Home
League-wide overview across play levels and competitions
Loading league overview…
Teams
Every team in the system, across all levels
?
—
Master account · full system access
| Name | Country | Level | Age group | Grade | |
|---|---|---|---|---|---|
| Loading… | |||||
Competitions
Tournaments, leagues, and cups your fixtures belong to
| Name | Year | Level | Country | Fixtures | |
|---|---|---|---|---|---|
| Loading… | |||||
Fixtures
Create and manage matches across all teams
| Match | Date | Competition | Status | Coder Code | |
|---|---|---|---|---|---|
| No fixtures yet | |||||
Live
Select a game to monitor
Active & Upcoming Games
No active games
Games appear here once a coder starts a session
Field
Where teams attack from, how often, and how well
Team
Opponent
Play level
Competition
Fixture
Phase
Compare vs
—
—
—
—
Focus team attacking
Opposition attacking
4 dots per platform = Own 22 · Own Mid · Opp Mid · Opp 22 (focus team's attacking direction →)
Show
Sort by
Battle
Advance up-field and conquer
Team
Opponent
Play level
Competition
Fixture
Prospect
Which play inputs yield the best outcomes
Team
Opponent
Zone *
Origin *
Play level
Competition
Rankings
Rank teams by any metric across a competition or play level
Metric
Play level
Competition
Min sample
Sort
Picture
Values shown are average events per game · Pick categories to filter the Top 10 outcomes
Level
Comp
Team
Opp
Fixture
Explainer
How the outcome model works — deeper-dive walkthrough
Explainer content coming soon
This page will host the full walkthrough of the outcomes model, ratings table, and how to read the Picture tool. Placeholder for now.
Every 10
For every 10 plays from this platform — what happens, in plain terms
Team
Opp
Level
Comp
Fixture
Origin
Zone
Phase
Moments
Game-state shape and the scores that defined it
Team
Opp
Level
Comp
Fixture
Game-state simulator
Average points difference for the selected team across the full game. Click anywhere on the chart to read exact values and see how the team's outcomes shift at that point vs their full-game average.
Kick or run?
When kicking pays off and when keeping the ball in hand pays off, by situation
Team
Opp
Level
Comp
Fixture
For every play we compare outcomes when the team kicked at any point vs when they ran out the possession with hands. Each bucket below groups plays by zone and how many rucks went in before the decision was reached. The "advantage" is the average kicked-outcome minus average no-kick outcome on a 0–4 scale (0 = ball lost, 2 = retained, 3 = penalty won, 4 = score). Minimum 10 plays each side to filter noise. Use the pills below to condition on score state and half.
Pressure Breakpoints
Where a team's accumulated pressure should sit to win, vs where it actually sat
Team
Opp
Level
Comp
Fixture
Select a team to see their RPM trajectory across all games, split by wins (green) and losses (red). The dashed lines mark the team's ML-discovered breakpoint (below = never won) and breakthrough point (above = never lost). Four event markers sit on the curves: LIFT and DROP mark where each curve inflects (the trajectory turns); SLAM and CRACK mark where each curve crosses the threshold lines (how fast a team locks in a win, or hits the point-of-no-return in a loss). Pick a specific fixture to overlay that single game's trajectory. The fixture filter only adds the overlay — averages still use all games in scope.
Play variety
Team
Opponent
Play level
Competition
Fixture
Play mix — Shannon entropy across pattern sub-types. Higher = broader repertoire. Switch rate — % of adjacent play pairs (within a game) that change base type. Higher = more play-to-play variation. Switch ratio — switch rate ÷ random baseline (1 − Σp² from team distribution); above 1.0 = team actively varies more than its mix predicts, below 1.0 = team clusters patterns in runs. Kick only % — share of attacking plays whose only ball event is a kick. The donut shows the team's distribution across the other six base types (kick-only excluded). All metrics are over attacking plays only, scoped by the filters above.
Billy
Your AI rugby analyst — ask anything about your data
Ask Billy anything
Philosophy
Your rugby value system — fed to Billy on every question
Editor
Preview
Glossary
Stat definitions shown in the glossary popup
Admin
Manage users and tournament access
Sequences
Recurring play patterns by platform — admin only
Play level
Across
—
—
—
Attacking team
Opposition on the ball within the sequence
4 dots per platform = Own 22 · Own Mid · Opp Mid · Opp 22 (attacker's direction →)
Outcome
—
—
Edit access
Tick all tournaments this user should be able to view in the app.
Performance breakdown
—
—