How it works
Everything below is a description of the product as it is, not a roadmap. If something here is wrong, that is a bug and we would like to know about it.
Setting a game up
Three screens, and the whole thing takes about ten minutes. You pick a template, give the game a name and your colours, and set an admin password. Publishing creates your game on its own subdomain — you can point your own domain at it later on Pro and above.
Your game gets its own database. Not a shared table with a tenant column: a physically separate database. It is what lets us hand you a complete export whenever you ask, and what means another operator's game cannot read yours.
The nine templates
Each one is a working scoring system, not a starting point you have to finish. You can change the numbers later on Pro; you cannot write code, and that is deliberate — a rule you can express here is a rule that scores the same way for everybody, every time.
| Template | What players do |
|---|---|
| Pick the Winner | Call the winner of each contest. The simplest there is. |
| Match Predictor | Predict exact scores. Exact answers pay best. |
| Race Day | Pick a horse in each race, with a joker for double points. |
| Last Man Standing | One pick a round. Wrong once and you are out. |
| Confidence Card | Call the winners, and say which ones you mean it about. |
| Fantasy Table | Season-long accumulation with mini-leagues. |
| Draft Room | One owner per selection; picking late pays more. |
| Auction House | Everyone gets the same budget and has to choose. |
| Bracket / Knockout | Tournament prediction, round by round. |
Where the fixtures come from
Football, horse racing, cricket, tennis, Formula 1, rugby, UFC, NFL, basketball, baseball and ice hockey arrive automatically from sports data providers. Rounds open, results land, scores settle, leaderboards rebuild — you do not touch any of it.
Every game also has a manual mode, and it is not a fallback so much as a feature. It is how you run a game on something no data provider covers: a local league, a works tournament, an awards night. You enter the fixtures and the results; everything else behaves identically.
Results can be late, wrong, or absent — that is true of every provider at every price. The operator console tells you when a round is waiting on a result rather than leaving you to discover it, and you can always enter one by hand.
Your players
They sign up on your game, under your branding. You can email them in one click from the console — rate-limited to one broadcast an hour, because an audience you can message every ten minutes is an audience you lose.
Bots are off by default. They exist so a game launching cold is not an empty room, and they are excluded from payouts, from leaderboards and from every number the console shows you. If you tell a sponsor you have four hundred players, that number is four hundred people.
Putting it in front of people
- Your own domain — point it at your game (Pro and above).
- Embed it — one
<iframe>in any page on your site, carrying your branding, needing nobody to sign in (Pro and above). - A broadcast overlay — a transparent leaderboard graphic for OBS or a gallery's playout system.
- Share links — every round and every entry has a short address that reads aloud.
Money
The platform is free-to-play and that is a constraint, not a tier. There is no stake, no wager, no cash prize and no cash-out, and nothing here gives you a way to add one. It is what keeps a prediction game from becoming gambling, and it is why a club can run one without a licence. The acceptable use policy is specific about where the line is.
You pay us a monthly subscription and nothing else — we take no cut of anything. On Pro and above you can sell in-game currency to your own players through your own Stripe account, and that money is yours.
Leaving
Cancel from your console whenever you like; the game runs to the end of the period you have paid for. Cancelling hands you an export link: every player, every round and the complete transaction ledger, as machine-readable NDJSON.
A failed payment does not take your audience offline. There is a 14-day grace period, then suspension with your data intact, then archiving 30 days after that — still not deletion, and the export still works. We would rather keep you by being worth paying for.
Still to ask
Write to us. Sales questions and technical ones go to the same small number of people.