INTRODUCTION TO

BASIC PLAY


  • You manage your Simulated League Football (SLF) club in a 10 team league.
  • Your league can consisit of friends and/or rivals from anywhere in the world.
  • You select real-life AFL players to join your SLF club squad.
  • Each week, your SLF team plays against an opposition team (another managers team) in your league, just as in real life fixtures.
  • If a player in your team scores in real-life, he scores for your SLF team.
  • Your team score is compared to your weekly opposition to determine match results and a premiership table.
  • Only AFL goals and behinds count for SLF team scores. Possessions and other statistics count towards determining player values and wages, but are not used to create unreal scorelines. They are also used in SLF match statistics.
  • AFL players are designated as either Forwards, Half Forwards, Centres, Half Backs, Backs or Ruck/Rovers. (refer the "Player List" link from the SLF Home Page).
  • Your team 18 must have 3 players in each of these positions.
  • Your squad of 28 players has limit of 5 players in each of these positions.
  • Select your team of 18 players from your changeable 28-man squad each week.
  • Any AFL player can only be signed by just one SLF club.
  • Pre-season, every SLF club begins with an equal sum of imaginary money to bid for players. Highest bids from all 10 managers (processed simultaneously), will sign/buy the players for your squad. hence only the highest bid for "Matthew Lloyd" gets the services of this potential match winner.
  • Three initial bidding rounds give managers the opportunity to build their squad. Then the matches begin, relying on AFL scorers.
  • Invent your own unique club name, colours, guernsey, home ground, sponsor, club song and more.

Extended Play

  • Unlike AFL, you can buy and sell players any round of an SLF season.
  • A successful club requires more than a match winning formula. Money need also be conserved for typical operations to finance a football club, such as wages, player transfers, contracts, fines, members and cheer squad functions, sponsors, ground developments etc.
  • Become your club's management board, team selector, manager, scout, publicity officer and treasurer. Deal with player transfers, interchanges, emergency lists, wages, poachings, gate money, grandstands, executive boxes, stadium rooftops, home-match tickets, memberships, sponsors, crowd violence, television coverage, night game fixtures, cheer squads and AFL tipping competition.
  • Each week you can log onto pages of (initially) bidding results, (then ultimately) game results, league tables, player and club details, outcomes of your managerial operations, opposition line-ups, scorers, draft lists etc.
  • Select your team, make club operations, AFL tips, and send messages each week via internet, or sit back and watch your default team play.
  • Your AFL interest improves to a new level of fun and excitement, as your various SLF/AFL team stars now have reason to score.

All Leagues

  • There are many SLF leagues.
  • Compete against friends, or SLF will find you some friendly rivals !
  • Leagues commence any time during season, as soon as 10 club registrations and bids are posted.
  • National pride, glory and prizes totalling $100 will be returned to grand final winner, minor premier and grand final runner-up.
  • Licence fee of just $20 covers full season processing and accessing time costs, postage, and prizes. The quicker you register, the more entertainment dollar you get. Payments shall remain constant, regardless of season commencement. Your payment need be cleared before registration is complete. Pay by either of many secure methods, refer the "Registering your SLF Licence" link from the SLF Home Page.
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I'll keep you posted when a new season is about to begin.
But please carry on reading the next few sections, as you can use this info to register your selected squad and join in A.S.A.P.