The official Six Nations Fantasy game is back! This article gives an overview of the game itself as well as giving you a few pointers as to how to maximise your points so that you can reach the top of your mini leagues! If any new games pop up, please let us know at fantasyrugbygeek@gmail.com or @frugbygeek on Twitter.
THE PREMISE
A quick overview of the core rules of the game: You have a budget of 200 stars to build a squad of 15 starters and 1 player on your bench. You can select any player named in the Guinness Six Nations squads; however, each player has a different price (based on the player’s reputation and likely performance in the game), so you need to manage your budget wisely and work to identify value players. Your team must consist of 3 back-three players, 2 centers, 1 fly-half, 1 scrum-half, 3 back rows, 2 second-rows, 2 props, and 1 hooker; while your bench player can be from any position. It is important to note that you can only select a maximum of 4 players from the same country. You can also use the auto-pick function if you want to quickly select your team before you do any tinkering.
In addition, for each round, you will have two bonus chips you can assign to your selection. These are the Captain and the Supersub. These will be familiar to those who have played the game before, but for the uninitiated, the player you select as Captain will have their points doubled, while the player you select as Supersub will have their points TREBLED. There is a wrinkle with the Supersub rules, however; you must select a player who is beginning the match on the bench. If you select a starter in the Supersub position, you will only get half their points. There are strategies to the Supersub selection, but more on that later!
Points are awarded for a variety of Attacking actions and Defensive actions. From an attacking perspective, points are awarded for Tries (15 pts for a forward and 10 pts for a back), Try assists (4 pts), Try conversion (2 pts), Penalty kick (3 pts), Drop goal (5 pts), Defenders beaten (2 pts), Carried meters (1 pt per 10m made), and 50-22 kicks (7 pts). While on the defensive side, points are awarded for Tackles (1 pt), Breakdown steals (5 pts), and Lineout steals (7 pts). You will also need to be careful if you have players prone to disciplinary issues, as there are points deductions in place for conceded penalties (-1 pt), yellow cards (-3 pts), and red cards (-6 pts). Finally, there is a massive 15 points on offer for the Official Player of the Match, so choose carefully!
There are three big changes to note from the 2025 game…
Firstly a scoring tweak, there will now be two points for an “own kick retained”, meaning that if a player kicks the ball and a team-mate regathers possession, the kicker earns the points. Expect this to give a subtle boost to box-kicking scrum-halves and tactical kickers. Eye up the matches where tactical kicking will play a key role.
Secondly, the Prop Drop strategy, which some players in the past have used top enter a team without Props to boost budget elsewhere, is officially dead. In the rules there is a line saying “If you select fewer than 15 players for your team, all points scored by your players will be divided by 2” so you will need to fill your squad out!
Finally, some great upgrades have been made to the fantasy interface, so you now have richer data to use to help you make your selections, including the ownership percentage of every player, allowing you to gauge how popular (or unique) your selections are. Perfect for identifying those differential picks!

THE KEY POINTS
- Site: https://fantasy.sixnationsrugby.com/m6n
- Squad Size: 16
- Team size: 15 (Plus 1 supersub)
- Double scoring captain?: Yes
- Designated Kicker?: No
- Transfers: Unlimited per round
- Max players from one team: 4
THE EDGE
Tries, Tries, Tries
Tries are another route to big points in this game (10 points for Backs and 15 for forwards) so go with tryscorers wherever possible. Tackles, runs and kicks are not as well rewarded in comparison, so primarily load up with those who are known to have a good international try scoring record.
In last year’s tournament, the following would have helped you hugely…

Out of position players
Keep an eye on players who are classified in one position but end up playing in another position that may well provide greater returns (think a winger classified as a centre, a loose forward classified as a lock, etc)..
Kickers not categorised as fly-halves
Often fantasy games force you to select one kicker to gain points from conversions, penalties, drop goals etc. Not here, so if you can find kickers who play outside of the fly-half position then they are well worth picking up, as they are guaranteed points (For example, Thomas Ramos).
Supersub Strategy
Ultimately SuperSub is a bit of a lottery. You could luck out if one of the starting XV needs to go off in the early stages of the game, but likewise you could be at the mercy of a coach who decides to leave their backs on the bench for the entire 80 minutes, so you have to play the percentages and consider the risks.
For me the key areas to consider in a SuperSub are…
- Will they come on, and will they play a significant period of time – For this we see Props, Hookers and Scrum-Halves tend to come on typically early on in the secomd half, so they usually get some good game time. With Locks and Loose Forwards it is not rare to see a starting Lock or Loose Forward play the full match. That said, Locks and Back Rowers are not typically left on the bench either. Fly Halves are a bit more unpredictable, they could come on early if the game plan is not working but, likewise, sometimes a change is too disruptive and can be left late, and in some cases not at all. Centres and Back 3 is also a bit of a lottery.
- History – Take a look at previous games to see if there is any trends in how the team operates their replacements. In some cases, past matches can provide a pretty educated insight into how a team will play their bench.
- Options – Is your prospective SuperSub the only option in their position? If a team is playing a 6-2 split on the bench for example, then that is probably a good time to select a utility back as they are far more likely to come on in time to make a decent impact
Play the market
The Game is a salary cap game, so how you allocate your budget is key. One key point to note is that players values go up and down throughout the tournament based on their popularity, so you can build your teams maximum value throughout the tournament. This can be of enormous value come the closing couple of rounds of the tournament, so make your transfers wisely, and if you have any players in your side who may lose value (they could be injured or out of favour with the coaches, then ship them out ASAP!).
Double check your XV is starting before the round lock
Once the gameweek lock has passed, you cannot change your team. Lineups are usually all announced by Friday afternoon, so keep an eye on the lineups and make sure your XV are all starting.
Make the most of the transfer allocation
Unlike other games, the Official Game allows you to completely tear up your team for no points penalty in between rounds. This means you can load your team fully optimised for each round. If you need to make 15 changes, then don’t hold back. Just do it!

Coming Soon – Six Nations 2026 – Join the FRG Leagues!
The Six Nations returns on Thursday 5th January! The fantasy games are now live on both the Official Game and Superbru, so get signed up and join our leagues now!
To join on the Official Game, simply join my league directly here.
To join on Superbru, join my league directly here or by downloading the Superbru Rugby app and searching for the league with code: hidepoem
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Prize for 1st Place
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- FRG Trucker Hat
Prizes for 2nd and 3rd Place
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- FRG Trucker Hat
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