How we project

Points per minute × expected minutes

Every projection on Rugby Per Minute comes from two numbers: how many fantasy points a player scores for each minute he's on the field, and how many minutes we expect him to play. This page explains both, and how well the method has done when we tested it.

Rate×Minutes±Opposition

The opposition step is small and switches on once the 2027 draw is out.

Why per minute

A points-per-game average mixes two different things: how good a player is when he's on, and how long he stays on. Props usually come off around the 54th minute. Outside backs often play the full game. A prop and a winger with the same average are not the same pick.

Splitting the two lets us handle the part that changes every week, minutes, on its own. A player's rate is fairly stable. His minutes are not.

Average minutes, Super Rugby 2022 to 2026.
PositionStartingOff the bench
Prop5427
Hooker5724
Lock6925
Back row7224
Halfback6320
First five7320
Centre7322
Outside back7522

The rate

Early in a season, a player's own numbers are too thin to trust. Three good games can make anyone look like a star. So every player starts the season from a starting point, and his own 2027 numbers take over as the minutes build up.

Every starting point is also pulled part of the way toward the position average, so one hot season on a small sample doesn't carry straight into his projection. Props and locks are pulled much harder when the starting point is their NPC rate, because for tight forwards the NPC barely carries over to Super Rugby.

Goal kicking is part of the rate. In the official game, kicking points go to whoever kicks, so we count them. Our Teams page flags who we expect to have the tee: in our testing, a starting goal kicker kept it the next week 84% of the time.

The minutes

Before team lists are out, minutes come from our Best 23 for each team. A player we have starting gets the usual starting minutes for his position, a bench player gets bench minutes, and anyone outside the 23 gets none.

This is the biggest source of error, and there's no way around it before teams are named. In our testing, about 3 in 10 starters didn't start the following week. So the moment the official team lists come out, the site switches to them and every projection updates.

Opposition

Once the draw is loaded, we adjust each projection a little for the opponent, based on how many fantasy points that team has given up. We tested breaking this down by position (does this team leak points to hookers?) and it did no better than the team-level number, so we keep it simple. The Fixtures page shows the full picture.

What we leave out: form

We don't project from recent form. We tested it: last-three-games averages were the worst predictor we tried, and adding some form on top of the main method didn't help. Rugby fantasy scores swing a lot from week to week, and a hot streak mostly isn't a signal. You'll still see hot and cold flags on the Players page, as context.

How good is it

We tested the method on five Super Rugby seasons, 2022 to 2026: 18,580 player games, each one predicted using only what was known before it was played.

Treat projections as a well-tested starting point for your own judgement, not a guarantee.

Prices and scoring

Opening prices for 2027 are our estimates until the game opens, based on each player's average last season. We worked out the official game's price rule from 2026: our version gets 94% of price changes within $100k, which is how the breakevens are calculated.

The official game's scores only cover the 2026 season. For earlier Super Rugby seasons, the NPC and overseas leagues, we score games with our own engine, built to match the official scoring. It lands within about 4 points a game of the official score.