Frequently Asked Questions

Questions


Answers



What is Blood, Sweat and Tears?

Blood, Sweat and Tears (BST) is a rugby management game that allows budding rugby fans to test their hand at managing their own rugby side. Whether it’s guiding your team to victory, training up your superstar or turning a small hometown club to a huge multi-purpose sports club with a reach across the world, you as the manager are capable of doing what you wish.


How much will it cost?

Completely free, currently in a beta session, where everyone is encouraged to join and assist in the development of what is to be a great game. There are plans to introduce membership for certain extra features that don’t directly influence the results of matches, but that’s a bit off in the development and it is very much the intention of the team to maintain a free part of the game.


When are the matches played?

Currently in the beta season, there is a game every Saturday, with an optional friendly game every Tuesday. The matches happen between 3 pm BST. This is subject to change.


How many teams can I have?

Just the one, we recognise that some members will enjoy the game enough to want to have more teams, there are many other prospective members who would like to have a team and we don’t want to deny them that opportunity.


Is there a place to chat with others managers?

There is a forum, located via one of the tabs at the top of the page, we’re a good bunch, so feel free to register and partake in the many discussions on the forums. There isn’t a live chat installed yet, but perhaps in the future. The forums are also vital to the development and correcting of the beta edition of the game and every member has a role in the shaping of the game.


If I have a question, where should I go?

Well check the help file, which if you’re here you probably have. Then try the forum and if that doesn’t succeed then email admin@bstrugbygame.com and you should get your answer.


Can I play a player out of position?

Yes, when selecting a player for a position, clicking the tab “Show all Players” at the top of the list, will display every player and from there you can pick the player that you’d prefer to have in that position.


I set a player for training last week and now he’s not there, what happened?

Your player finished his training as has been removed from the session, you can now either add him back to the session to continue training or put another player in the session for training.


How can I make money for my team?

The main source of income is from gate receipts, this can be increased by raising ticket prices (though too high and fans won’t come). Sponsorship also provides clubs with weekly incomes, to counter the wages of the playing and background staff. If your team needs an immediate cash injection, bank loans are available. There are more methods of revenue gathering being planned for future updates.


What are the positions?

Front Row (Forwards)
The front row is vital in the role of the scrum, wheeling and disrupting the opposition front row is paramount to winning the ball.

1 - Loosehead Prop
Loosehead props need to be able to put pressure on the opposition Tighthead and try and lift him to be standing up. This requires a huge amount of effort and strength. They also assist the jumpers in the lineout. Nowadays with modern forwards, props need to be mobile and get to the breakdown quickly and use their weight and strength to secure/steal the ball. Props will often occupy the edges of the ruck, not being the quickest of players they tackle the drives around the ruck.
Main abilities: Strength, Scrummaging, Rucking and Tackling.

2 - Hooker
The crux of the forwards. This man has probably the hardest job of all, he is in the middle of the scrum and while trying to push and maintain balance, he needs to hook the ball back for his team. In defending scrums he must try and disrupt the opposition hooker and steal the ball. He also takes the lineouts and needs to keep them straight and make the throws to where required.
Main abilities: Strength, Passing, Tackling and Scrummaging.

3 - Tighthead Prop
A tighthead must try and push the Loosehead into the ground and prevent him “boring” in. Given that the Tighthead is often outnumbered by the hooker and Loosehead, any advantage he can get and disrupting the hooker will then help win/secure the ball. As a prop, the Tighthead needs to be able to help the jumpers in the lineout and needs to get to the breakdown quickly to assist. Also being not as mobile, Tightheads will often defend around the base of the ruck to prevent being stranded against a quicker player.
Main abilities: Strength, Scrummaging, Rucking and Tackling.

Second Row (Forwards)
These forwards now add a new dynamic side to teams, with many being able to double up in other roles, though by and far the most important aspect is to hold the scrum together.

4 & 5 - Locks
Locks are the spine of the scrum, it is their responsibility to ensure the scrum hits the opposition scrum as a team, rather than as individuals, hence increasing the effectiveness of the scrum. These players are usually big, strong and very tall, hence proving to be invaluable in lineouts and so must be good with their hands. But with modern day rugby, locks are now often picked for secondary abilities, quick with the ball or great around the ruck. It is a huge bonus for the team to have another “loose” forward who is able to get to the breakdowns quickly to win rucks.
Main abilities: Handling, Tackling, Rucking and Scrummaging.

Back Row (Forwards)
Often described as loose forwards, these players are often interchangeable with most backs and are probably the most all-round players in the game. They must be strong, quick, fit, great at tackling and running with the ball. Usually one is of significant height to add another option at lineout time.

6 - Blindside Flanker
This player has to be strong and very good at tackling. In circumstances where a big number 8 picks up the ball and goes blindside, it’s a blindside flanker’s role to bring him down and not leave some poor winger to get cleaned up. Given the positioning of the blindside flanker in the scrum, he’s vital in moves down the wing and also because he cannot get to the breakdown as quick so he must be handy at running with the ball. When in loose play, the blindside flanker must get to the rucks quickly to secure the ball, their added mobility generally helps with this.
Main abilities: Handling, Tackling, Rucking and Scrumaging.

7 - Openside Flanker
Named because he faces the openside and hence has more cover. These players are usually far more agile and quicker than their blindside counterparts, so that they can get to the breakdown quicker and so they can cover the runners and secure the ball. Usually the most frustrating of players and almost always in your face, they have to be pretty decent at tackling to ease the pressure on the backs.
Main abilities: Handling, Tackling, Rucking and Scrumaging.

8 - Number 8
A combination of both a blindside and openside flanker. These players are generally big and strong, with great running skills, as they usually pick up the ball at the back of the scrum and run with it. Of all the players, playing number 8 is possibly the most demanding, the most all-round player. Usually the busiest and it’s not uncommon to see them running with the ball. While it’s important to get to each breakdown and secure the ball.
Main Abilities: Rucking, Scrummaging, Handling and Strength, though others would be handy.

The Axis (Backs)
The crux of any team, this is the engine room. If you’re going to have strength anywhere, have it here and in bucket loads. These players need to be able to evaluate the game in a split second and know exactly what to do, they organise the moves and the plays.

9 - Scrum-Half (Half-Back)
Usually nuggety little fellows, the scrum-halves are probably the most talkative bunch in the sporting world. But not just talk, their role is paramount to the team’s success, his passing is crucial in and around the rucks, scrums and lineouts. Always needs to be on the lookout for some brute of a forward chasing him down. The scrum-half is another line of defence and must be able to hack it strength-wise with many of the forwards and speed-wise with most of the backs. Being able to kick is handy for easing the pressure on his fly-half.
Main Abilities: Passing, Agility, Handling and Decision Making. Other attributes such as Kicking, Tackling, all physical attributes and all mental are very handy.

10 - Fly-Half (Five-Eigth, Stand-Off)
First receiver most of the time and almost always from set pieces. This means that he is usually in charge of most of the attacking moves and so needs to know how to slice apart the defence and needs a great grasp of the game. Because he is first receiver, a lot of kicking in the game he’ll be responsible for. Not always great tacklers, but it eases the job of the other backs if he can. Passing is essential as that’s what he’ll be doing most of the time during attacks. Running players are usually wasted in this position, but no reason why he cannot be a runner.
Main Abilities: Decision Making, Passing, Kicking and Handling. Place Kicking usually is part of their repertoire, but not necessary. Good mental abilities and Physical abilities as well as strong tackling make a great fly-half.

Centres (Backs)
These players are usually either runners or tacklers and the rare few brilliant ones are both. They need to keep the opposition attacks tight and in control, while being the inspiration in their attacks.

12 - Inside Centre
Usually the better of the tacklers is played in inside centre and he must be able to stop any attacks and try and cut out backline moves early. In attack, he is usually bigger and stronger to try and set up the ball in midfield. Centres often need to be quite clever, able to bring in their teammates, potentially greater runners, his wingers, outside centre and fullback. He needs to be skillful enough to not be predictable. Often required to ease the load on the fly-half with kicking and tackling.
Main Abilities: Tackling, Handling, Passing and Agility. Kicking, Speed, Strength, Rucking and all mental attributes are handy.

13 - Outside Centre
These boys are the more attacking, flamboyant and speedy centres. They have the speed to keep up with their wingers, the guile to get past their man and the ingenuity to set up some great plays. Tackling is also a large part of their game as they have to cope with the attacking brilliance of their opposite number. Main Abilities: Agility, Handling, Passing and Tackling. Speed is a very valuable asset for these players, rucking, and all mental abilities are very handy.

Back Three (Backs)
These 3 players provide the last defensive and attacking touches for the team. They need to be able to both tackle and run with the ball.

11 & 14 - Wingers
Good wingers are gold dust and the ability to skip through tackles and burst through the slightest of spaces can create havoc in the defence. Speed defines these players, but should never limit them. Plenty of large wingers have been very successful and more so nowadays where going through the man can be as effective as going by them. Main Abilities: Speed, Agility, Handling and Catching. Kicking, Tackling, Strength and attacking mental attributes are handy for furthering the prowess of your wingers.

15 - Fullback
Now an attacking prospect as much as a defensive necessity. Fullbacks are able to step into the attacking line and, through a lethal combination of speed and strength, burst through tackles with greater ease than most wingers and even outside centres. It is vital that fullbacks can catch, especially with the development of an able kicking game. A poor fullback can cripple a team, while a good one can provide the defensive security that most teams dream of. Main Abilities: Catching, Speed, Kicking and Agility. Tackling is very handy, Strength and defensive mental abilities are just a part of a fully fledged fullback.


What do each of the abilities mean? And what do they influence?

Strength – This is the physical strength of a player. It affects a player’s ability in the scrum and potential to run through tackles.

Stamina – This is how long a player can run for and how well he can last a match. Every player needs it to some extent, as those without it will struggle to play many consecutive matches.

Speed – How quick the player is at running. No player ever really “needs” it, mainly depending on what style you play. But speedy players will be able to make more ground and get past their payers better.

Agility – Players with this attribute are nimble and capable of getting by their man. Going round a player is far quicker than going through them and this is essential to a player’s running ability.

Fitness – This is a measure of how ready your player is for the next match. If it’s low, rest him and let him recover. If it’s at a decent level, then you know you can consider him for the team.

Passing – Every player’s bread and butter, the ability to pass the rugby ball. Vital for positions in the midfield, always handy for a player and a team with high passing ability will rarely make too many mistakes in the pass.

Handling – Handling measures how good the player is at gathering the ball or catching short passes. This also is the main attribute for calculating whether a lineout is caught. Players that are good in this ability will rarely make handling errors.

Catching – Essential for players dealing with a high ball. As opposed to handling, where it’s all about gripping the ball, this is catching where you take kicks and need to hold onto them. Generally using all of your arm, rather than the hands. If good in this ability, kicks will rarely be dropped.

Tackling – If you can’t stop your man, how can you win the game? Tackling is a duty that every rugby player needs to do, though not all are good at it. Good tacklers will often be able to position players suitably for a ruck and increase the possibility of winning the ball or simply hit them hard enough to cause a handling error.

Scrummaging – This is a must for forwards and not needed for backs at all. This attribute measures how well the player can manipulate scrums to his will and his nous in the bind. High scrimmaging ability leads to more scrums won/turned over.

Rucking – The most common job for forwards, getting to the breakdown and securing/winning the ball. Good players at this ability seem to win the ball even when not expected to, or cause infringements from the other players. More rucks won with great ruckers.

Kicking – This ability is for kicking out of the hand, whether for touch from a penalty, a drop goal, clearing the lines or a clever little grubber through the defence. At least one good kicker in the backs is a must for every team.

Place Kicking – To be able to stack points on the board and alleviate the pressure on the team, there is nothing better than having a reliable place kicker. This measures a player’s likelihood of kicking the place kicks he is given, whether penalties or conversions.

Attack – A measure of how attack minded your player is. A player strong mentally in attack, is capable of slicing the defence open easier than other players and knows how to exploits gaps.

Defence – A player strong in defence knows how to cover gaps in the defence and how to stop his man. Teams with many players weak in this attribute will find their defence being plundered.

Decision Making – In the heat of the battle, it takes a special man to be able to make decisions on the spot and correctly. This attribute measures a player’s ability to do that and influences how well the player reacts to situations around him. Vital for players getting on the ball a lot and will usually result in things going your way.

Leadership – Every team needs at least one leader. This man leads by example and carries the team on. He needs to be able to pick the team up when it’s down and stop casualness setting in. Teams will be more organised with a strong leader.

Discipline – Poorly disciplined players let themselves get carried away and affected by their emotions. This results in increased errors and infringements and an inability to heed to “orders”.

Morale – This is a representation of how happy your player is, perhaps he needs a few games on the sideline to ease his troubles or if he’s been on the sidelines, he probably needs match time. Players with lower morale are less likely to play well, while players with high morale are more likely to play better.


Do physical attributes such as Height and Weight have anything to do with the game or are they just a cosmetic feature?

Height is very important for the jumpers in a lineout and when challenging for high balls. Weight influences how easily a player may break tackles and offers an added advantage in the scrum.


How much does fitness affect a player?

Fitness works on a stepped non-linear function, where players with 91-100% fitness will suffer no ill-effects, 81-90% will result in a drop equivalent 1 point for all attributes, 71-80% will result in a drop equivalent to 2 points for all attributes and so continues. It is not wise to risk players too much with fitness, but rather stick them on the physiotherapist’s table quickly and make him recover to full fitness.


Submitted by Rob (Mischivious)