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NailThePick

Scoring

How it’s scored.

Everything on this page is the actual engine — the numbers below are produced by the same code that scores your calls, not written out by hand.

01The call

For each game on the slate you enter one thing: the final score, both sides. Nothing else. You can change it as many times as you like until it locks.

Scores must be whole numbers inside a plausible range for the sport — NFL 0–99, NBA 50–200, MLB 0–40. Calls stay private until the game locks, so nobody can copy you.

02Three verdicts

Those two numbers carry three separate opinions, and each is scored on its own.

Winner
The side your scoreline puts in front. A tie called as a tie counts.
+2
Margin
The gap between the two scores. Compared against the real gap — the closer you are, the better the band.
+4
Total
Both scores added together. Scored independently of who won, so reading the shape of a game pays on its own.
+4

Margin and total each pay 4 in the tight band or 2 in the wider one. Bands never stack — the best single band pays. Maximum on a normal call: 10.

03Bands, by sport

A three-point miss means something different in each sport, so the bands are cut to each sport’s own scoring unit. One leaderboard can then hold all three without favouring the high-scoring ones.

NFL
±3 pays 4 — within a field goal
±7 pays 2 — within a touchdown
anything wider pays nothing
NBA
±5 pays 4 — within 5 points
±10 pays 2 — within 10 points
anything wider pays nothing
MLB
±1 pays 4 — within a run
±2 pays 2 — within two runs
anything wider pays nothing

04The Perfect Call

Get both scores exactly right and you add 10 on top of everything else, for 20 on a single game. It is the one swing big enough to turn a month around, and it is also the first tiebreak — so a Perfect Call keeps paying long after the game is over.

05Worked examples

Three real calls, scored by the engine. Note that the third one backs the wrong team and still banks points.

Nailed it

final 24–27 · called 24–27

winner+2margin+4total+4perfect call+1020

Right read, loose numbers

final 24–27 · called 21–24

winner+2margin+4total+28

Wrong side, right shape

final 24–27 · called 27–24

winner+0margin+2total+46

06Locking

A game locks 5 minutes before kickoff. After that the call is frozen and becomes visible. The lock is enforced on the server — a stale browser tab cannot slip a late call through.

If a game is postponed or cancelled, no call on it scores, for anyone.

07The month

Points reset on the 1st, on Eastern Time, so a cold month never follows you. The points you bank inside a month set your rank:

  1. 0–40 pts

    Kid

  2. 41–100 pts

    Yearling

  3. 101–160 pts

    Billy

  4. Rank #1

    GOAT

GOAT is the exception: it is not a points threshold. It belongs to whoever finishes the month at position #1 on the board — one person, every month. Points alone top out at Billy. Your highest rank reached is kept permanently, even though points reset.

08Tiebreaks

One person finishes first, so the order can never be ambiguous. Applied in sequence:

  1. 01Most points.
  2. 02Most Perfect Calls.
  3. 03Most games scoring 10 or better.
  4. 04Smallest total miss across the month — every margin and total error added up.
  5. 05Earliest first submission of the month.