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League-wide overview across play levels and competitions
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Teams
Every team in the system, across all levels
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Master account · full system access
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Competitions
Tournaments, leagues, and cups your fixtures belong to
| Name | Year | Level | Country | Fixtures | |
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Fixtures
Create and manage matches across all teams
| Match | Date | Competition | Status | Coder Code | |
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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
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Focus team attacking
Opposition attacking
4 dots per platform = Zone D · Zone C · Zone B · Zone A (focus team's attacking direction →)
Show
Sort by
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Battle
Advance up-field and conquer
Team
Opponent
Play level
Competition
Fixture
Variation
Attack chords — Narrow · Shift · Expansion · Wide — and the progressions teams write with them
Team
Opponent
Zone *
Origin *
Play level
Competition
Value
What every situation is worth — a model learned from your own possessions
View
Competition
Min sample
Refs
Referee tendencies — penalties, cards and turnovers
Referee
Competition
Fixture
Field zone
Offending side
Time in game
Rankings
Rank teams by any metric across a competition or play level
Metric
Play level
Competition
Min games
Sort
Picture
Every possession — zone, phase, origin, kick, movement, outcome · tap a zone on the field or any value to cross-filter
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
Every kick possession — when, from where, flight, landing, receipt, outcome · click any value to cross-filter
Level
Team
Opp
Fixture
Level
Comp
Team
Fixture
Origin City — green towers are attack origins, red towers defence origins (defender's frame); tower height reflects the selected metric; tap a tower for the zone breakdown.
Weakening metrics show only platforms whose execution DROPS in that state (tower height = size of the drop); they need a team selected.
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Show
Phase
Heat
Zone performance painted on the pitch — the field rises like a bar chart for the selected metric
Level
Comp
Team
Fixture
Origin
Metric
ElevationOn
Attack Direction
Pressure Breakpoints
Where a team's accumulated pressure should sit to win, vs where it actually sat
Team
Opp
Level
Comp
Fixture
View
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.
Decisions
The cost of losing the ball — kick for territory, or keep it and risk a turnover?
Team
Opponent
Play level
Competition
Field zone
Origin
How lost
Weights
How much each platform is used vs how much it contributes — find the under-used winners
Team
Opponent
Play level
Competition
Compare
Two teams side by side across every Rankings / Win-Loss metric
Team A
Team B
Timeline
My Report
Your chosen metrics as a per-match report and a season tracker
Team
Game
Fatigue
How much of the game is played tired — and does execution hold up?
Team
Opponent
Play level
Competition
Field zone
Origin
Quarter
Biffo
Your AI rugby analyst — ask anything about your data
Ask Biffo anything
Philosophy
Your rugby value system — fed to BIFF 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
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Attacking team
Opposition on the ball within the sequence
4 dots per platform = Zone D · Zone C · Zone B · Zone A (attacker's direction →)
Outcome
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Edit access
Tick all tournaments this user should be able to view in the app.
Performance breakdown
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