Short version: Every trade falls into one of four tiers — Upgrade, Sideways, Emergency, or Pass. The winning coaches make mostly Upgrades, almost never make Sideways, and treat their trade count as precious. Never trade on one bad score. Always bank trades for the bye rounds. The hierarchy is the entire playbook.

Why trades are the scarcest resource in SuperCoach

You get 25 trades for the whole season. That's roughly one per round in the regular season. Every trade you waste is a trade you don't have for the Origin period, byes, or the run home. Good coaches get through the season with 3–5 trades in reserve. Bad coaches run out by round 20 and can't respond to injuries.

Trades aren't a tool — they're currency. That's why the trade hierarchy matters: it forces you to justify every spend.

The 4-tier trade hierarchy

TierWhen to useCost
1. UpgradeCow peaked + premium available1 trade, high value
2. EmergencyPlayer out 4+ weeks1 trade, forced
3. SidewaysOnly when position swap solves a real structural issue1 trade, low value
4. PassAnything that doesn't meet the above0 trades

Tier 1 — Upgrade

The only trade that builds your team. An upgrade converts a cash cow (or an underperforming mid-pricer) into a premium. You're not just moving a player in, you're improving the points ceiling of your entire round. Every coach should aim to spend 15+ of their 25 season trades on upgrades.

Tier 2 — Emergency

A starting player is ruled out for 4 or more weeks and you can't cover with a loophole. This isn't a chosen trade — it's a forced one. You're accepting the cost because the alternative is fielding 16. Do it fast and cleanly.

Tier 3 — Sideways

Swap one player for another at roughly the same price — usually to fix position, form, or fixture. Sideways trades are almost always a mistake. They burn trade currency without improving the team's ceiling, and the "fix" rarely outperforms just holding. Use sparingly.

Tier 4 — Pass

The default. If a trade isn't an Upgrade or an Emergency, the right move is usually to pass. Save the trade, bank it for the byes, and let the team ride out one noisy round.

The trade trap: The urge to "do something" every round is the single biggest reason coaches run out of trades. Doing nothing is an active, valuable choice. Pass is a tier, not an absence.

The hold for one more week rule

When a trade is a coin-flip call, hold for one week. Coin-flip trades are made with incomplete information — one more round of data (an extra game, an updated BE, a team list change) almost always tips the decision cleanly one way. Holding costs you nothing but patience; trading on a coin flip costs you trade currency.

The rule has one exception: a player ruled out for 4+ weeks. There, waiting a week is waiting for a confirmed loss. Trade immediately.

Trade timing around byes

The Origin byes are the hardest trade period of the year. You have three rounds where top teams are missing starters, and the penalty for not having bench cover is brutal. Start planning bye coverage 4 rounds out:

  1. 4 rounds out: audit who you need covered. Map out how many non-bye players you'll have in each round.
  2. 3 rounds out: stop making speculative sideways trades. Bank every trade possible.
  3. 2 rounds out: upgrade into non-bye premiums if cash allows.
  4. Bye weeks: use emergency loopholes and autoemergencies first; trade only if you literally can't field 17.

Emergency trades — the only true forced trade

You're entitled to trade in emergencies, but define "emergency" strictly:

Everything shorter than 4 weeks out — cover it with an emergency loophole instead. A 3-week absence feels urgent, but the math almost always says hold. By the time your trade would pay off, the player is back.

How the hierarchy connects to the rest of the framework

The trade hierarchy is the "what to do" layer. It runs on top of three other pillars:

If you're running the full framework together, trades stop feeling like guesses and start feeling like a sequence of planned moves. That's what separates the top 5% rankers from everyone else.

Frequently asked questions

When should I trade in NRL SuperCoach?

Trade when a cash cow has peaked, when a premium is underperforming their three-round average by more than 20 points, when a player is out for 3+ weeks, or when an upgrade moves you into a clear points gain. Don't trade for its own sake.

What's the difference between an upgrade and a sideways trade?

An upgrade moves a cheap player into a premium. A sideways trade moves one player into another at roughly the same price, usually to swap form or position. Upgrades are strategic. Sideways trades are reactive.

How many trades should I make per round in SuperCoach?

In the cash-gen phase you'll typically use both weekly trades. Once the team is set post-round 10, you want to bank trades — 0 or 1 trade per week is normal. You need a reserve for injuries, Origin, and the late-season run.

What is the hold for one more week rule?

The rule says if a trade decision is a coin flip, hold for one week and reassess. Coin-flip trades are almost always the trades that hurt you. One week of data — another game, another BE update — almost always tips the call clearly one way.

How should I handle trades around byes?

During bye rounds, prioritise covering the bye first. Don't upgrade into a player who has a bye in the same round you're trying to field 17. Stack non-bye players when possible, and hold cash through the bye period if your 17 is already covered.

What counts as an emergency trade?

A player ruled out for 4+ weeks, an unexpected Origin call-up that kills a fixture, or a senior demoted from the starting spot. Anything shorter than 4 weeks out, try to cover with an emergency loophole instead of a trade.

Should I trade based on one bad score?

No. One bad score is usually noise. Wait for the three-round average to confirm the drop before trading a premium. Reactive trades based on single rounds are the single biggest cause of rank loss.