Game modes
← My pools
How to play
Four ways to play: two that run a season, and two that run a night. Everything below is the standard game — a host can tune most of it when they create a pool, and each pool's own screen states the rules it is actually running on.
Pick'Em
Pick a winner in every match. Points for each one you get right. Most points wins.
- Every game week, pick a winner in each game on the slate. If the sport allows draws you can call the draw instead. Pool rule · Offer "draw" as a pick: Yes
- A round opens 7 days before its first kickoff. Until then you can read the games but not pick them. Pool rule · Picks open (days before): 7 days
- Your picks lock together when the round's first match kicks off. Change them as often as you like until then. Pool rule · Pick lock: Round start
- One game each week carries a tie-breaker: predict its combined final score. It counts as one of your picks, and it is only used if two of you finish the week on the same points — then the closest answer takes it. Pool rule · What to predict: Combined final score
- Results score automatically as matches finish — there is nothing to submit.
- Top score takes the game week. Every week is its own contest, settled after its last game. Pool rule · What the pool plays for: Weekly + season
- The leaderboard adds every week up. Most points at the end of the season takes the pool. Pool rule · What the pool plays for: Weekly + season
Winners
- Every game week
- Top score takes the week, and if two players finish on the same score the tie-breaker decides it.
- End of the season
- Most points takes the pool, and if two players finish on the same points it goes to whoever answered the tie-breakers most accurately across the year.
- Weeks won
- Counted on the standings, shared weeks included, so a run of weeks reads as a season.
Scoring
- Correct pick
- 1 point
- Wrong pick
- 0 points
- Match ends in a draw
- Called the draw: 1 point. Backed one of the teams: 0 points.
- A pick you never made
- Nothing, either way. Nobody picks for you and there is no extra penalty — you simply score no points for that game.
Tie-breaker
- The question
- Predict the combined final score of one game in the week. Everybody in the pool answers the same one. Your host can move it to a different game while the week is still upcoming.
- When it closes
- When the week's picks lock, or when that game kicks off — whichever comes first.
- How it is judged
- On how far out you were: the gap between your answer and the real number. Over or under makes no difference — say 45 when it lands on 48 and you are 3 out.
- Two players tied on the week
- Whoever is closest takes the week outright. Equally far out and they share it. Leave the answer blank and you finish behind everyone who gave one, however wild their guess.
- Two players tied on the season
- Add up how far out each of them was every week — the smaller total takes the title. A week you left blank counts as one worse than the worst answer anybody gave that week, so a wild guess always beats no answer at all.
- When it decides nothing
- It needs its game to have finished. If that match is postponed, or nobody in the tie answered, the result is shared exactly as it would have been without a tie-breaker.
Timing
- Picks open
- 7 days before the round's first kickoff.
- Picks lock
- At the round's first kickoff — the whole week at once.
- Everyone else's picks
- Hidden until the game week is under way and the picks can no longer be changed.
Survivor
One pick a round. Get it wrong and you are out. Last player standing takes the pool.
- Every round, back one team to win. That single pick is your whole round — there is no draw to choose, because Survivor is about backing a winner.
- A team can only be used once for the whole pool. Ride your best side early and it is gone for the rest of the season. Pool rule · Allow team reuse: No
- A round opens 7 days before its first kickoff. Until then you can read the games but not pick them. Pool rule · Picks open (days before): 7 days
- Your pick locks when the round's first match kicks off. Change it as often as you like until then. Pool rule · Pick lock: Round start
- Your team wins, you go through. A draw is a push — nobody is eliminated. Your team loses, you are out. Pool rule · Treat a draw as a survival: No
- The pool ends when one player is left standing.
Surviving the round
- Your team wins
- You are through to the next round.
- Your team draws
- A push — you survive, but it counts as neither a win nor a loss.
- Your team loses
- You are eliminated. There is no way back.
- Team reuse
- Off — every team you pick is spent for the rest of the pool. Spent teams show struck through on the board.
Timing
- Picks open
- 7 days before the round's first kickoff.
- Picks lock
- At the round's first kickoff — the whole week at once.
- Everyone else's picks
- Hidden until the game week is under way and the picks can no longer be changed.
Lightning Round
A night that starts the moment the host opens it. Call one wrong and it lands on your tab.
- The host opens a session — one night, with its own room code. Everyone else joins by reading the six characters off the screen. No account, no email.
- Tonight's card is whatever the room is calling: games off the schedule, and props the host writes on the spot. Pool rule · Let the owner write props: Yes
- Call every line on the card. Everyone's calls are visible as they come in — this is a game played out loud.
- Games settle themselves as the matches finish. The host calls their own props. Pool rule · Auto-score missed picks: Yes
- Call one wrong and 1 point lands on your tab. Call it right and you may hand 1 point to somebody else. Pool rule · Owed per miss: 1 point
- The tab settles when the host closes the night.
The tab
- Wrong call
- 1 point on your tab.
- Right call
- Nothing owed, and you may assign 1 point to another player.
- Not calling at all
- Nothing. A no-show is not a miss — if the room disagrees, that is what a manual entry is for.
- What one is called
- A point. The board only ever counts them — what one actually is, is between the room and itself.
- Manual entries
- On — anyone may add a line to the tab by hand for whatever the system cannot see.
Props
- Who writes them
- The host, during the session. A prop is any line worth calling that no game covers.
- How many
- Up to 20 a session. A room-code night costs nothing to join, so the cap is the only thing bounding a card.
- Editing one
- Only while it is still a draft. Opening a prop freezes its wording, so nobody's call can move under them.
- Getting one wrong
- The host may re-call a prop. The earlier stakes are reversed rather than erased, so the tab shows the correction happened.
Points
- Correct pick
- 1 point
- Wrong pick
- 0 points
- Standings
- Games on the card score points as well as stakes. A pool with no games — one played on Social — has a tab and no leaderboard.
Bluff
Everyone writes a claim about themselves. The room calls which are true. Fool them and they owe you.
- The host opens a session — one night, with its own room code. Everyone else joins by reading the six characters off the screen. No account, no email.
- Write one claim about yourself, and mark it fact or fiction as you write it. Only you can see which. Pool rule · Claims each per round: 1
- Everyone else calls your claim — Fact or Fiction. You never call your own, and the host does not get to see the answers either.
- Reveal it when the room has called. Anyone who got it wrong owes you 1 point — the claimant is paid, not the house. Pool rule · Owed per wrong call: 1 point
- Being believed is the whole game. A good lie earns as much as a good call.
- The host closes the round when the room has called everything. Whatever is still hidden is revealed, the round's winner is whoever took the most off it, and everyone gets a fresh claim for the next one.
The tab
- Called it wrong
- 1 point to the claimant.
- Called it right
- Nothing owed. You stay clean.
- Fooling the room
- Every player who called your claim wrong owes you 1 point.
- Your own claim
- You never call it and are never charged for it.
- Not calling at all
- Nothing moves. A claim nobody called costs nobody anything.
- What one is called
- A point. The board only ever counts them — what one actually is, is between the room and itself.
- Manual entries
- On — anyone may add a line to the tab by hand for whatever the system cannot see.
Rounds
- What ends one
- The host closes it. Anything still hidden is revealed on the way out, so no claim is left on the card for a player who has gone home.
- Who won it
- Whoever the round moved the most to. Being believed is what moves it, so the winner is the best liar, not the best caller.
- Starting the next
- Automatic. Closing a round opens the next one and everybody's claim comes back.
- How many rounds
- As many as the night has in it. The tab runs across all of them and settles once, when the host closes the session.
Claims
- Each per round
- One. The classic round is one each.
- Called with
- Fact or Fiction. Fact is the truthful one.
- Who knows the answer
- Only the author, until it is revealed. Not the host, not the board, not the API.
- Changing your call
- Freely, right up until the claim is revealed.
- A claim you regret
- Withdraw it yourself while nobody has called it. Once somebody has, only the host can take it off the card.
- Revealing
- The author reveals their own. The host can do it for whoever has wandered off. It happens once — there is no outcome to argue with, so there is nothing to re-call.
Which one should we run?
Pick'Em, if…
- You want everyone playing every week, all season.
- Nobody should be knocked out in October.
- You like a leaderboard that moves every Sunday.
Survivor, if…
- You want one decision a week, and real tension on it.
- A pool that thins out to a winner sounds like the fun part.
- You have a big group — Survivor scales further than a leaderboard does.
Lightning Round, if…
- You want to start tonight, not next season.
- Half of what you're calling isn't on the schedule anyway.
- Everyone's in the same room and nobody wants to make an account.
Bluff, if…
- Nobody in the room follows the sport, and that's fine.
- You'd rather the players wrote the game than the schedule did.
- You know at least one person who is a terrible liar.