NRL Fantasy trade strategy
Trades are your scarcest resource. A framework for spending them well.
Trades are the scarcest resource in NRL Fantasy. Points come back every week, cash regenerates, but a trade you've spent is gone. Almost every season that falls apart does so because trades ran out in August, not because of one bad captain call.
{# TODO(tim): verify — I have deliberately not stated how many trades a coach gets per season, how many can be used per round, or the rules around trade lockout timing. None of those are defined in this codebase and I could not confirm them. If you want concrete numbers in this guide, please supply them. #}Three kinds of trade
It helps to name what a trade is actually doing, because the three types deserve very different levels of caution.
- Forced trades — a player is injured, suspended or dropped, and you have no viable cover. You aren't choosing to trade; you're paying a tax. Minimise these by starting with players who hold their spots.
- Value trades — cashing in a cash cow whose price run has finished, or buying a player whose price hasn't caught up to their new role. These are the trades that build a squad.
- Points trades — swapping one functional player for a better one. Correct late in a season, expensive early, because the money spent isn't available for upgrades.
The question to ask before every trade
Has something structurally changed — role, minutes, position, or availability — or has a player just had a bad week? Trade the first. Almost never trade the second.
This matters because NRL Fantasy scoring is noisy. Good players post bad scores regularly, and the price formula is smoothed enough that one quiet game barely dents a price. Reacting to single scores burns trades on players who were fine all along, and leaves you short when a genuine problem arrives.
Structural changes, by contrast, are visible and durable. A forward dropped to the bench, a back losing the goal-kicking, a middle whose minutes have halved — these change expected scoring immediately and permanently until reversed.
Team Lists — where structural changes show up first
Trading injured players
The instinct to immediately trade an injured player is usually wrong, for a reason specific to how pricing works: when a player misses a game, the model fills the gap with the score their price implies rather than a zero. Injured players therefore hold most of their value while sidelined.
So the decision is about points and squad slots, not about protecting value:
- One or two weeks out — often worth holding, especially for a premium with a locked-in role. You lose some scores; you keep the trade and the player.
- Extended absences — generally trade. A squad slot producing nothing for a month is a large cumulative cost, and yafss treats a long absence as a sell signal for exactly this reason.
- Unclear return — the hardest case. An indefinite timeline is worse than a long known one, because you can't plan around it.
Sequencing: the underrated skill
Which trades you make matters less than the order you make them in. A few principles that hold up well:
- Sell before the fall, buy before the rise. Both are driven by breakeven relative to expected scoring. Acting a week early is cheap; acting a week late is not.
- Don't trade sideways. Swapping one similar player for another spends a trade to buy noise. If the projected difference is small, keep the trade.
- Upgrade in as few moves as possible. Two trades to get from a rookie to a premium costs double what one well-timed move does. Let cash accumulate rather than stepping up through mid-pricers.
- Plan around byes before you're forced to. Ordinary upgrade trades that happen to improve bye coverage are free; dedicated bye trades made in a panic are not.
Tools that make the call easier
yafss surfaces the inputs to these decisions rather than making them for you:
- Player pages carry a hold / watch / sell signal driven by the gap between breakeven and projection, plus absence information — the two things that most often trigger a trade.
- Position Tiers shows whether an upgrade actually crosses a tier boundary or just moves you within one. Trades that don't change tier rarely justify themselves.
- Price Movers tells you which of your players have finished making money.
- Optimiser checks whether the problem is your squad or your lineup — sometimes the best trade is none at all.
- Head to Head compares two players directly when you've narrowed it to a choice.
The season-long shape
Early season, trades are for building: cash cows in, cash cows out, structure improving each week. Mid-season, trades get pulled towards bye coverage and injury management. Late season, trades are purely about points — cash has nowhere left to go, so the only question is whether the incoming player scores more than the outgoing one over the rounds remaining.
Holding a couple of trades in reserve for the run home is worth more than it looks. Late-season injuries to premiums are common, and being unable to respond to one is a much worse outcome than having spent a trade slightly sub-optimally in April.