Draft & GM game
24-0 Rugby Draft Pro League
Draft a rugby squad from a pool of more than 1,000 players, then manage contracts, rotation and a salary cap across a full season.
Sport hub · 19 guides · 2 calculators
Rugby union asks more of a squad than most sports. Fifteen players a side cover very different jobs — scrummaging and lineouts in the forwards, kicking, handling and speed in the backs — and the scoring system rewards several routes to points: tries, conversions, penalty goals and drop goals. These guides explain the positions, the scoring and the ways union differs from rugby league.
They sit alongside our two rugby games. 24-0 Rugby Draft Pro League has you draft from a rotating pool of more than 1,000 players and run a club through a 24-match season under an in-game salary cap; Pro Rugby Career Sport Sim follows one player you create through a season of matches. The guides are about the sport first: what each number on the back means, how scoring works and why depth decides a season.
Draft & GM game
Draft a rugby squad from a pool of more than 1,000 players, then manage contracts, rotation and a salary cap across a full season.
Career sim
Choose a portrait and a position, train with a purpose, and track carries, metres and tackles as your rugby career builds across a season.
24-0 Rugby Draft Pro League covers the general manager’s side of rugby: drafting forwards, backs, specialists and goal kickers, then handling trades, contracts, payroll, rotation and morale across a 24-match campaign. Its match model follows rugby union scoring — tries, conversions, penalty goals, drop goals and draws. Pro Rugby Career Sport Sim is the player’s side: you create an athlete, choose a position, train the skills that suit your role and follow your team through a season, tracking carries, metres and tackles.
How rugby scoring works covers tries, conversions, penalty goals and drop goals, and the goal-kicker guide explains why a reliable kicker changes a squad’s arithmetic.
Rugby positions by number and the guide to forwards and backs explain who does what, from the front row to the full-back.
The squad rotation guide and the rugby draft guide explain why depth, morale and injuries decide a 24-match campaign.
What a try, conversion, penalty goal and drop goal are worth, why the conversion angle depends on where the try was scored, and how draws happen.
Where the offside line sits in open play and at tackles, rucks, mauls, scrums and lineouts, how players get back onside, and what an offside costs.
How rugby union's 4-2-0 table works, when try and losing bonus points are awarded, how the French and Super Rugby variants differ, and what each rewards.
Sevens is rugby union under World Rugby's variations: seven a side, seven-minute halves, drop-kick conversions and two-minute yellow cards on a full-size pitch.
The rugby union laws a newcomer needs: pass backwards, release when tackled, stay onside, play advantage, and how penalties, free-kicks and scrums differ.
Forwards win the ball, backs use it. What that split means for selection, physical profiles and how a squad is balanced across a season.
Shirt numbers one to fifteen map to fixed roles in rugby union. What each position does, and the body types and skills each one selects for.
Two codes, thirteen versus fifteen players, different tackle rules, different scoring. What actually separates them and why the games look different.
A goal kicker converts field position into points without a single phase of play. How to value that specialist on a draft board and why depth at it matters.
A rotating draft pool changes which positions are deep on every run. Why designers rotate it, and how to draft a board you cannot memorise in advance.
How rotation, depth, morale and job security decide a 24-match rugby season, and how to plan a bench that still works in week fifteen.
Drafting a rugby squad means balancing a pack, a backline, goal kickers and enough depth to survive a long season inside a salary cap.
How rugby union grew from Rugby School football to a professional world game: what the Webb Ellis story gets wrong, the 1871 and 1895 turning points, and 1995.
From tackle to ruck to maul: the laws behind rugby's breakdown, including tackle height, jackling, hands in the ruck, the use-it call and rolling mauls.
How Pro Rugby Career Sport Sim works: picking a position and role, training toward one goal at a time, and reading carries, metres and tackles after a match.
How the 50:22 works and when it does not, 22-metre versus try-line drop-outs, the mark, and the 2024 and 2026 changes to kick chases and in-goal restarts.
How a rugby union scrum is formed and fed, crouch-bind-set and the brake foot, scrum offences, lineout numbers, lifting, quick throws and uncontested scrums.
An elite rugby red card can be a 20-minute or a permanent one, in full law since 1 July 2026. How yellow cards, the sin bin, reviews and replacements work.
These use our rugby apps as the example, but the ideas apply to every sport. More are collected on the sports index.
What scouts evaluate, why projecting a young player is harder than describing one, and what talent identification research says about selection accuracy.
The rating points two teams exchange for each possible result under World Rugby’s rankings method, as it stands since 1 July 2026.
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A fair random draft order, and every team’s pick numbers in a snake, 3RR or straight draft.
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