Docs / The game / The board and the line
The board and the line
Typed scores, points, and the cut
Calls and points
A call is a typed score: you say Mexico 2, South Africa 1, not just "Mexico wins". Scoring rewards precision in layers: nailing the exact score pays the most, calling the right result without the exact score still earns, and a wrong result earns nothing. Points accumulate on the ticket that made the call.
A Boost multiplies the points of one future call, up to 2.00x. One card, one match, then it is spent. See Packs and Boosts.
The red line
One board ranks every ticket in the game by points. Every matchday scores, but the line only cuts at six checkpoints pinned to the rounds of the tournament: three soft cuts through the group stage (90% / 80% / 70% survive), two hard knockout cuts (50% each), and the final-table cut that leaves exactly 8 tickets. Below the line at a checkpoint means eliminated: offside, out of the running, stub torn. The cut comes from the bottom, so the question is never "am I first" but "am I above the line".
Elimination is per ticket, not per wallet. Losing one ticket does not touch your others.
Joining late
Minting after the line has already cut does not start you in the kill zone. A ticket minted after the first executed cut starts on the line, at the latest red-line score, not at zero. Brand-new tickets also get a short grace window: a checkpoint that lands right after you join cannot cut you, so every ticket gets to make calls before the line can touch it.
The payout
The final table pays. When the final whistle of the tournament settles, the eight surviving tickets split the entire jackpot by final rank: 50% to the champion, then 18 / 10 / 6 and 4% for each of the last four seats. Each share pays to the wallet holding that ticket NFT. Holding is the operative word: if you bought a final-table ticket on the marketplace in the semifinals, its share is yours.
Onside docs · World Cup 2026 · numbers mirror the code, not the pitch deck
