Eight clubs. Lists of up to 25. A new draft every year.
Start your first Dynasty
Guide any club’s list strategy, draft players and follow an evolving league. Dynasty has its own squads and results.
Dynasty ladder
CLUB
P
W
L
D
PTS
%
Fixtures & results
Browse any round or club. Open a completed match for its report, or Watch an unplayed current-round match. Future rounds unlock as play progresses.
Recent results
Club list
! Final year◆ 2 years left✓ 3+ years leftContract years include the current playing year. Average ratings include finals; — means no games yet.
PLAYER
AGE
CONTRACT
PRIMARY ROLE
SELECTED ROLE
UPSIDE ESTIMATE
OVR CHANGE
GP
AVG RATING /10
DISP
GOALS
Contracts
Salary cap: $12m per year. Releasing a player keeps their guaranteed salary on your cap until the deal expires. Three list places and rookie salaries are reserved during free agency.
Manage controlled club contracts
Player
Salary / year
Contract years
Status
Action
League players
Free agency
Offer annual salary in $k and 1–4 years. Players weigh salary, security, playing opportunity and club fit. Offers below 85% of asking salary are rejected. Each round resolves all clubs together; unsuccessful offers clear for the next round.
Player
Age / role
Former club
Asking / year
Offer $k / year
Years
Action
Free agency
National draft
The Draft button selects for the club currently on the clock. You may make any selection or let clubs draft for their needs.
PROSPECT
AGE
ROLE
UPSIDE ESTIMATE
SELECT
National draft
Offseason moves
League history
Saves & help
Progress saves in this browser. Export a backup to keep it elsewhere.
How Dynasty works
14 rounds and top-four finals, using the existing match engine. Clubs select a best available 18 with positional cover; other players provide list depth. The midfield group contains one ruck and five midfielders. Pitch area is 28% larger, with the same proportions (about 174m × 128m). No interchange or injuries yet.
Players age once after each season. They can play at 35 and retire before turning 36 for the next season. Younger players usually improve, prime-age players fluctuate, and older players decline—especially physically. Upside is uncertain and development is never guaranteed.
A three-round free-agency window precedes the draft. Expired contracts enter the market; clubs compete with salary and term offers under a $12m cap. Drafted rookies sign for two years at $120k per year. Released guaranteed salary remains on the cap until expiry. Three draft rounds use reverse regular-season ladder order in every round. Forty prospects aged 18–19 compete for up to 24 selections. Clubs reserve three draft places where possible and retain minimum positional coverage. If retirements leave a positional hole after the draft, an undrafted rookie can be signed for cover, within the 25-player cap.
Auto strategy: top three contend, bottom three rebuild, middle two develop. You can override any club’s strategy before the offseason. All changes happen once per rollover. Progress saves on this browser; export for a portable backup.
RELEASE HISTORY
Changelog
0.2.10
CURRENT
Specialists and defensive help
Eight rare specialist badges, usually nine per fresh 25-player Dynasty squad and no more than two per player. Hover or focus badge labels for their effects.
Rookies occasionally arrive with a badge; rare young-player development unlocks remain limited by club badge density. Badges follow players through saves, transfers and retirement archives.
Defenders can leave their opponent to intercept a clear run toward goal, with intelligent teammates rotating behind them.
Badges affect specific situations rather than displayed attributes. Active match cues identify their use.
0.2.9
League stories and more responsive form
Form builds more easily, with recovery memory limited to the current season and previous four. Undated recovery memory from older saves starts fresh; current form is retained.
40 form contributes about +1.9 effective skill points before fatigue. Combined form and match form cap at +5, with the existing skill ceiling retained. Bars remain capped at 100 and recovery speed at +35%.
Browse every round and filter by club. Completed games open player-stat match reports; current-round fixtures retain Watch and Resume.
Overview shows upcoming fixtures and a league roundup drawn from recorded results.
Round highlights cover recent player form, goal hauls, disposals, close games, winning streaks and passing efficiency. Historical round summaries exclude later performances.
0.2.8
Contracts at a glance
Contract badges use colour, symbols and text to distinguish final-year deals, two-year deals, longer commitments and uncontracted players.
The club list shows salary, contract status and average match rating out of 10, including finals.
Contract badges also appear in contract management, free agency and player profiles.
0.2.7
A home for every Dynasty feature
A mode-selection menu opens first. Dynasty has a persistent sidebar for fixtures, rosters, contracts, players, free agency, drafting, transactions, history and saves.
Unavailable offseason sections explain when they open.
Watch opens Match Lab automatically. Back returns to your previous section and fixture round, retaining the match for Resume.
Match rules, development and player ratings are unchanged.
0.2.6
Experience and individual form
Senior appearances give players aged 18–24 a small extra development benefit, capped at 14 appearances per year and strongest through age 21. Potential and uncertain development still matter.
Every player has match form and longer-term form. Useful actions build match form; errors drain it faster. Strong individual performances build form slowly, while poor games quickly reduce it.
Sustaining form accumulates recovery memory, capped at 35% faster rebuilding. Memory persists through seasons and transfers, but never increases maximum strength. Offseason form drops to 40%; match form starts fresh each game.
Small red bars beside player and team names show form. Team bars average the selected 18; hover or focus for details. Live bars combine form and match form. League bars show form.
Combined effects are capped at 2.5 effective points in handling, tackling, awareness, decisions and marking. Displayed ratings, speed and kicking accuracy are unchanged.
0.2.5
Contracts, free agency and draft surprises
Three-round free agency before the draft, with salary offers, contract terms and competing clubs.
A $12m salary cap, guaranteed contracts, release costs and reserved draft places.
Contract details in player profiles; free agents retain their career history.
More uncertain rookie potential, breakthroughs and setbacks allow late picks to flourish and early picks to disappoint.
0.2.4
20-minute display clock
The scoreboard clock and commentary timestamps now display 20-minute quarters.
Visual change only: the same actions, simulation timing, fatigue and outcomes.
0.2.3
Space, movement and simulation controls
Deeper key-position structure, more spread on set shots and wider kick-in leads.
Acceleration and turning affect chases, with diagonal carrying routes and improved close, clear shots.
Boundary crossings show ball travel instead of jumping to the boundary.
Match statistics collapse by default. Stop season simulation after the current match; fixtures follow round progress.
0.2.2
Natural set-shot movement
Watch actual preparation paths instead of a whole setup compressed into one short jump.
Role-based leads, crumbing positions and cover retain the existing spread and vary with each shot.
0.2.1
Reduced elite rating effects
High attributes have gentler match effects: a displayed 99 maps to an internal ceiling of 85.
Smaller elite speed and kicking bonuses reduce easy separation and runaway scoring.
Displayed attributes, overall grades, colours and development remain on the same scale.
The previous 18-a-side release is now numbered 0.2.
0.2
18-a-side football
Six defenders, six midfield players and six forwards, with lists up to 25.
28% more playing area, preserving pitch proportions and physical rule distances.
Updated formations, restarts, selection, drafting, stats and match playback.
A fresh 18-a-side Dynasty starts with 25 players per club. Previous 13-a-side saves are not loaded.
0.1.10
Cleaner possession and clearer match presentation
More reliable short handballs, attribute-based range capped near 20m, and smaller execution-error spills.
Protected marks favour disposal over risky play-on; short kicks explicitly call play on.
Shorter loose-ball response windows preserve an open receiver’s advantage.
One ball-up lift animation, forward stoppage crumbing and a visible set-shot positioning phase.
Distinct club colours across the pitch, commentary and ladder, plus a larger name pool for new players.
0.1.9
Dynasty match identity
Opening the match screen from Dynasty loads your controlled club’s current-round fixture or resumes it.
Your club’s statistics are selected automatically, including away games.
Unrelated standalone matches no longer replace Dynasty viewing through the New match control.
Match player profiles link directly to their Dynasty career records.
0.1.8
Watch Dynasty matches
A horizontal slider above league statistics keeps wide columns within reach.
Round fixtures now include Watch buttons, using the existing match screen and playback controls.
Completed watched matches update the Dynasty ladder, player statistics and saves.
Quick simulation continues a match already in progress, and finals retain extra time.
0.1.7
Draft scouting and league players
Draft panel shows the team on the clock, pick, round and your controlled club.
Click prospect names for profiles and attributes before drafting.
League-wide player statistics with club filters and sortable columns.
Controlled-team selector moved to the top and remembered in saves.
0.1.6
Club pages, careers & honours
Clickable ladder clubs with team sheets, ratings and performance views.
Player match ratings out of 10, with exceptional performances needed for a 10.
Brownlow, Coleman, Rising Star and Norm Smith awards with winning years.
Full player pages with yearly statistics and match logs, including archived players.
League history with premierships, final ladders and award winners.
0.1.5
Dynasty begins
A separate multi-season league with lists up to 20 and automatic selection of 13 players.
Annual ageing, uncertain development, veteran decline and retirement after age 35.
Reverse-ladder drafting, rebuilding/contending list strategies and role-aware delisting.
Season history, career totals, browser saves and portable export/import.
Existing match engine, Match lab and Competition are unchanged.
0.1.4
Boundary throw-ins
Boundary ruck contests now take place 18 metres infield. Rucks and support players set up around the landing point.
Out-of-bounds shows a stationary ball; one throw-in animation then travels to the contest and follows the tap.
Removed repeated boundary setup animations. A quarter-ending siren cancels the pending throw-in.
0.1.3
Outward leads and smarter finishing
Central players lead diagonally into space, with separate support behind and a forward link ahead.
Passes lead moving receivers and value the next forward option. A safe carrier can briefly wait once for a promising lead to develop.
Smart players continue toward close range when the whole running path and kick-release window remain safe. Closing defenders and the quarter clock can trigger an earlier shot.
Normal accuracy still decides the kick; an open goal is not a guaranteed goal.
0.1.2
Switch, recycle and overlap
Players look for an open-side switch when the forward route is crowded and there is no clean forward option.
Rebounders and balanced midfielders offer support behind the ball. Recycling is rewarded when the receiver has a reachable forward outlet on the open side.
Wingers run outside and ahead after passing, offering a useful return pass. The opposite wing holds width for a switch.
Switch, recycle and overlap completions appear on the oval. Existing interception, range and pressure rules still apply; repeated backward exchanges remain discouraged.
0.1.1
Wider ground, better options
The oval is 15% wider in both the simulation and the display. Running speed, ground length and physical pitch markings are unchanged.
Shots account for the chance of reaching goal. Players favour a reachable open teammate when the pass offers a better scoring opportunity.
Players reassess attacking runs more often, seek clearer passing lanes and spread into available space.
Removed the flag symbols after scores. GOAL +6 and BEHIND +1 remain visible on the oval.
0.1.0
Read the game on the oval
On-field contact animations distinguish tackles, broken tackles, spills and disposal under pressure.
Ball-up and throw-in cues show where play restarts. Free kicks show the ruling on the field.
Goals and behinds animate to the scoring end with +6 / +1 and two / one umpire signals. Marks, spoils and play-on have distinct cues.
Major moments get a short viewing pause at your chosen playback speed. Previous/next replays the recorded cues. Reduced-motion preferences are respected.
Man on the mark
One opponent approaches and holds the mark after marks and free kicks, including out on the full. Kick-ins place the marker 15 metres beyond the goal-square edge.
Other opponents clear a simplified protected area. Set-shot takers can retreat behind the mark.
The taker never waits for the marker to arrive. Removed the forced kick-in setup event; playing on releases the marker.
Ordinary out-of-bounds still leads to a throw-in, with no man on the mark.
Release numbering starts here. Updates increment the patch number: 0.1.1, 0.1.2 and onward. Earlier prototype changes remain part of the game.
EIGHT CLUBS · 144 PLAYERS
Season laboratory
14 rounds · each opponent home and away · top four finals
Progress is held in this tab; refreshing resets it. Reset keeps the same squads, assigned roles and fixtures for repeatable testing. Energy resets between matches; development and injuries are not simulated yet.
Ladder
4 points win · 2 draw
#
CLUB
P
W
L
D
PF
PA
%
PTS
Fixtures & finals
Finals: 1st v 4th, 2nd v 3rd; winners play the grand final. A tied final goes to next-score-wins extra time. Ladder ties use percentage, then points for, then club order.
Season player statistics
Totals include finals. Click any stat heading to sort high to low. AVG is disposals per game. Click a player for ratings and match history.
OVR grade scale
Overall weights base attributes for the assigned role. Grades stay fixed across filters, fatigue and match results; changing role may change OVR. Generation targets are probabilities across many players, not club quotas.
Club colours identify teams in the pitch and commentary. White indicates neutral umpire/restart cues; orange highlights contact and the ball. Action labels state the outcome.
OVR grade scale
Overall weights base attributes for the assigned role. Grades stay fixed across filters, fatigue and match results; changing role may change OVR. Generation targets are probabilities across many players, not club quotas.
Select a player to inspect or choose their role before the first bounce. Roles guide behaviour; suitability uses the existing 1–100 attributes.
Outcomes come from play.
Each step resolves an action using the ball location, nearby players, pressure, fatigue and a seeded random draw. Scores and statistics are recorded from these actions; no target score is chosen in advance.
01 / Find possession
Ruck contests direct a loose ball. Speed, awareness and agility influence who reaches it; handling and strength resolve the gather.
02 / Read the play
Defenders now have distinct jobs: key defenders cover the strongest forward, intercept defenders read passing lanes, rebounders overlap and carry, and lockdown defenders track a dangerous opponent. Kick-ins restart at the goal-square edge, with wide outlets against a forward press. Players carry through clear lanes, wait for leads after marks and run forward in support. Loose-ball gathers use arrival timing, including ruck recovery after taps. Midfield and forward roles shape width, support, leads, crumbing and pressure. Set shots take 18–30 seconds, or 10–20 when time is tight, while both teams reposition. Preparation is shown as one transition. Players reassess support runs when the ball changes hands, seek separation and offer wide or short outlets. Better readers can pass ahead of a moving teammate. Under pressure, players may boot for territory without a receiver; hurried relief kicks count as kicks and REL, but are excluded from targeted-pass completion. Protected marks and free kicks retain time to choose. Defenders can rebound forward, midfielders follow play and forwards drop back. Possession changes trigger recovery and marking; nearby players attack loose balls. Awareness and decision ratings influence the resulting contests and space selection.
03 / Execute
Possession decisions take roughly 1–3 seconds according to handling, agility and offensive decisions. Defenders must reach the carrier before release to tackle. A reasonable open shot is prioritised when there is time to get it away. Shot selection weighs kicking range, accuracy, angle, pressure and better passing options through offensive decisions. Underhit shots land along the kick path according to kicking range and pressure. Loose balls remain free until a player reaches them, and commentary distinguishes open space from an actual contest. Routine unpressured passes and pickups are reliable; pressure, distance and fatigue raise the difficulty. Execution errors, dropped receptions, defensive spoils and ground-ball fumbles are counted separately. Interceptors must be close enough to contest. Clean marks protect possession until a disposal or an explicit play-on. Jogging costs less energy than sprinting. Low-intensity phases restore some energy; endurance reduces exertion and improves recovery. Fatigue reduces skill and running speed. Taps may be directed, neutral or knocked clear under pressure; HOTA counts an unpressured team gather within 16 seconds. Airborne kicks allow reachable interception and marking contests, recorded as contested (CM) or uncontested (UM) marks.
Framework limits: Simplified positioning and ball flight; no injuries, interchange, training or career development yet. Ball-ups, boundary throw-ins, holding the ball and high/in-the-back frees use a simplified umpiring model. Marking and jumping are separate ratings; height influences aerial reach. Handballing uses handling. Clearance means the first disposal or carry after a restart. Player movement illustrates event resolution, rather than a continuous physics simulation. Match balance is experimental.