BankerBall

The rule the game is named after

The Banker

One match per round where you stop hedging. Call it and the whole match doubles. Miss it and the match pays nothing, not even the points you would have kept.

What counts as a hit

Two things, both at once: the correct outcome (win, draw or loss) and at least one team's exact goal count. You don't need the exact score; you need to be right about who wins and precise about one side of the scoreline.

Your pickFinal scoreBanker
2:13:1Hit. Win called, away goals exact.
2:12:0Hit. Win called, home goals exact.
2:11:0Miss. Right winner, neither goal count.
2:11:1Miss. Away goals exact, wrong outcome.

What it pays, what it costs

The hit

+336.0

1:0 called exactly on a K 2.20 match, 10% of the field with you. Outcome 20 · Diff 10 · Home goals 10 · Away goals 10 · Exact 10 · ×2.20 · Rarity +36.0 · Banker hit ×2

The miss

0

2:1 on a 1:0 win, K 1.80. Without the banker this keeps 54.0 points; with it, 0.0. The banker doesn't just double the upside, it puts your safe points on the table.

Your supply

10 bankers per calendar month, at most one per round. Unused bankers don't carry into the next month, so sitting on them wins nothing. If your banker match gets postponed or voided, the banker is refunded. You can set, move or remove it freely until its match locks, 5 minutes before kickoff. Playing a round without a banker is always allowed.

Where it can't go

Never on the Match of the round. That one is already a banker for everyone, so no match ever pays more than double.

The Match of the round

Each round has one marked match where every player is under banker rules: no opt-out, no budget spent. Call it and it doubles (90.0 points here for a 2:1 pick on a 3:1 win at K 1.50); miss it and it pays 0. The whole field sweats together.