This is the part that decides whether the game is any good, so it is worth five minutes. Most prediction games pay you the same for calling a 1–1 draw as for calling a 4–3, which means the safest pick is always the best pick and the whole thing collapses into everyone typing 1–1. Ours does the opposite, deliberately, and here is exactly how.
The harder a score is to guess, the more it pays. Everyone calling a 1–1 draw earns a little; the one person who called the 4–3 earns a fortune.
What a pick pays
- Exact score, an obvious one (1–1)
- ~18
- Exact score, a wild one (4–3)
- up to 450
- Right winner + right margin
- usually less
- Right winner only
- least
- Wrong winner
- −5
- Result tab: right winner
- ~4–30
- Result tab: wrong winner
- −4
Worth knowing
- Most matches are priced: the value is printed right under your pick before you commit, and it never changes after that — the number you saw is the number you get.
- A few matches carry no price. Those are scored on an older, smaller scale — an exact is worth 5, plus up to 5 more if barely anyone else called it.
- A wrong winner costs you 5 points, so picking every single match is not free. Pick the ones you actually have a read on.
- Backing an underdog correctly pays more than backing the favourite. That's the point.
- The Result tab is a different question: just Home, Draw or Away. It pays far less than a scoreline, and a miss costs 4 instead of 5.
- That cheaper miss is the whole trade. You're giving up the big exact-score payout in exchange for being wrong less expensively — so Result is the safer call, not the smarter one. Called well, scorelines still pay more.
- One pick per match: saving on the Result tab replaces any scoreline you'd saved, and the other way round.
- Payouts stop at 450 — or 900 with the armband on.
- On a huge-margin call like 5–0 the exact and the right-margin tiers can both hit that ceiling and pay much the same. On a high-scoring squeaker like 4–3 they don't: the margin there is only +1, and it's worth a small fraction of the exact.
- Spamming crazy scorelines like 4–4 everywhere is the worst strategy, not the best — the pricing is built to punish exactly that.
- CAPTAIN: once a week you can captain one pick and it counts double. It doubles the loss too — a captained miss costs 10.
- We grade on the 90-minute score only — first half plus second half. If a match goes to extra time or penalties, that part is ignored.
