Terms & Conditions

MTN Fantasy Rugby Terms and Conditions : Please note that as of 06 April 2020 these Terms and Conditions have been amended and the provisions of clause 2 and 11 have been amended.


A. The following Terms and Conditions contain assumptions of risk and/or liability by Customers and limit and exclude liabilities, obligations and legal responsibilities which Mobile Telephone Networks Proprietary Limited (referred to as the “Promoter/s") will have towards Customers and other persons. These Terms and Conditions also limit and exclude Customers rights and remedies against the Promoter/s and place various risks, liabilities, obligations and legal responsibilities on Customers. These Terms and Conditions may result in Customers being responsible for paying additional costs and amounts and the Promoter/s may also have claims and other rights against Customers.

B. To the extent that the Terms and Conditions or any goods or services provided under the Terms and Conditions are governed by the Consumer Protection Act, 2008 (the "Consumer Protection Act"), no provision of the Terms and Conditions are intended to contravene the applicable provisions of the Consumer Protection Act, and therefore all provisions of the Terms and Conditions must be treated as being qualified, to the extent necessary, to ensure that the applicable provisions of the Consumer Protection Act are complied with.

C. Please read these Terms and Conditions carefully. Participation in this offer will constitute Customers agreement to comply with these Terms and Conditions. If Customers do not agree with these Terms and Conditions, please do not participate in this offer.


1 Introduction

1.1 MTN Fantasy Rugby is a game in which contestants pick a virtual rugby team of real players from professional teams. Points are earned based on the actual performance of the players in real-world matches. Each virtual team’s points are tracked on a leader board. The fantasy teams with the most points on the final leader board wins prizes.

1.2 MTN customers must subscribe to the Fantasy League ("the Service") during the Promotion Period to stand a chance to win daily prizes ("the Promotion").

2 Duration

2.1 The Promotion is available from 01 September 2019 and will continue until such a time that it is suspended or discontinued by MTN ("Promotion Period").

2.2 Notwithstanding the agreement Period, MTN may, in its sole and absolute discretion, amend the duration of the agreement Period to a shorter or longer period, or withdraw the agreement in its entirety, with notice to Customers. Visit www.mtn.co.za regularly for notices, updates and/or changes to services.

3 Who is Eligible?

3.1 To enter the Competition, the customers must meet the following criteria;

3.1.1 be a natural person over the age of 18 (eighteen);

3.1.2 be an MTN PayAsYouGo customer;

3.1.3 be an MTN TopUp customer;

3.1.4 be an MTN Classic customer;

3.1.5 be an MTN MadeForMe, MTN Sky and My MTN Choice customer.

("Qualifying Participant").

3.2 Customers are excluded from participating in the Competition if:

3.2.1 Customers are a director, member, partner, employee, agent or consultant to the Promoter/s or any marketing service provider in respect of the promotional competition or any other person who directly or indirectly controls or is controlled by the Promoter/s or the spouse, life partner, parent, child, brother, sister, business partner or associate of such a person; or it is unlawful to supply the prize to Customers in terms of any legislation or public regulation and the Promoters reserve the right to require proof that it will not be unlawful to supply a prize.

4 Subscribing

4.1 You may subscribe to the Service www.mtnfantasyleague.com or dial *130*123#

4.2 Subscribe to Fantasy Rugby from a weekly subscription fee of R10.00 per week.

5 Unsubscribing

5.1 In order to Unsubscribe from the Service, Dial *123# and follow the prompts.

5.2 You will receive an SMS confirming that you have been unsubscribed from the Service.

6 How does the Competition work?

6.1 Daily competitions will be run every day that real-world matches are played in the following professional rugby tournaments:

  • Rugby Union World Cup; and
  • Rugby Internationals;

6.2 Points are earned on the actual performances of the players in real-world matches. For a complete breakdown of the scoring visit: https://mtnfantasyleague.com/home/points.

6.3 All statistics are supplied by STATS in accordance with its guidelines. Statistics are received in real time. Statistics provided by STATS are not amended in any way. However, STATS may change statistics which result in changes to scoring, so long as any statistic amendments are made before competitions are made official.

6.4 If a picked player does not play he earns zero points

6.5 If a match is postponed or stopped, it will be considered cancelled and your picked players will not score any points. The match day will otherwise continue as normal.

6.6 Cancelled matches result in picked players not scoring any point

6.7 A subscriber may enter one fantasy team per competition.

6.8 Multi-match day competitions include the fantasy team’s points that competed in qualifying daily competitions only.

6.9 Teams must be entered anytime up to 1 minute before kick-of and an entered team cannot be cancelled once a team is entered, picked players cannot be substituted.

7 Team Formation

7.1 Each fantasy rugby team will consist of one player picked in each of the following bands:

  • Front row: Props and hooker;
  • Second row: Locks;
  • Loose forwards: Flanks and eighth man;
  • Half backs: Scrumhalf and flyhalf;
  • Centres: Inside and outside centres; and
  • Back three: Wings and fullback.

8 Point Scoring

8.1 Rugby players earn points based on their performance in the real-world matches as follows:

Successful Penalty
Drop Goal
Successful Conversion
Try Assist
Turnover Won
Successful Tackle (per 3)
Opposition Lineout Won
Own Lineout Won
Line Break
Tackle Break
Handling Error
Missed Tackle
Turnover Conceded
Penalty Conceded
Missed Conversion
Missed Drop Goal
Missed Penalty
Yellow Card
Red Card

8.2 Each fantasy team’s points and individual player’s points are calculated and displayed in real-time.

8.3 Point Scoring Definitions.


This is the primary method of scoring. A try is worth five points. It is scored when a player places the ball on the ground with downward pressure in the in-goal area between (and including) the goal-line and up to but not including dead ball line of the opposition's half. (As the goal posts and post protectors are also part of the goal-line, touching the ball down against the base of these is also a try.)

Successful Penalty Kick

If a side commits a penalty infringement the opposition can take the option of a place kick at goal from where the infringement occurred (or, if the offence occurred when a player was in the process of kicking the ball, the non-offending team can opt to take the kick from where the ball landed which may be more advantageous). This is called a penalty kick. If successful, it is worth three points.

Successful Conversion

If a team scores a try, they have an opportunity to "convert" it for two further points by kicking the ball between the posts and above the crossbar - that is, through the goal. The kick is taken at any point on the field of play in line with the point that the ball was grounded for the try, parallel to the touch-lines. So, it is advantageous to score a try nearer to the posts as it is easier to convert it.

Drop Goal

A drop kick is when a player kicks the ball from hand and the ball touches the ground between being dropped and kicked. If a drop kick goes through a goal, then it results in a drop goal.

Try Assist

An action by an attacking player that has led to or created a try scoring chance for his team mate.

Turnover Won

When a team concedes possession of the ball, particularly at the breakdown, they are said to have turned the ball over to the other team. This can happen due to defending players stealing the ball from an isolated attacker, counter rucking, a knock on, an intercepted pass or the ball not emerging from a maul (wherein the referee awards the scrum feed to the opposing team).

Successful Tackle (Per 3)

A tackle takes place when one or more opposition players [tackler(s)] grasp onto the ball carrier and succeed in bringing/pulling him/her to ground and holding them there. Once briefly held, the tackler(s) must release the tackled player who must then him/herself immediately release or attempt to pass the ball so that play can continue.

Opposition Lineout Won

If the throw is not straight, then the throw is given to the opposition or a scrum awarded. Jumpers can be lifted by their teammates below the waist, but the opposition's jumpers must not be obstructed, barged or pulled down. The opposition jumpers from the opposing team can contest the line out by jumping and stealing the ball from the lineout.

Own Lineout Won

A minimum of two players line up parallel with each other two meters apart between the five-meter and 15-metre lines. The hooker of the team in possession throws the ball in while his opposite number [may] stand in between the touchline and the five-meter line. All players not involved in the lineout, except the scrum-half, must retire 10 meters. The ball must be thrown in straight down the middle of the lineout and the hooker must not cross into the field of play while throwing in.

Line Break

Action by which the player with the ball gets through the opponent's defensive line without being tackled. If there is insufficient cover, or the player has support, line breaks can often lead to tries.

Tackle Break

Tackle break, or tackle bust, is when a player breaks through an attempted tackle.


An offload is when a player holding the ball is tackled but passes the ball to a team mate before the tackle is completed. (A tackle is not considered complete until one of the following occurs: the arm carrying the ball touches the ground while the player is still held by the tackler; the player's forward momentum stops - in other words, he stops moving forward while still being held by the tackler; or the referee calls "held") If a player passes the ball legally during a tackle - in other words, if he offloads the ball - it does not count as a tackle in his team's current set of six, and play continues normally.

Handling Error (knock On)

A knock-on occurs when a player loses possession of the ball and it goes forward, or when a player hits the ball forward with the hand or arm, or when the ball hits the hand or arm and goes forward, and the ball touches the ground or another player before the original player can catch it.

Missed Tackle

A missed tackle takes place when one or more opposition players [tackler(s)] grasp onto the ball carrier and fails in bringing/pulling him/her to ground and holding them there.

Turnover Conceded

When a team concedes possession of the ball, particularly at the breakdown, they are said to have turned the ball over to the opposing team.

Penalty Conceded

Infringements of the Laws which have a material and significant impact on the opposition are punished with the award of a penalty kick.

Missed Conversion

If the kicker fails to kick the ball between the posts and above the crossbar - that is, through the goal as a result of a try being awarded.

Missed Penalty

If the kicker fails to kick the ball between the posts and above the crossbar - that is, through the goal as a result of a penalty kick.

Missed Drop Goal

If the kicker fails to kick the ball between the posts and above the crossbar - that is, through the goal as a result of an attempted drop goal.

Yellow Card

In International matches, a yellow card is shown to a player who has been cautioned to indicate "temporary suspension" for repeated or deliberate infringements of the rules. The offending player is sent to the “sin bin” for at least 10 minutes while his team must play a man short. A player who is suspended cannot return to the pitch until the first break in play after his/her 10-minute suspension is completed. In domestic matches, yellow cards are commonly used in the same manner as in International matches, but this is not required by regulation, so a referee may order the temporary suspension of a player without showing a yellow card.

Red Card

In International matches, red cards are shown by the referee to players who have been ordered off the pitch, which results in the player being removed from the game without being replaced. This usually occurs when a player is guilty of serious foul play, or violent conduct or for committing two offences resulting in cautions (yellow cards). Red cards are also commonly used in non-international matches in precisely the same manner as in International matches but there is no regulation requiring their use. (i.e. in a domestic match, a referee may dismiss a player without displaying a red card.)

9 Price point

9.1 A fantasy team is eligible to compete in a daily competition only if their subscription was successfully billed in the week of the competition.

9.2 The price points are as follows:

9.2.1 R10 per week;

9.2.2 First day free; and

9.2.3 Auto-renewal weekly.

9.3 Micro billing price points:

9.3.1 R10;

9.3.2 R7.50;

9.3.3 R3.50; and

9.3.4 R1.

10 Prizes

10.1 Daily Draw:

Each daily competition will offer a total prize pool of 10GB data, as per the breakdown below:

Leader board Position
1st place
5GB data
2nd place
2GB data
3rd place
1GB data
4th place
500MB data
5th place
500MB data
6th place
350MB data
7th place
200MB data
8th place
200MB data
9th place
120MB data
10th place
120MB data

In the event of ties, the tied teams split the total value of the prizes awarded for all the tied places. E.g. If two teams are tied for 1st place each team wins 3.5GB data.

10.2 Subscribers are eligible to win grand prizes if:

  • Their subscription fees have been paid in full for each week of the competition duration
  • They are still an active subscriber at the end of the competition

11 Flashback

11.1 Flashback Fantasy competitions are same as Live Fantasy competitions but consist of real matches that were played in the past (Flashbacks).

11.2 How to Pay

11.2.1 Flashback competitions are run on a regular basis at the discretion of the operator.

11.2.2 Flashback competitions are clearly indicated as Flashback Competitions on the user interface.

11.2.3 Subscribers pick players from the real teams that played in each competition’s flashback matches.

11.2.4 The teams included in each competition are displayed while the competition is upcoming.

11.2.5 The players available for selection are displayed while the competition is upcoming.

11.2.6 The actual flashback matches (team vs team) and match dates are revealed once the competition kicks-off.

11.2.7 Every player’s past performance is reproduced by processing the data from each flashback match.

11.2.8 Fantasy points are earned as usual: https://mtnfantasyleague.com/home/points.

11.2.9 Prizes are won based on the final leader board as usual.

11.3 Competitions

11.3.1 Competition consist of a combination of fixtures from different days, weeks and seasons.

11.3.2 All flashback matches kick-off at the competition start time.

11.3.3 All flashback matches run simultaneously.

11.3.4 All flashback matches run for the duration of the original match (90 mins plus stoppage time).

11.3.5 The competition leader board is update in real-time (relative to the competition kick-off).

12 General

12.1 The Promoters may ask for personal information and request documentation for the delivery of the prize. If a winner is unable to provide such information or documentation within 1(one) of this information being requested, the Promoters will select a new winner.

12.2 Should the Promoters not receive the required documentation timeously, the winner will forfeit the prize and said winner will have no right to claim against MTN for any reason whatsoever.

12.3 Winners will be re-contacted in 48hours. Should the winner not be contactable, the prize will be forfeited, anew draw will be done.

12.4 MTN will verify that the Customer is the holder of the mobile number with the assistance of law enforcement agencies. Customers complete all the necessary documents required by the Promoters within the stipulated time period. If a Customer is selected as a winner and Customer is not the legal owner of the mobile number, Customers will need permission in writing, to MTN’s satisfaction, from the legal owner of such mobile number to claim the prize. If not, the prize shall be forfeited. The decision to grant the prize in such an instance will be at the sole discretion of MTN (Pty) Ltd. If a winner uses abusive language to the Promoter’s agent or staff member, the Promoter’s agent or staff member reserves the right to terminate the telephone call, and in this case the prize shall be forfeited.

12.5 The Promoters are not responsible for the Competition being interrupted and/or failing for any reason or for any interruption in the network service or for handset compatibility.

12.6 To the extent that any taxes, duties, levies or other charges may be levied on a prize by a Regulator or the government, the winner/s acknowledge and accept that they will be liable for these costs and the Promoters will not increase the value of the prize/s to compensate for these expenses.

12.7 The Promoters, their respective directors, affiliates, members, partners, employees, agents, consultants, suppliers, contractors, subsidiaries and sponsors assume no liability whatsoever for any direct or indirect loss or damage, including but not limited to physical harm or death, howsoever arising from or as a result of a person's participation (or lack or participation) in the Competition, the prizes and/or the terms and conditions of this Competition.

12.8 Entry into the Competition means that Customers agree and understand that Customers will only stand a chance to win a prize, and that there is no guarantee that Customers will be receiving any prize.

12.9 The Promoters reserve the right from time to time to vary, change, or terminate the Competition as may be deemed necessary in its discretion, on notice to Customers. See www.mtn.co.za for rules and updated Terms and Conditions from time to time. Any changes to rules and/or Terms and Conditions are effective from the date that it is published on the website or elsewhere on any media platform. In the event that Customers do consent to these Terms and conditions they will not be eligible to win any prizes.

12.10 In the event of a dispute, the decision of the competition judges is final, and binding and no further correspondence will be entered into.

12.11 The prize/s is/are not transferrable and may not be deferred, changed or exchanged for cash or any other item.

12.12 The winner/s name, image and/or town/city may be published by the Promoters on their respective websites or on another media platform. The winner will not be paid for such use. The winner may at all times refuse to grant consent for the use of their name, likeness and/or image for this purpose.