The rulebook

Every rule. Nothing hidden.

Except the stakes; those hide by design. This is how Hot Takes FC actually works, written for your first game: every term defined, every number the real one. Ten minutes here and nobody at your table can out-lawyer you.

01 · The loop

One take, five moves.

Everything in the game is this loop. The rest of the rulebook is just the fine print on each step.

01

Create a take

A take is an objective football prediction built from the game's conditions: “a penalty in the final”, “Messi scores a hat-trick”, “it finishes exactly 4-3”, or several of those stacked into one bold take. Objective means the result comes straight from real match data, never from an argument, and the builder refuses a leg that another leg already guarantees, so a take is never dressed up wilder than it is. Creating one costs 1 Take Ticket; you choose your stake, and those points lock the moment you post it. Takes unlock once your league seats 4 players.

02

Your league quotes it

Everyone who joined before your take went up (everyone but you) privately prices it with decimal odds: one quote each, fully anonymous. The median of those quotes becomes your League Odds, and it takes 3 quotes for the take to be playable.

03

You decide

Once it's priced, you have three moves: PLAY it at League Odds, PASS it BACK to the lowest quoter at their own price, or EXPIRE it and walk away. Your decision is due 6 hours before kickoff.

04

The match settles it

Real match data decides, automatically. Win, and the house pays your stake × odds. Lose, and the stake is gone.

05

Claim your winnings

Tap your winning card to bank the points. Forget, and it banks itself after 7 days; winnings are never lost to a busy week.

#77AA

Spain vs Argentina

Penalty scored · Being priced

Hidden stake3 / 6 odds in
no odds yet
Open for odds
Being priced
#77AA

Spain vs Argentina

Penalty scored · Live at League Odds

10,000stake
x4.50League Odds
Active
Played · live
+45,000ready to claim
#77AA

Spain vs Argentina

Penalty scored · Settled by match data

10,000stake
x4.50League Odds
Won
Settled · claim it

02 · Points & the house

A fat bankroll and a house that always pays.

200,000

Your starting bankroll

Every player starts every league with the same pile. Points come in two states: free points are yours to stake, locked points are riding on open takes until they settle.

≥ +10,000

The Monday allowance

Lands every Monday, for everyone, no matter what. It's a safety net, not income: the leaderboard's Winnings column doesn't count it, so the drip never masquerades as skill. Go bust on a Saturday and you're back at the table by Monday. It grows with the league, too: the allowance is 0.5% of every point in play, rounded to whole thousands, whenever that beats the 10,000 base. The same indexed figure sets the pass-back floor and a House Call's stake cap, so the whole economy scales together.

5%

The monthly prize

Each finished calendar month, the player who grew their winnings by the biggest PERCENTAGE wins a prize worth 5% of every point in the league, minted by the house, with a rare Abandon Ship wildcard on top. It pays in the first days of the next month, needs at least two members who predate the month, and a month a season reset lands in isn't scored. Percentage is the leveller, with one guard: growth counts winnings only (the Monday drip is stripped out), and a near-empty start is measured against at least the weekly allowance, so the prize is won by football, not arithmetic.

No cap

All-in is legal

Takes have no stake cap: any whole number up to your free points is a legal stake, a season-long Future included. The league's quotes, not a rule, are what punish reckless sizing. (House Calls are the one shaped stake in the game: 1,000 minimum, capped at the weekly allowance.)

The house

Winners are paid by the mint

Each league has a house account that mints every take payout: winnings on takes are never taken from your friends, and nobody ever owes anybody. House Calls are the one exception: there the losing side's stakes fund the winners, openly, that being the whole game. Point inflation is intentional; the scoreboard that matters is who grew their pile the most.

Season

Everything resets, the honours don't

A league plays in seasons that follow the football calendar. When the calendar runs out of matches, the season enters its lap of honour: new takes are refused while the last live ones play out. Then the top balance is crowned champion, the final table is kept forever, and everything resets: balances to the starting bankroll, tickets back to 3, unplayed wildcards expire and everyone is dealt a fresh starter card. Nobody runs away with it for years, and nobody who joins in month three is playing catch-up forever. Trophies survive the reset; those are the long game.

0

Cash value: none, ever

Points cannot be bought, sold or cashed out. Nothing goes in, nothing comes out: the only thing at stake is bragging rights. This is a game, not gambling.

03 · Take Tickets

Points buy outcomes. Tickets buy actions.

Take Tickets are the game's pace-setter: nobody can spam the league with takes, and (Futures aside) nobody ghosts the quoting queue for free.

+3

When you join

Your opening hand of tickets, enough to come out swinging in week one.

+3

Every Monday

A fresh grant lands alongside the points allowance. Talk is rationed, never gone.

−1

Create a take

Every take spends a ticket the moment you post it. That's the whole point of tickets: takes cost something, so takes mean something.

−1

Miss a quote

Skip quoting a take you were asked to price (you're asked when you joined the league before it went up) and it costs a ticket: at the close, or later if a pass-back finds you with no free points to take it. Only if you hold one, and never on a Future: quoting those is penalty-free. At zero you lose nothing: there's no ticket debt and no points penalty, ever.

+1

Sharpest quote

When a creator PLAYS their take (including an auto-play), the member whose quote sat closest to the median wins a ticket. Pass-backs pay nothing: the reward is for pricing well, not for lowballing.

+1 back

Refunds

If a take dies through no fault of yours (not enough quotes, or a voided match), the creation ticket goes back to whoever created it. Choosing to EXPIRE keeps it spent, and so does a pass-back that dies because nobody could take it: that's the price of asking.

→ 3

Season reset

The season rollover deals every hand back to exactly 3 tickets: an empty hand refills, and a hoarded stack shrinks. Fresh season, fresh rations.

04 · League Odds

Your league is the bookmaker.

Nobody hands you odds. Your friends set the price, and the maths keeps them honest.

When a take goes up, every eligible member (everyone who joined the league before it was created, except the creator) is asked to quote it: privately offer the decimal odds they think it deserves, anywhere from x1.10 (a near-certainty) to x10,000 (a miracle), two decimal places.

A quote is one-shot, anonymous and binding. No edits, no takebacks, and nobody knows who quoted what until the reveal. Quoting isn't a guess, either: your quote is an offer to take the other side at that price, because the take can be passed back to you.

League Odds is the median of all quotes (an even count averages the middle two). It takes 3 quotes for a take to be playable (in a league too small for that, everyone eligible has to quote), and if quorum never arrives, the take expires with the creator's ticket refunded.

x3.00x4.00x4.50League Oddsx6.00x9.00
Five quotes come in. The middle one, the median, becomes the price. One wild quote can't drag it anywhere, which is exactly why odds up to x10,000 are safe to allow.

05 · Play, pass back, expire

Priced. Now make the call.

Once League Odds is set, the creator has three moves, and doing nothing is secretly the first one. The decision is also the reveal: that's the moment names, stake and quotes go public. Expiring is the one exit that never reveals.

Play

Own it at League Odds

You back your own take at the league's price. If it lands, the house pays your stake × odds:

10,000 × x4.50 = 45,000

That's your 10,000 stake back plus 35,000 profit, minted by the house. Playing also pays the sharpest quoter their +1 ticket.

Pass back

Hand it to the lowest quoter, at their price

Don't fancy it at the median? The member who quoted the lowest odds takes the take off your hands and owns it at their own quote. There is no refusing a pass-back: a quote is an offer, and the game holds you to it.

The new owner doesn't lock your stake; they lock the same share of their free points as you staked of yours when you created it. A small share gets lifted to the league's floor (at least 10,000, more once the league is rich; it tracks the weekly allowance), though the floor never exceeds the original stake or everything they have, and the result is never more than the original. Say you staked 10% of your free points and the new owner has 40,000 free: 10% is 4,000, and the floor lifts it to at least 10,000. An attached wildcard doesn't travel, either: your card comes home to your hand, and the new owner may play one of their own.

A quoter with zero free points is skipped (that costs them a ticket if they hold one, never on a Future) and the take cascades to the next-lowest quote. If nobody can take it, the take dies and your ticket stays spent: PLAY was on the table.

Expire

Walk away

Nothing plays, nobody owes anything, your stake unlocks. You can pull the plug early, too: expiring is legal before the league has even priced it. The ticket stays spent (that's the price of asking the league for a price) and an attached wildcard returns to your hand. And here's the twist: an expired take never reveals. Nobody ever learns whose it was, what was staked, or who quoted what — walking away buys your silence. Play it and you own it in public; expire it and it never happened.

And the fourth move you don't get to make: sit on your hands. Miss the decision deadline and the take auto-PLAYS at League Odds: the league priced it, so you own it. Deadlines in §08.

06 · Hidden stakes & anonymity

Poker face built in.

From creation to the decision, a take is anonymous, so the league prices the football, not the person.

While it's priced

Three things stay hidden. Who quoted what: quotes are anonymous even to the creator. Until your own quote is in, the running median and the lowest quote hide from you too, so there's no hanging back to snipe the middle. The stake: you only see what's riding on a take once your own quote is in (the creator always sees theirs), alongside the most a pass-back could lock of your own points. And the wildcard: nobody even sees that a card is riding until the reveal. Take threads let you talk trash anonymously, and thread posts stay anonymous forever, even after the cards flip.

At the reveal

The moment the creator decides, everything flips face-up: every quote, every quoter's name, the stake and the wildcard, all public, permanently. One card keeps a secret longer: a Mystery's multiplier stays hidden until the take settles. And one exit skips the reveal entirely: an expired take stays anonymous forever — creator and quoters both. Nobody decided, so nobody flips. The table talks after the cards flip.

Why

A big stake would fingerprint a rich creator off the leaderboard, and open quotes would turn pricing into politics. Hidden until everyone has committed, the only thing left to price is the take itself.

07 · Wildcards

Earned, never bought.

One-shot modifiers the game deals you for playing well. Attach one to a take before kickoff and it rides to settlement.

2x Double Down

If this take wins, your winnings are doubled: the house pays.

How you earn itWin 3 takes in a row. Voided and abandoned takes don't break the run.

Free Hit

If this take loses, your stake comes back. You can't lose points.

How you earn itA perfect quote week: quote everything you were asked to, in a week where quoting closed on at least 2 takes you were eligible for.

Mystery Multiplier

A hidden multiplier (x0.5–x3) is rolled when you attach it and applied to your winnings: revealed at settlement.

How you earn itWin a take priced at x4.00 or longer.

Abandon Ship

Bail out of a take you own before its first kickoff: the take dies and half the stake comes back.

How you earn itLose 3 settled takes in a row, or win the monthly prize. Rare by design.

  • Everyone gets one random wildcard when they join a league (and a fresh one at every season rollover), and you can hold at most one of each kind at a time.
  • Your hand is private: nobody knows which cards you hold until one shows up on a revealed take.
  • Attach or detach freely on a take you hold (the creator while it's priced, the owner once it's live) up until the first kickoff it covers. One wildcard per take.
  • The kind is hidden while the take is priced; public from the reveal.
  • The mystery multiplier (x0.5 to x3) is rolled the moment you attach the card; detach and re-attach, and it re-rolls. It stays hidden until settlement.
  • A card riding a take when it settles is spent, win or lose, even if it changed nothing.
  • Expired, voided, abandoned and no-quorum takes return the card to your hand. A pass-back returns the creator's card; the new owner starts clean.
  • No wildcard rides a Future, in either direction: season takes carry no cards at all.
  • Abandon Ship works differently: it never attaches. Play it on an active take you own, any time before the first kickoff it covers, and the take ends with half the stake refunded and the other half burned to the house. It can't be played on futures, and it isn't in the starter deal: you earn it or you don't have it.

08 · Deadlines & penalties

The clock is part of the game.

Every take on matches lives on the same timeline, anchored to the first kickoff it covers. If a fixture is rescheduled, its deadlines move with it. Futures run a flat clock of their own.

≥ 48h

Room to quote

A take can only go up on a match at least 48 hours away: the 24-hour close plus at least 24 hours for the league to quote, so nobody gets ambushed. The match picker greys out anything closer and says why.

T−24h

Quotes close

Quoting ends 24 hours before the first kickoff the take covers. If every eligible member has already quoted, it closes early: no waiting around for a deadline that can't change anything.

T−6h

Decision due

The creator's play-or-pass call is due 6 hours before kickoff. Miss it and the take auto-PLAYS at League Odds: quorum was met, the league priced it, you own it.

T−0

Kickoff. Cards freeze.

Once the first match a take covers kicks off, wildcards can no longer be attached or detached. Whatever is riding, rides.

+7d

Auto-claim

A won take left unclaimed banks itself after 7 days. Points are never lost to forgetfulness; claiming is a ritual, not a chore.

And the game's one penalty: skip a quote you were asked for and it costs 1 Take Ticket, at the close or later, when a pass-back finds you unable to pay. Holders only, never on a Future, never points, never debt. The fine print lives in §03.

09 · Futures

Takes that last a season.

Everything about a normal take, stretched across months: quoted by the league, priced at the median, passable back.

1 season

A take on the long run

A Future covers one of your league's LEAGUE competitions for a whole season instead of a match (cups don't qualify: a knockout isn't a season). Four claims are on the menu: a player scoring 25, a player reaching 15 assists, a player playing 1,800 minutes, a team winning 30. Slow-burn bragging rights that sit in your hand for months.

Day 0

It counts from creation

Only matches kicking off after the moment you create it count. No banking history: a Future made in March is priced on what happens from March, and the card prints its counting-from date so every quoter knows the terms.

72h

Its own clock

Futures detach from the fixture calendar: quoting runs a flat 72 hours, then the creator's play-or-pass call is due 24 hours after that. And quoting a Future is penalty-free: skipping one never costs a ticket.

No cap

Stake what you like

Futures used to be the one capped take in the game. They are not any more: put as much as you fancy on one, all of it if you like. Those points then stay locked until the take settles or the season ends, which is the whole risk. Pass-backs work like normal takes, minus the fines: dodging one on a Future never costs a ticket.

Early

It settles the moment it's decided

The game tracks progress match by match. The moment a Future is mathematically secured it pays out, and the moment it's mathematically dead it settles as lost. Nothing waits for May if the answer arrived in February; if the season ends first, the season forces the verdict.

Risk

Transfers ride with you

If a player you named leaves the competition, their progress freezes and the take rides on. That risk is printed on the card at creation. Wildcards never touch Futures, in either direction.

10 · House Calls

When the board is quiet, the house deals.

A House Call is the one bet in the game where nothing is hidden: a public pool on a real fixture, everyone against everyone, house money on top.

The house

Nobody made this take

When the board runs quiet, the house posts a House Call itself: one YES/NO question on a real upcoming fixture in your league's competitions. A clean sheet, both teams scoring, over 2.5 goals. Fully automated and rationed: one at a time, at least 3 days apart, only while a season is live, only for a league of 4 or more, only on a fixture 2 to 6 days out, and only while fewer than 3 takes sit open on the board. No House Call in sight just means the table doesn't need one.

YES / NO

Pick a side, stake your points

Everything the takes hide, a House Call shows. No quotes, no median, no anonymity: everyone stakes free points (1,000 minimum) on YES or NO, and the pools are public while they grow. The split between the sides IS the odds.

+Pot

The house sweetens it

The house seeds every House Call with a sweetener worth the current weekly allowance, and the same figure caps what any one player can put in. Both numbers are stamped on the card when it's posted and never move under your stake.

Locked

Top up only

Your first stake picks your side for good. You can add to it any time until kickoff, but there's no switching and no pulling out: backing both sides would milk the sweetener risk-free, so the game simply doesn't allow it.

Kickoff

Settled by the final whistle

At full time, winners get their stake back plus their share of the losing pool and the sweetener, paid instantly, no claiming. If everyone backed the wrong side, the stakes burn to the house and the sweetener is never minted. A match called off in any way (postponed, cancelled, abandoned): void, everyone refunded in full.

Real

It counts where it matters

House Call results are real Winnings on the leaderboard and real growth in the monthly race. They just never feed take trophies or earn wildcards: those stay reserved for takes you priced yourselves.

11 · Trophies, glossary & FAQ

The trophy case, the dictionary, the loose ends.

There are 21 trophies, computed from your history the moment you earn them and private to you: the leaderboard only ever shows your count. They come in six families. A taste:

Winning

  • First Blood Win your first take.
  • Serial Winner Win 25 takes.

Streaks

  • Hat-Trick Win 3 takes in a row. Voided takes don't break the run.

Odds

  • Moon Shot Win a take priced at x5.00 or longer.
  • Stone-Cold Banker Win a take priced at x1.50 or shorter: the league thought it was nailed on.

Points

  • Quarter Million Reach a balance of 250,000 points.
  • Points Millionaire Reach a balance of 1,000,000 points.

Game craft

  • Sharp Pencil Quote closest to League Odds 5 times (each one earns the +1 ticket).

Banter

  • Crowd Favourite One of your takes collects 10 reactions.

…and the rest you'll have to find out about the hard way.

Glossary

Take
An objective football prediction built from the game's conditions, one leg or several, staked with points and settled by real match data.
Quote
The decimal odds one member privately offers on someone else's take. One shot, anonymous, binding.
League Odds
The median of all quotes on a take: the price the creator can play at.
Quorum
The minimum number of quotes a take needs to be playable: 3, or every eligible member in a smaller league.
Reveal
The moment a take stops being anonymous. At the creator's decision, all quotes, names, the stake and the wildcard go public. An expired take never reveals — nobody decided, so nobody flips.
Pass-back
The creator handing their take to the lowest quoter, who owns it at their own quoted odds with a proportional stake. Can't be refused.
Expire
The creator walking away from their priced take. Nothing plays; the Take Ticket stays spent.
Void
A take cancelled by circumstance, say a match called off for good. Stake unlocked, ticket refunded, wildcard returned.
Abandoned
A take its owner retired with the Abandon Ship wildcard before kickoff: half the stake comes back, half burns to the house, and nothing settles.
Available
Your free points: the pile you can stake on takes and House Calls right now.
Locked
Points riding on open takes until they settle. A win brings them back with profit; a void brings them back untouched.
Take Ticket
The action currency. Creating a take costs one, missing a quote costs one, the sharpest quote wins one back.
Wildcard
A one-shot modifier attached to a take before kickoff: 2x Double Down, Free Hit or Mystery Multiplier. The rare Abandon Ship is played instantly instead.
Future
A season-long take on one competition, counting only matches that kick off after it was created. It settles the moment it's mathematically won or dead.
House Call
A YES/NO pool the house posts on a real fixture. Nothing is hidden: everyone stakes a side, and winners split the losing side's points plus a house sweetener.
Season
One run of the football calendar. When the league's competitions have nothing left to play, the top balance is crowned, the table is archived and every bankroll resets.
Monthly prize
The house mints 5% of every point in the league for the best percentage growth over a calendar month. Allowances don't count as growth: you have to win it.
The house
The per-league bank that mints every payout. Winners are paid by the house, never by their friends.

Fine-print questions

What happens if a match is postponed or abandoned?

Usually, nothing dramatic: a rescheduled fixture drags the take's deadlines with it, and the take rides on to the new date. Only when a match in the take becomes truly unplayable (called off for good) does the take void: your stake unlocks, the creation ticket comes back and an attached wildcard returns to your hand. Nobody wins or loses on a match that didn't happen.

Can I change my quote?

No. Quotes are one-shot and binding: that's what makes them honest, and what makes a pass-back mean something. Price it like you might end up owning it, because you might.

What if my take doesn't get enough quotes?

It expires without ever going live: your stake unlocks, your Take Ticket is refunded and an attached wildcard returns to your hand. No harm done. Pick a juicier take next time.

Can I refuse a pass-back?

No. Your quote was an offer to take the other side at that price, and the game holds you to it. The only players skipped are those with zero free points, and the skip costs them a ticket if they hold one (never on a Future).

Who names a take?

The game does. Every card wears a generated headline from its boldest leg, with the full numbered conditions on the take page. Nobody titles their own take, so nobody has to price around a misleading name.

Is going all-in really allowed?

Yes. There's no stake cap on takes, and it's gloriously legal. If it goes wrong, the Monday allowance (at least 10,000 points, more in a rich league) means you're never out of the game for more than a weekend.

Can I play on my phone?

This page, invites and signup all work on your phone. The game itself is built for a big screen, so grab a laptop to play.