Rules & FAQs
SureShot Tipping Guide
Welcome to SureShot Tipping, where we've combined traditional sports tipping with a unique twist - Confidence Ratings. Each AFL round typically consists of 9 games, while NRL rounds typically have 8 games. Participants use their skill to tip the winning teams and assign a Confidence Rating to each tip (1-9 for AFL, 1-8 for NRL, with the highest number being most confident).
How Confidence Rating Works
Your competition's rules may vary and can be found in the Settings tab. By default, the SureShot Overall Site Comps follow these guidelines:
- Positive Points: Earn points equal to your Confidence Rating for each correct tip. For example, a correct tip with a rating of 6 earns you 6 points.
- Negative Points: Lose points equal to your Confidence Rating for each incorrect tip. For example, an incorrect tip with a rating of 4 loses you 4 points. Some competitions may allow for 0 points on loss, based on settings.
- Unique Ratings: Each Confidence Rating must be used once per round, encouraging strategic allocation to the games. For AFL, use ratings 1-9; for NRL, use ratings 1-8. Two of the same Confidence Rating cannot be used in a single round.
- Round Points: Maximum points per round is 45 for AFL and 36 for NRL, achievable by correct tips for all games. The minimum is -45 for AFL and -36 for NRL for all incorrect tips. Some competitions may adjust this to 0 points as the minimum, based on settings.
- Missed Tips: Failure to tip for a game results in a 1 point penalty for the first game, increasing by 1 for each missed game thereafter. Missing an entire round results in the maximum negative points possible (-45 for AFL, -36 for NRL), or 0 points, as per your competition settings.
- Tie-Breakers: In case of a tie in total Confidence Rating on the competition leaderboard, the winner is the participant with the most correct tips. Further ties are resolved by looking at correct tips with Confidence Rating 1, then 2, and so on.
- Drawn Games: If a game ends in a draw, you'll receive 0 points, regardless of your tip or Confidence Rating. Some competitions may treat this as a win/loss, based on settings.
Frequently Asked Questions
Q: What's the essence of SureShot Tipping?
A: It's a tipping competition with a unique twist. Participants not only use their skill to tip the winning teams each round but also assign a "Confidence Rating" (1-9 for AFL, 1-8 for NRL) for each game and earn points based on the accuracy of their tips.
Q: Can I participate in both AFL and NRL competitions?
A: Yes! You can join competitions for both sports. Each sport has its own Overall Site Competition and you can create or join private competitions for either sport.
Q: What happens if a game ends in a draw?
A: For drawn games, no points are awarded or deducted, regardless of your tip or Confidence Rating. Some competitions may treat this as a win/loss, based on settings.
Q: Can I adjust my Confidence Ratings after submitting?
A: You can modify your selected teams and Confidence Ratings before each game starts. However, once a Confidence Rating is used in a game that has already started, that Confidence Rating can't be reused in the same round.
Q: How does scoring work during bye rounds and Finals?
A: During bye rounds and finals, the number of available Confidence Ratings matches the number of games played. For instance, if there are 4 games in a round, you will only have options 1 to 4 for your Confidence Ratings.
Q: What if I join the competition late?
A: You can join anytime! If you start late, you'll begin with zero points. For our major prize in the Overall Site Comp, you must have joined before first bounce of Opening Round to be eligible to win.
Q: How are ties between tipsters resolved at the end of the season?
A: Ties between users with the same total Confidence Score in the competiton leaderboard are first broken by the total number of correct tips throughout the season. If there's still a tie, we look at who had the most correct Confidence Rating 1 games, then 2, and so forth.