself before the game choosing them for you.

Rule 10 : The weather.
Here are the available weather conditions ordered from the worst to the best for a high turn out.