The three games

Pick’em, Confidence, and Survivor

Three fixed game types, each with published rules and a frozen version. A community can run one or all three on the same roster, and every competition links to the exact rules it was created under.

Choosing between them

The difference that matters is what the game asks of a participant each round, and how much a single wrong call costs.

Pick’em

Call the winner of every event on the round.

What it asks each round
Choose the outright winner of each eligible event. No spreads, no margins, no scores.
How a round scores
One point for each correct winner. A void event scores zero for everyone and leaves the possible total.
When it locks
Each event locks on its own authoritative kickoff, so a Sunday-night event stays open after a Thursday one closes.
Pick’em rulespickem-1.0

Confidence

Back the calls you are surest of with more weight.

What it asks each round
Choose a winner in every event, then assign every value from 1 to N exactly once across the card.
How a round scores
A correct selection earns its effective confidence value; an incorrect one earns zero.
When it locks
The whole card locks together, at the round’s earliest kickoff.
Confidence rulesconfidence-1.0

Survivor

One team a round. Never the same team twice.

What it asks each round
Choose one team playing in the round that you have not already used.
How a round scores
A winning team survives and is consumed. A loss, a tie, or no selection eliminates the participant.
When it locks
The whole round locks at its earliest kickoff.
Survivor rulessurvivor-1.0

Side by side

03 games
Pick’em, Confidence, and Survivor compared by selection, lock scope, what a round is worth, and the cost of one wrong call.
 Pick’emConfidenceSurvivor
Selections per roundOne per eventOne per event, plus a value for eachExactly 1
Lock scopeEach event locks on its ownThe whole card locks togetherThe whole round locks together
A correct call is worth1 pointIts effective confidence valueSurvival
A wrong call costs1 pointThe value placed on itThe competition
A missed round0 points0 pointsElimination
Ends in a tieShared rank, co-champions possibleShared rank, co-champions possibleCo-champions among the last survivors
Rule versionpickem-1.0confidence-1.0survivor-1.0

What all three share

Same for every game
Server time decides
A selection is rejected once server time reaches the event’s authoritative kickoff, or once the authorized feed marks it in progress. A device clock is informative only.
A delayed kickoff never reopens a lock
If a kickoff moves earlier before the lock, the lock moves earlier with it. If it moves later after the lock, the round stays locked.
A receipt or it did not happen
A write counts only when the server returns a timestamped receipt. A device draft, a queued request, or a spinner is not a selection.
Pre-lock selections are private
Nobody sees another participant’s selection before the applicable lock — not other members, not commissioners, not Clutchhall staff through an ordinary workflow.
Scoring is deterministic
Official results are normalised and versioned, then scored by a scorer that produces the same answer every time it is replayed on the same inputs.
Standings say which state they are in
Live, provisional, final, or corrected — in words, never colour alone. A round stays provisional until 24 hours after its last eligible event is official-final.
Corrections are appended, never edited in
A correction preserves the original, records actor, time, reason, evidence, and scope, reruns the same scorer, appears in the competition’s correction log, and notifies materially affected participants.
No hidden tiebreakers
Ranks use standard competition ranking, so 1, 2, 2, 4. Where the published rules tie, participants genuinely share a rank and the interface says so.
One published version per competition
A competition’s rules, event set, timezone, and join deadline are snapshotted and become immutable at its first lock. A later rule version does not reach back into it.
No late entry
A competition’s join deadline is at or before its first round lock.

What these games are not

No spreads, no odds, no money inside a competition

All three games are settled from the outright official result. Clutchhall has no point spread, no line, no margin scoring, and no field or flow anywhere in the product for entry money, prizes, wallets, balances, or payouts. Members pay Clutchhall nothing to play.

Anything a community arranges among its own members is the commissioner’s and the community’s responsibility. Clutchhall neither endorses nor administers it. The customer terms state that boundary, and the acceptable use room says what ends access.

Launch supports scheduled professional American-football events from an authorized data source. One sport, three game types, no commissioner-authored scoring.