Here are the main events that happen in Grid-Iron world (server time):
Daily/weekly update
Weather update - Every day at midnight
Transfers - Every day at 01:00 AM
Construction update - Every day at 00:30 AM
Injuries (Healing) - Every day at 02:00
Training / Youth players pull reset - Every Friday at 04:00 AM
Economy update (plus wages, income and expenses) - Every Wednesday at 04:00 AM
Matches
League games - Saturday/Sunday
Regional Cup games - Tuesday/Wednesday
Friendly games - Monday
AFLC International games - Thursday
Africa & Arab peninsula - at 15:00
Asia - at 07:30
Atlantic & Scandinavian Europe - at 12:00
Central & South America - at 21:00
Central Europe - at 15:00
Eastern Europe - at 12:00
Europe - Balkan region - at 16:30
North America - at 21:00
Oceania - at 07:30
All transactions happen on outside servers of our partners, like for example PayPal. We do not have access to that data thus we can't store any of it on our database.
As we don't ask for a lot of information when you register to Grid-Iron we'll limit the answer to e-mails and passwords. So, your e-mail is stored in our database and will not be used in a malicious manner (by sending “spam mail” for example), nor will it be sold or given to a third party. It is only used for initial sending of the password, any game related messages (mostly technical support) and if you lose your password it can be re-sent via that e-mail as well. As for passwords, they are stored encrypted so no administrator can see it (only the encrypted version of it).
To open your game account, we ask for basic personal information - your email and username that you will use to access the game.
Your IP address and access times are tracked against your user in-game username for solo purpose of preventing cheating.
A cookie is a small text file that is stored on a user's computer to keep track of your actions while you are logged in. We only use session cookies on this site because the game system needs this info in order to operate correctly.
Your email will never be sold or given to any third party or be used to send any kind of spam.
All passwords are encoded in database and nobody (not even administrators) can see them.
If you want to close your account and erase your data, you can do so by stop using it for 21 days. After 21 days of inactivity, your account will automatically be locked and your email erased from our database. Your account stays as "inactive" in the game, but only uses your selected fantasy team and stadium name (game must do this in order to continue functioning properly).
No third party is given access to any information you provide during registration.
Access to game database is given only to people employed by the company Melderon d.o.o., Urbanova ulica 6, 1310 Ribnica, Slovenia
Here are two separate answers to this question.
1. Attendance is influenced by the weather.
- Sunny weather has no influence on the attendance. All the people that would show up normally will come.
- Rainy weather means that there will be 5% less people that would otherwise want to go to the game.
- Stormy weather means that there will be 10% less people that would otherwise want to go to the game.
- Snowy weather means that there will be 15% less people that would otherwise want to go to the game.
2. The match itself is also influenced by the weather (explained in the match engine explanation below)
If you wish to see the statistics of a player, you can use the scouting feature or ask the manager who owns the player if he would be willing to tell you the numbers (if you are willing to believe the other manager is another matter though).
You can check the players rating and you can also check the match reports to see his overall contribution to the game.
Yes, the board allows you to be up to - $ 400,000
You will receive a warning and you will have 1 week to get yourself out of the financial troubles before your club goes into administration. If you manage to get your clubs finance above - $ 400.000 before the week is over then you're safe. If you don't then the club gets bankrupt.
You probably don't have enough players left in your team. You can only sell or release a player if you have more than 18 players in your team.
Team chemistry is the indicator how well the player is “gelled” with his team. Anything lower than 5 stars (meaning team chemistry 20), and the players performance is impaired. With team chemistry 1 (a newly bought or pulled player has a team chemistry of 1) a player plays about 30% worse. Each game the player plays ads 1 to the team chemistry. Players that are experienced can get 2 team chemistry points each game they play. Each point of team chemistry reduces the negative performance by 1.5%.
Yes
Each friendly game a player has 50% chance to gain 1 point of experience. Each official game a player has 75% of chance to gain 1 point of experience. Each AFLC game a player has 100% to gain a point of experience plus 50% to gain another.
A player, once released (either intentionally by a manager or when an inactive club is replaced by a new one), has a certain percentage of chance not to get deleted out of the database. If he wins this “lottery”, the player is placed on transfer market for the period of 48 hours (just like a normally transfer listed player) with the asking price of $ 1.000. If he is bid upon, he goes to the highest bidder at the end of the transfer period (just like a normally transfer listed player). If he is not sold then he gets retired (permanently removed from the database).
Injured players can play if they have less than 7 days of rehabilitation left. Keep in mind though that an injured player won't play to the maximum of his abilities.
If the player still has from 4 to 6 days left he will play with 60% to 70% of his ability
If the player still has from 2 to 3 days left he will play with 71% to 80% of his ability
If the player still has 1 day left he will play with 81% to 95% of his ability
Once a week you have the chance to select one new youth player to join your team. You get 2 randomly created players and you may select one. The starting quality of the players is low but you can build the youth academy which gives you a chance to get slightly better players. With the youth academy you also get more players in the youth pull (up to 5).
Exactly
Youth players are players that scouts notice at your local schools, sport venues, parks... They show promise so they are brought to you to decide if and which one you want. None of these young players is investigated in any detail except for their name and age.
If the player has 20 consistency, then the player will always play as good as he can. His match starting rating will only be affected by his fitness level and team chemistry. However, the lower the consistency value, the higher the chance the player will perform either better or worse than he is usually able to. Don't worry though, the player cannot play 2 times worse as he is able to, because his game rating can be affected by consistency for maximum 20% (gain or loss). Simply put, player with consistency 20 will always play at his full ability (given fitness and team chemistry permit it), while the performance of the player with consistency 1 will vary randomly from -20% to +20% of his basic performance rating in each game.
Player's intelligence, like his team work and consistency, cannot be increased.
A player needs to reach 100 points in a particular skill to gain a level/point in that skill. Once he gains a level he again starts from 0 plus training points over the 100 from the last level gain.
Each training cycle (once per week) a player gets 10 +- 2 training points automatically, he also gets points from teamwork (teamwork divided by 2), each player also gets gets training points from the coaches skill (For Example: player is training kicking, the coaches skill in kicking is 17 so the player gets additional 17 training points) and lastly he gets 4 additional points for the training hall and 4 for each consecutive training hall upgrade. He also gains/loses points depending on training intensity and players age. And that's the secret of training in Grid-Iron world.
Depending on the training intensity you can gain or lose training points and gain or lose energy. See details below:
Maximum: + 6 training points and - 5 to - 10 energy
High: + 2 training points and - 3 to - 6 energy
Average: 0 training points and 0 to + 2 energy
Low: - 2 training points and + 3 to + 6 energy
Very low: - 4 training points and + 5 to + 6 energy
Keep also in mind that higher training intensity also means higher chance for players to get injured during the training.
The amount of training points players receive each training cycle steadily decreases after the age of 27 and after the players reach 31 they don't receive any training points at all. This is because they need all the training just to sustain their skills. After the age of 31 the players also start to lose points in their physical skills. See the list below for more info.
- Players aged 16 to 27 train normal and lose no points due to their age.
- Players that are 28 years old lose 25% of their training.
- Players that are 29 years old lose 50% of their training.
- Players that are 30 years old lose 75% of their training.
- Players that are 31 years old get no training points. They also lose from 10 to 15 points on Speed, Strength, Agility and Stamina each training cycle.
- Players that are 32 years old get no training points. They also lose from 16 to 20 points on Speed, Strength, Agility and Stamina each training cycle.
- Players that are 33 years old and above get no training points. They also lose from 21 to 25 points on Speed, Strength, Agility and Stamina each training cycle.
NOTE: No player skill can go below 12 because of his age.
The distribution of points is different for the training regimes as they don't all have the same number of skills that are influenced by the particular training regime.
Training points for attacking training regime are distributed as follows;
40% of all the training points received by the player go to the first randomly selected attacking skill,
25% of all the training points received by the player go to the second randomly selected attacking skill,
15% of all the training points received by the player go to the third randomly selected attacking skill,
12% of all the training points received by the player go to the fourth randomly selected attacking skill
and the last fifth attacking skill gets 8% of all the training points received by the player.
Training points for defending and fitness training regimes are distributed as follows;
50% of all the training points received by the player go to the first randomly selected defensive (if training defence) or fitness (if training fitness) skill
35% of all the training points received by the player go to the second randomly selected defensive (if training defence) or fitness (if training fitness) skill
the last third defensive (if training defence) or fitness (if training fitness) skill gets 15% of all the training points received by the player
Training points for kicking and tactical training regimes are distributed as follows;
65% of all the training points received by the player go to the first randomly selected kicking (if training kicking) or tactical (if training tactical) skill
the last, second kicking (if training kicking) or tactical (if training tactical) skill gets 35% of all the training points received by the player.
No. Only a slightly larger percentage of training points will go the the selected skill. Note though that 10% of all the training points goes to waste when using the “focus on” option.
Training regime with 5 skills gets the following distribution of training points;
65% of all the training points go to the selected “focus on” skill, 10% go the the first randomly selected skill and the three other skills get 5% each.
Training regimes with 3 skills get the following distribution of training points;
75% of all the training points go to the selected “focus on” skill, 10% go to a randomly selected skill and 5% go to the last available skill.
Training regimes with 2 skills get the following distribution of training points;
75% of all the training points go to the selected “focus on” skill and 15% go to the other available skill.
Talent has no direct influence on training as such. It does however limit how high a player can reach in his skills. If a player has talent;
1 then his maximum is 11
2 then his maximum is 12
3 then his maximum is 13
4 then his maximum is 14
5 then his maximum is 15
6 then his maximum is 16
7 then his maximum is 17
8 then his maximum is 18
9 then his maximum is 19
10 then his maximum is 20
The only 3 exceptions to this rule are speed, strength and stamina. Speed and strength are limited by a hidden maximum value (different for each player) that represents the maximum value player can reach even if he trains with weights each and every day. Stamina is not limited at all, and with extensive physical (fitness) training every player can reach 20 in stamina.
It is possible, it's just that much harder for the player to achieve that.
If a player is at his maximum then he has 1 in 3 chance to gain a point/level.
If a player is at his maximum + 1 then he has 1 in 5 chance to gain a point/level.
If a player is at his maximum + 2 then he has 1 in 10 chance to gain a point/level.
If a player is at his maximum + 3 then he has 1 in 20 chance to gain a point/level.
It is impossible for a player to go more than 4 above his maximum.
No. By playing games, the player only increases his overall positional rating (Quarterback, Running back, etc...), which cannot be improved by training alone.
The maximum capacity of the stadium is 132.500 seats (3.500 VIP, 9.000 executive and 120.000 normal seats). There are 1.000 VIP, 2.500 executive and 35.000 normal seats available to build on each of the longer stands and 750 VIP, 2.000 executive and 25.000 normal seats on each of the "end zone" stands.
VIP seat tickets are the highest priced tickets available. There are only 3.500 VIP boxes available for the whole stadium (1.000 on each of the longer stands and 750 on each of the "end zone" stands).
Executive boxes are somewhat more prestigious than the normal seating and less prestigious than the VIP boxes. There can only be 9.000 executive boxes on the whole stadium (2.500 on each of the longer stands and 2.000 on each of the "end zone" stands).
No. You may build VIP and/or Executive boxes right from the start if you wish to do so, and of course if you have the money for it.
With the club shop, you can sell your clubs merchandise. You need to know, however, that in order to keep the shop running, you need to pay every week for its maintenance. So, to successfully sell the merchandise you need to do good in the league games and preferably be in a higher level of competition. Basic earning is the amount that a team gets in the first level (top division), before being increased and/or decreased by various other factors. Below are all these factors and their effect on a basic earning:
- Earning increase roughly by 10% for each league position above the last place
- Earnings increase for 5% to 10%, if your team won the last league match
- Earnings decrease for 5% to 10%, if your team lost the last league match
- Earnings increase or decrease From 0 to 5% randomly to simulate basic economy
- Earnings decrease for roughly 10% for each league level below the top division
Shop earnings/maintenance table
Type |
Cost |
Maintenance p/w |
Basic earnings |
Basic shop |
$ 350,000 |
$ 3,000 |
$ 7,500 |
Upgrade 1 |
$ 50,000 |
$ 5,000 |
$ 12,500 |
Upgrade 2 |
$ 50,000 |
$ 7,000 |
$ 17,500 |
Upgrade 3 |
$ 50,000 |
$ 9,000 |
$ 22,500 |
Upgrade 4 |
$ 50,000 |
$ 11,000 |
$ 27,500 |
With the training hall, the players train more efficiently. Every player receives 4 bonus training points each training update if you own this facility. For every upgrade each player gets additional 4 bonus training points, so if this facility is fully upgraded, then each player gets 20 bonus training points during each and every training update.
Training hall/maintenance table
Type |
Cost |
Maintenance p/w |
Training hall |
$ 975,000 |
$ 10,000 |
Upgrade 1 |
$ 400,000 |
$ 14,250 |
Upgrade 2 |
$ 400,000 |
$ 18,500 |
Upgrade 3 |
$ 400,000 |
$ 22,750 |
Upgrade 4 |
$ 400,000 |
$ 27,000 |
When the fitness center is built, your players get additional 10% on their fitness training points (this works only when training fitness of course). The first upgrade raises this percentage to 15% and the second to 20%. The upgrades also improve the rehabilitation times for your injured players. The first upgrade gives your player 25% more chance every day to skip 2 days towards the full recovery, instead of just 1. The second upgrade raises that chance to 40%.
Fitness centre/maintenance table
Type |
Cost |
Maintenance p/w |
Fitness centre |
$ 200,000 |
$ 1,200 |
Upgrade 1 |
$ 75,000 |
$ 2,000 |
Upgrade 2 |
$ 75,000 |
$ 2,800 |
Youth academy increases the number of youth players available to you each week from 2 to 3. The players also have a chance to have higher starting skills than without this facility, though the skill distribution is still random. Academy also reveals 1 physical skill of the available players to you.
Youth academy/maintenance table
Type |
Cost |
Maintenance p/w |
Youth academy |
$ 620,000 |
$ 8,000 |
Upgrade 1 |
$ 250,000 |
$ 12,000 |
Upgrade 2 |
$ 250,000 |
$ 16,000 |
Upgrade 3 |
$ 250,000 |
$ 20,000 |
Upgrades will further increase the number of youth players available to you each week to 3 or 4 (depends on upgrade level), and the players can also be given a bit higher starting attributes (although this remains random at all times - just the possible maximum value increases with upgrades). Each upgrade also reveals 1 additional hidden physical attribute of the youth player to you.
You must pay $2 per week for each normal seat, $4 per week for each executive box and 7$ per week for each VIP box.
No. A stand that is under construction is designated as a construction zone, and no spectators are allowed to go there.
Stadium upgrades and Youth academy take 15 days to build, the club shop is constructed in 7 days, training hall in 14 days and the fitness centre in 10 days.
You go to Club->Matches and click on the “o” graphic on the right side (this graphic changes to green when you created the tactics for the match – NOTE: it does not show if your created formations are legal or illegal, so better check again just before the match).
Yes, in American Football a team plays with different attacking and defensive teams and formations, so you need to make them both.
It means that your quarterback will choose about(but not exactly) equal amount of passing plays and running plays.
In a passing play the quarterback focuses on passing the ball to a wide receiver or to a tight end.
In a running play the quarterback will hand the ball to the one of his running backs, who will then try and rush the ball, gaining as many yards as he possibly can.
Offensive linemen are players that generaly protect your quarterback so he doesn't get sacked or become a victim of a "blitz", and so he can concentrate and lead the next play (be it passing or rushing). They are further divided into center (he also snaps the ball to the quarterback), guard and tackle.
Tight end is the player that is positioned on either side of the offensive lineman. They can play a dual role either by protecting the quarterback (like the offensive linemen) or by running forward and trying to catch and run the ball (similar to a wide receiver).
A wide receiver is the player that runs forward and tries to make himself available so that the quarterback can pass the ball towards him. He is essentially a fast, agile player specialized in catching long passes in order to gain a significant yardage or even going for the touchdown.
A quarterback is the player that is positioned behind the center when he snaps. He is basically your playmaker and after receiving the ball from the center he starts plays, either by handing the ball to the running back, passing the ball or sometimes even running the ball himself.
A running back usually receives the ball from the quarterback. He then tries to rush with the ball through the opponents line. Running backs are generally the fastest and most agile players in the team. We divide the running backs into 2 further categories; Fullbacks and Halfbacks.
A defensive lineman are the players that try to stop the opponents quarterback, by sacking him, before he can pass the ball. They are also expected to stop the opponent team's advancing running backs. In general they are large and strong.
A linebacker is a player positioned a bit behind the defensive line. He can perform various duties like rushing the quarterback (like a lineman) and covering both running backs or pass receivers
The corner backs are players positioned to the outer left and outer right side of the line of scrimmage. Their main job is to cover the wide receivers so that they don't get the ball or if they get the ball to stop them.
A safety is a player that is positioned roughly behind the Linebackers. Safeties are the last line of defense and mostly help with stopping deep passes. We further divide the safeties into Strong safeties and Free safeties.
The strong safety tends to be a bit larger and stronger than the free safety. The strong safety tends to play closer to the line and assist in stopping the run.
The free safety tends to be smaller and faster than the strong safety. His job tends to be to stay back a bit, watch the play unfold, and follow the ball.
Placekicker, or simply a kicker, is the player who is responsible for the kicking duties of field goals, extra points, and, in many cases, kickoffs.
A punter is a special team player who receives the snapped ball directly from the line of scrimmage and then punts (kicks) the football to the opposing team so as to limit any field position advantage.
A gunner is a special team player who specializes in running down the sideline very quickly in an attempt to tackle the kick returner or the punt returner.
A kick returner is a player on special team who is primarily responsible to catch kickoffs and attempts to return them as far as he can in the opposite direction.
A special team corner back is trying to prevent the defense from tackling the kick returner.
1st, 2nd and 3rd down settings are pretty self-explanatory. If you set 80% of run % on 1st down, then this will mean that your players will attempt to run the ball on 1st down in about 80% of the plays. Same applies to 2nd and 3rd down settings.
For the 4th down setting - if you leave this setting unchecked (grayed out), then your players will always punt the ball on 4th down - no matter the field position.
If you do enable the 4th down setting, then you can set the distance at which your kicker will attempt a field goal. You can also set a special 4th down instruction that can override the field goal attempt in special occasions.
For example: if you want your players to attempt a field goal on 36 yards or less, but want your players to run the ball if the distance towards the opponents end zone is less than 20 yards on 4th and 2 (or less - so 4th and 1 will trigger the run too), then you need to setup "attempt a field goal" setting to "If distance < 40", "Unless yards left" to "<=20" and "on 4th and" to "2".
If you want to attempt a field goal each and every time on 36 yards or less, then set the "Unless yards left" to "never" in the above example.
If neither condition (field goal nor special instructions) for 4th down applies, then your players will still punt the ball.
No, username cannot be changed.
Maximum dimension for Team badge/logo is 140x140 pixels, and the file size of the uploaded image must not exceed 100 Kilobytes.
The avatar can be maximum 100x100 pixels and the file site cannot exceed 100 Kilobytes.
No, unfortunately once your team gets locked by the computer, the lock is permanent.
If your club was permanently blocked, it was because of a really serious breach of rules and it will not be unblocked.
You need to be either a Local or Global moderator to do that.
No, HTML code is not allowed. The only links allowed are the links to players and teams in Grid-Iron.
American football is a team sport and is also treated as such in the match engine. We tried to make the engine simple enough for the beginner to understand, but in a way that tactical decisions from a team's owner still matter and can influence the outcome of the game. So how are the things "behind the scene" working in GI?
1. At the beginning of the match, the coin toss decides which team will perform the kickoff (and thus defend on first drive).
2. Each play consists of 2 parts - team effort and the action itself. Based on what type of play Quarteback will dictate, the different areas on the football pitch are tested and compared. For example, if Quarteback decides on the passing game, the first calculations decide how well he is protected by his linemen against the opponent's linemen and linebackers. If the engine sees the quarteback protected, the passing play is initiated and the receiver and his covers come into play. If he is not protected though, and if the opponent's player is trying to get to him, the quarteback stats and the "blitzer" stats are used to calculate how this will proceed. The quarteback can either get sacked, forced to make incomplete pass, or he can still throw a usable pass or decides to try and evade the blitzer and to progress with the ball on his own. Similar with the running play, just that different players and set of stats are used (of course).
3. Unlike in some games, there are no fixed "chances", "drives" or anything like that as the game in GI flows just like a game in real life.
4. As this is a fantasy game and as it can happen for amateur team to face a hardened pro team (in regional cup for example), we implemented "relax factor" for the winning team. So, after one team is leading, their players are set to become more relaxed (the bigger the gap, the bigger the effect). We decided to simulate this in order to avoid trashings of 350-0 (for example).
5. Punts and Kickoffs are simulated in a very straight forward way. Punter/Kicker launches the ball, Punt/Kick returner attempts to catch the ball and run with it as far as he can. Gunners try to stop the Punt/Kick returner and the CBs try to stop the Gunners.
So even more simpler description of the game flow would be : Quarterback decides next play (based also on your tactical decisions) -> Area calculations of the relevant pitch regions -> action simulation using players involved -> outcome -> commentary -> next play ...
That is pretty much it. The basic rules of (American) football are followed but in a bit simpler way. Also, the player's positions are used just like in the real game (positions are explained in match tactics/formation FAQ), so in the passing play the receiver will be either one of your wide receivers or a tight end, for example.
Here you go, the basic principles of GI match engine. We don't want to go into real details though, as we think that trying to understand the engine and which stats are important for each position should be part of the challenge for the manager/owner of the team.
This section is still under construction and we might still add more info if we see that it is needed.
Weather does not affect attendance only, it also affects the match itself. The worse the weather, the more mistakes in the game by either wide receivers and tight ends (receiving passes), or the players involved in the rush action (offensive and defensive). This is made so it simulates the wet pitch and hard conditions in bad weather.
Ticket price for official matches
* VIP tickets cost $ 110 each
* Executive box cost $ 60 each
* General ticket cost $ 20 each
Tickets for friendly matches cost 50% less (so $ 55, $30 and $ 10)
Attendance
Attendance is calculated by using the basic attendance (60.000) and manipulating that number by different factors that effect the willingness of spectators to come and see the game:
- League level
The basic attendance is lowered by 6.000 for each level below the first; 54.000 for second level, 48.000 for third, 42.000 for fourth, and so on until the basic attendance is 6.000. The basic attendance stays 6.000 after the tenth level.
- Team Form
Team form plays a big factor in the minds of the spectators. They are much more willing to come and root for their team if the team has a good league run and less willing to come when the team hits a bad streak.
- Team Postion
For every position above the last a team gets 1% more attendance. (For Example: a Team that is fifth will get 5% more attendance - calculated with the basic attendance, not the attendance modified by the team form or weather)
- Weather
Weather can make a big difference when it comes to attendance. If it's sunny then the crowds are more willing to go and see the match. If the weather is bad then the people tend to stay at home rather than go to the game.
The kickoff time for the home team region(league) is taken into account when arranging a friendly match.
2nd-10 means second down with 10 yards to go. XXX72 means the first 3 letters of the team in possession and where they are on the field - in this case on 72 yards from their end zone or 28 yards from the opponents end zone.
Top division |
Position |
Prize Money |
1st |
$ 500,000 |
2nd |
$ 475,000 |
3rd |
$ 450,000 |
4th |
$ 425,000 |
5th |
$ 400,000 |
6th |
$ 375,000 |
7th |
$ 350,000 |
8th |
$ 325,000 |
9th |
$ 300,000 |
10th |
$ 275,000 |
|
2nd level |
Position |
Prize Money |
1st |
$ 450,000 |
2nd |
$ 428,000 |
3rd |
$ 405,000 |
4th |
$ 383,000 |
5th |
$ 360,000 |
6th |
$ 338,000 |
7th |
$ 315,000 |
8th |
$ 293,000 |
9th |
$ 270,000 |
10th |
$ 248,000 |
|
3rd level |
Position |
Prize Money |
1st |
$ 405,000 |
2nd |
$ 385,000 |
3rd |
$ 365,000 |
4th |
$ 345,000 |
5th |
$ 324,000 |
6th |
$ 304,000 |
7th |
$ 284,000 |
8th |
$ 264,000 |
9th |
$ 243,000 |
10th |
$ 223,000 |
|
4th level |
Position |
Prize Money |
1st |
$ 365,000 |
2nd |
$ 347,000 |
3rd |
$ 329,000 |
4th |
$ 296,000 |
5th |
$ 266,000 |
6th |
$ 240,000 |
7th |
$ 216,000 |
8th |
$ 194,000 |
9th |
$ 175,000 |
10th |
$ 157,000 |
|
5th level |
Position |
Prize Money |
1st |
$ 329,000 |
2nd |
$ 312,000 |
3rd |
$ 296,000 |
4th |
$ 266,000 |
5th |
$ 240,000 |
6th |
$ 216,000 |
7th |
$ 194,000 |
8th |
$ 175,000 |
9th |
$ 157,000 |
10th |
$ 142,000 |
|
6th level |
Position |
Prize Money |
1st |
$ 296,000 |
2nd |
$ 281,000 |
3rd |
$ 266,000 |
4th |
$ 240,000 |
5th |
$ 216,000 |
6th |
$ 194,000 |
7th |
$ 175,000 |
8th |
$ 157,000 |
9th |
$ 142,000 |
10th |
$ 128,000 |
|
7th level |
Position |
Prize Money |
1st |
$ 266,000 |
2nd |
$ 253,000 |
3rd |
$ 240,000 |
4th |
$ 216,000 |
5th |
$ 194,000 |
6th |
$ 175,000 |
7th |
$ 157,000 |
8th |
$ 142,000 |
9th |
$ 128,000 |
10th |
$ 115,000 |
|
8th level |
Position |
Prize Money |
1st |
$ 240,000 |
2nd |
$ 228,000 |
3rd |
$ 216,000 |
4th |
$ 194,000 |
5th |
$ 175,000 |
6th |
$ 157,000 |
7th |
$ 142,000 |
8th |
$ 128,000 |
9th |
$ 115,000 |
10th |
$ 103,000 |
|
Regional cup |
Position / Round reached |
Prize Money |
1st |
$ 600,000 |
2nd |
$ 350,000 |
Last 4 |
$ 300,000 |
Last 8 |
$ 250,000 |
Last 16 |
$ 220,000 |
Last 32 |
$ 190,000 |
Last 64 |
$ 160,000 |
Last 128 |
$ 130,000 |
Last 256 |
$ 100,000 |
Last 512 |
$ 70,000 |
Last 1024 |
$ 40,000 |
|
AFLC - Iron bowl |
Position / Round reached |
Prize Money |
Winner |
$ 1,000,000 |
Runner up |
$ 500,000 |
|