How scoring works

The closer you land, the more it pays.

Call both scores. Each team's score is graded on its own, on one curve: 25 for an exact number, down to 0 at 12 or more off. The two add up, then the bonuses stack on top.

Every number on this page comes from the live scoring config, the same one the scoring job reads.

01The one-sentence version

Call the final score. The closer you land, the more you earn. Call it exactly and it's worth a lot.

Exact team score

25

Per team

Perfect game

+50

Both scores exact

Score pick max

135

Before multipliers

Props · slate max

40 · 32

Per game · per week

02The score curve

Each team's score is graded on its own, on the same curve. Over or under makes no difference: call 70 when it ends 74 and you are 4 off, same as calling 78.

Per team score

Points by distance

Points off the final score
How far offPer teamBoth teams
Exactly right2550
1 point off2244
2 points off1938
3 points off1632
4 points off1326
5 points off1020
6 points off816
7 points off612
8 points off48
9 points off36
10 points off24
11 points off12
12 or more off00

Two teams. Two scores. Added together.

Both teams are scored on the same curve, one at a time, and the two scores are added. There is no single combined distance. Each team's score earns up to 25, so the curve alone is worth up to 50 (2 × 25).

You call 75–70. It ends 78–71.

Your team called 75, final 78: 3 off
+16
Your rival called 70, final 71: 1 off
+22
Curve total
38

No score pick for a game means 0 from the curve.

03Bonuses

Bonuses stack on top of the curve. Margins are always Your team points minus Your rival points, and the spread is the line frozen 2 hours before tip-off.

Right winner
Predicted winner matches the actual winner (a predicted tie counts for neither side).Example: You pick Your team 75, Your rival 68. It ends Your team 81, Your rival 70: +10.
+10
Beat the spread
Your predicted margin lands on the same side of the spread frozen 2 hours before tip-off as the actual margin (a push scores 0).Example: Your team is getting 4½. You pick Your team 70, Your rival 73 (Your team covers). It ends Your team 78, Your rival 74 (Your team covers): +10, even with the wrong winner.
+10
Margin lock
Your predicted margin is within 5 points of the actual margin.Example: You pick Your team by 9. It ends Your team by 4, 5 apart: +10.
+10
Fight the Bias
You picked Your team to lose, and Your team lost.Example: You pick Your team 68, Your rival 75. It ends Your team 64, Your rival 72: +5.
+5
Perfect game
Both scores exactly right.Example: You pick Your team 78, Your rival 74 and it ends exactly that: +50 on top of 50 from the curve.
+50

04Multipliers

Confidence pick
Once a month, flag a game as your confidence pick. Your score pick on that game counts double. Props and slate picks count as usual.Regular-season games only. One per calendar month, by the tip-off date in league time. Use it or lose it: an unused one doesn't carry over to the next month.
2×
Rivalry game
Games against your rivals count 1.5× for everyone, applied after all bonuses.It applies to props and does not apply to slate picks.
1.5×
Late pick
Pick in the last 60 minutes before tip-off and it scores 85%. You also wear the Chicken tag on the leaderboard. A nudge, not a punishment.The same penalty applies to late props and slate picks (per game).
85%

Multipliers stack. They multiply together, then the total rounds once to 1 decimal place. A late confidence score pick in a rivalry game counts 2 × 1.5 × 0.85 = 2.55×.

05Props

Every Your team game brings 3 over/unders. Take the over or the under on each, and mark one as your Lock for that game. Props are optional: skip them and your score pick still counts.

ResultPickLock
Correct1020
Wrong00
PushOnly on a whole-number line. A ½ line cannot push.00

No negative points. Props top out at 40 a game before multipliers (2 × 10 + the Lock at 20).

How lines are set

PropDefault line
Your team threes madeYour team's season average to date, set on a ½ (7½ until there is enough data).
Your team's leading scorer's pointsYour team's season average to date, set on a ½ (18½ until there is enough data).
Your team rebound marginYour team's season average to date, set on a ½ (2½ until there is enough data).

Season averages are set on a ½, so the stat can never land exactly on the line. No pushes. Lines go up when the game is a week away, from Your team's games so far this season. The commissioner can edit any line until props freeze with the spread, 2 hours before tip-off. Props are scored from the box score.

Voids, lateness and rivalry week

  • If the stat is missing (a player sat, or the box score lacks it), the commissioner voids that prop and everyone scores 0 on it. A voided Lock can be moved to another prop by the commissioner, for everyone.
  • Props lock at tip-off, like the score pick, and the late-pick penalty applies.
  • The rivalry multiplier (1.5×) applies to props too.

06Slate picks

Every week everyone gets the same 3 other games against the spread. Winner only: tap the side you think covers. Mark one as your Lock of the Week. Skip a game and it scores 0.

ResultPickLock
Correct against the spread816
PushThe final margin lands exactly on the spread.48
Wrong00

The slate tops out at 32 a week (2 × 8 + the Lock at 16).

How the games are chosen

  1. 2 games with a team ranked in the AP top 25.
  2. 1 game from your team's conference.

Only games with a spread qualify, and duplicates are skipped. The week's games are chosen Monday morning, and the commissioner can swap any of them until its line freezes, 2 hours before tip-off.

Locks, lateness and voids

  • Each game locks at its own tip-off, so you can still pick the late game after the early one starts. The late-pick penalty applies per game.
  • The rivalry multiplier does not apply to slate picks.
  • A postponed or cancelled game is voided: everyone scores 0 on it, and a Lock placed on it can be moved until that game's original tip-off.

07Season predictions

One preseason call per member: the record, the tournament bid and the tournament exit.

Before the season, everyone makes one call on your team's season: three questions, scored when the answers are known. It sits next to the game-by-game picks all season and pays out at the end.

Regular-season record
Wins, out of the scheduled regular-season games. Losses are the rest.Points by how far off your wins are from the final regular-season record (table below).
Up to 50
NCAA tournament bid
Yes or No.25 if you call it right.
+25
Tournament exit
The round the season ends in, from No bid to Champion.Exact round 50, one round off 20. No bid called and no bid earned counts as exact.
Up to 50

Wins, by how far off

How far offPoints
Exactly right50
1 win off40
2 wins off30
3 wins off20
4 wins off10
5 or more off0

Tournament rounds

From no bid to the title, in order. One round off means the round just before or after the one the season ends in.

  1. No bid
  2. First Four
  3. Round of 64
  4. Round of 32
  5. Sweet 16
  6. Elite Eight
  7. Final Four
  8. Championship game
  9. Champion

Locks and scoring

  • The most a season prediction can earn is 125, before the Fight the Bias bonus.
  • Fight the Bias: call No bid for your team and be right, and it adds 5.
  • It locks at tip-off of your team's first regular-season game. Until then you can change it; after, nobody can.
  • The record is scored automatically when the regular season ends (conference tournament games do not count). The commissioner confirms the bid and the exit round after the tournament, and those score when saved.
  • The points count toward your season total once, when they are scored.
  • After the lock, the Board's season tracker shows every call next to the current record: the most optimistic is tagged Biggest Homer, the most pessimistic Fight the Bias.

08The three locks

LockApplies to
Confidence pickOnce a monthYour score pick on that game counts double. Props and slate picks count as usual.
Prop LockEvery game1 of the 3 props on each game: 20 if right instead of 10.
Slate LockWeekly1 of your 3 slate games: 16 if right instead of 8, 8 on a push.

09Worked example

One game for one member: the score pick and its 3 props, plus the week's 3 slate games. Every line item.

Your call

TEAM75–70RIVAL

Final

TEAM78–71RIVAL

The game

  • Your team −4½
  • Your team at home
  • Rivalry game

Your team 78, Your rival 71. You called Your team 75, Your rival 70.

Worked example

Score pick

Your team scorePicked 75, final 78: 3 points off.
+16
Your rival scorePicked 70, final 71: 1 point off.
+22
Right winnerYou picked Your team, and Your team won.
+10
Beat the spreadYour team −4½. Your margin +5: Your team covers. Final margin +7: Your team covers.
+10
Margin lockYour margin +5 vs. final +7: 2 apart (5 or less earns it).
+10
Fight the BiasYou did not pick Your team to lose.
0
Perfect gameNeither score exact.
0
Rivalry gameApplied after all bonuses. Before multipliers: 68.
1.5×
Total102PTS

Worked example

Props

Your team threes made · LockTook the over at 7½. Actual 9. Right.
+20
Your team's leading scorer's pointsTook the under at 18½. Actual 22. Wrong.
0
Your team rebound marginTook the over at 2½. Actual 6. Right.
+10
Rivalry gameBefore multipliers: 30.
1.5×
Total45PTS

Worked example

Slate

North Carolina at DukeTook Duke −6½. Final 70–80. Covered.
+8
Kansas at Houston · LockTook Houston −3. Final 67–70. Push.
+8
Michigan State at PurdueTook Purdue −4½. Final 70–72. Didn't cover.
0
Total16PTS

Total

Score pick 102 + props 45 + slate 16

163PTS

The most each can earn, before multipliers

Score pick

135

Per game

Props

40

Per game

Slate

32

Per week

10Tie-breakers and season awards

The season leaderboard ranks everyone by total points: score picks, props, slate picks and the season prediction added together. Tied? The tie breaks on:

  1. Most exact halves (a team score called exactly)
  2. Most right winners

Season awards

Oracle
Most season points.
Nostradamus
Most exact halves (team scores called exactly).
Sharp
Best record against the spread.
Homer of the Year
Highest Homer Index at season's end.
Crank of the Year
Lowest Homer Index at season's end.
Iron Member
No missed weeks all season.

11Points calculator

Settle the argument. Enter a call and a final to see the points. It starts on the worked example above.

Your call
Away
RIVAL
Your rival
@
Home
TEAM
Your team
Final
Away
RIVAL
Your rival
@
Home
TEAM
Your team

Type +3.5 if Your team is getting 3½, or −7 if Your team is giving 7. Blank means no line.

Where Your team plays

Swaps the boxes above. The points stay the same.

Multipliers

Points off

RIVAL1

TEAM3

Right there.

102

PTS

102 points. Right there.

Per team score

Where your call lands

Points off the final score

Your team is 3 off: +16. Your rival is 1 off: +22. Added together: 38 from the curve, before bonuses.

Your call

Points breakdown

Your team scorePicked 75, final 78: 3 points off.
+16
Your rival scorePicked 70, final 71: 1 point off.
+22
Right winnerYou picked Your team, and Your team won.
+10
Beat the spreadYour team −4½. Your margin +5: Your team covers. Final margin +7: Your team covers.
+10
Margin lockYour margin +5 vs. final +7: 2 apart (5 or less earns it).
+10
Fight the BiasYou did not pick Your team to lose.
0
Perfect gameNeither score exact.
0
Rivalry gameApplied after all bonuses. Before multipliers: 68.
1.5×
Total102PTS