MACTION THE GATHERING (TM)

How to Play

THE BASICS

THE WEEK LOCK

YOUR DECK

GLOBAL EFFECTForce Multiplier1.1×

FORCE MULTIPLIER: 18 COPIES

Applies a 1.1× multiplier to every player’s pick on this game, wins and losses alike. Multiple Force Multipliers on the same game compound (two = 1.21×, three = 1.331×).

SELF ONLYPersonal Boost1.5× win

PERSONAL BOOST: 7 COPIES

Applies a 1.5× multiplier to your pick on this game, but only if you win. No effect on a loss or push. Stacks with Force Multipliers.

SEASON LONGFavorite Team+1 win

FAVORITE TEAM: 3 COPIES

Declare a team when you play this card. From this week onward, every winning pick you make on a game involving that team earns +1 after multipliers. Pick direction doesn’t matter. If both of your declared favorites play each other, a win earns +2.

PROTECTIONInsurance−0.5 cap

INSURANCE: 5 COPIES

If your final result on this pick is negative after all multipliers and effects, it is capped at −0.5. Applied last. Playing more than one on the same pick is allowed but wasteful.

TARGET OPPONENTSabotage÷2 their win

SABOTAGE: 5 COPIES

Target one opponent on one game. If they win their pick on that game, their points are halved after their multipliers. No effect if they lose or push. Multiple Sabotages on the same player on the same game do not stack.

SELF ONLYDouble Down2×

DOUBLE DOWN: 4 COPIES

Applies a 2× multiplier to your pick on this game, both ways. Stacks with Force Multipliers and Personal Boost. The haymaker.

COUNTERNegation−1 FM

NEGATION: 3 COPIES

Cancels one Force Multiplier on the targeted game. You don’t choose which one. If no Force Multipliers land on that game, the card is wasted. That’s the gamble.

SELF ONLYAll or Nothing±2 flat

ALL OR NOTHING: 3 COPIES

Your pick on this game scores a flat +2 on a win or −2 on a loss, replacing the base result and ignoring all multipliers (yours and the game’s). Pushes stay 0. Anchor and Insurance still apply after.

SPECIALTriple Threat2 picks

TRIPLE THREAT: 2 COPIES

On this game you pick both the spread and the over/under. Each pick is scored independently with full multipliers. Other self-cards you play on this game must be attached to one pick or the other.

PROTECTIONAnchor÷2

ANCHOR: 2 COPIES

Halves your final result on this pick, win or lose, after multipliers. The defensive play for a game you don’t trust but must pick.

HOW SCORING WORKS

Each pick is scored in this exact order:

  1. Base result: +1 win, −1 loss, 0 push.
  2. Force Multipliers on the game: ×1.1 each (from every player, compounding), minus any Negations.
  3. Your Personal Boost (×1.5, wins only) and Double Down (×2).
  4. All or Nothing replaces all of the above with a flat +2 / −2 (push stays 0).
  5. Anchor halves your result, win or lose.
  6. Sabotage: if someone targeted you on this game and you won, your points are halved. Multiple sabotages don’t stack.
  7. Favorite Team: +1 for each of your declared favorites playing in the game, if you won the pick.
  8. Insurance: a loss is floored at −0.5, applied last.

Worked example: you take Toledo −7 with a Personal Boost and a Double Down, and three Force Multipliers land on the game. Toledo covers: 1 × 1.331 × 1.5 × 2 = +3.99. Toledo doesn’t: −1 × 1.331 × 2 = −2.66 (the Boost only works on wins). That’s the ceiling and the floor of a single pick, unless Insurance caught you at −0.5.

Pushes stay 0 through everything. Cards on pushed picks are wasted. No refunds.

After scoring, every pick shows its full math on the results page: every card that touched it, in order, with the exact numbers.

READING THE TABLE

✦✦✦✦
M

A face-down back on a game is an opponent’s card. You can count them; you can’t see under them until the reveal.

The hand drawer shows your remaining cards and everyone’s remaining card counts. The progress chips up top go green when your picks and card quota for the week are complete.

Back to the pool