How the game works
MatchPick comes down to one idea: pick the winner of every match in a round, in an order that matters. Here is everything that decides your score.
The principle
Every round, you pick the winner of each match. No exact score, no draw to tick: just a team.
But you also arrange your picks in the order you choose. And that order decides everything: they are evaluated one by one, from first to last, and the first mistake stops the analysis.
An example: you put Paris SG first, Lens second, Brest third. Paris wins, Lens wins, Brest loses. You score the points for Paris and Lens, and it all stops there — even if your later picks were right.
What a pick is worth
Points come from the match odds. Odds measure how likely a result is: the more likely a win, the lower the odds.
The site turns those odds into whole points, and the relationship flips. Low odds give few points, high odds give many. In other words: picking a favourite takes almost no risk, so it pays little; backing an underdog pays big, but risks ending your grid.
Example: in a Paris SG – Le Havre match, Paris SG might be worth 2 points and Le Havre 8. The points of both teams in a match always add up to 10 — what one side gains, the other loses.
These points are locked when picks open and never move until the deadline. They are the same for everyone and known in advance: nobody plays on a different scale from yours.
How your grid is evaluated
Your picks are evaluated in your order, from first to last.
Correct pick: you score the team's points, and it continues. Draw: you score nothing, but it still continues. Wrong pick: the analysis stops there, and the following picks do not count.
The whole craft is in the order. Playing it safe early with favourites pays little but protects what follows. Opening with an underdog can pay big — or end everything on the first match.
The round coefficient
Each matchday, a “coefficient” is subtracted from your score: the average points of the participants, capped. Which average depends on the standing you are looking at — overall it is the whole competition's average; inside a clan it is that clan's members' average.
The effect is to tighten the gaps: a round where everyone does well pays less than a round where you are one of the few to come through.
As a result, the same grid can score differently overall and in each of your clans, even before jokers. The coefficient is capped, and a negative score is possible. A player who did not play simply keeps 0 — no coefficient applies.
Jokers
Each season gives you a limited number of jokers, to place on the round of your choice, within a clan. Some help you, others handicap an opponent.
Change of heart cancels your first defeat and scores you the actual winner's points. Under the rug also cancels your first defeat, but without scoring — you simply carry on. Times 2 doubles your round score, for better or worse.
Late tackle turns your target's first draw into a defeat, which stops their analysis. One-eyed caps your target's evaluation at half the matches.
A joker is only consumed once the round is closed. And it only earns a trophy if it actually had an effect.
One grid, several standings
For a competition, you fill in ONE grid per round. There is no grid per clan: you pick once, and that grid is evaluated everywhere.
It counts first in the competition's general standings, which bring together every player. And it also counts in each of your clans on that competition, if you have any.
Yet the score is not the same everywhere, and the reason is one word: jokers. The general standings ignore them — that is raw performance. Inside a clan, jokers apply: yours, and those opponents played against you. The very same grid can therefore be worth 12 points overall, 24 in a clan where you doubled, and 5 in another where you were tackled.
Finally, a clan's standings start on the round the clan came onto the pitch. The rounds you played before, in the general standings, are not carried over: they stay on your general tally, but the clan starts from zero for everyone on the same date.
The standings
The general standings bring together every player in a competition, without jokers. It is the reference ranking.
The clan standings only concern its members, jokers included. That is where the day-to-day rivalry plays out.
A direct consequence: with identical picks, two players have the same score everywhere — only jokers make the difference between clans.
The dates that matter
Picks open about a week before the round. That is when each team's points are locked.
The deadline is the kick-off of the first match. After it, no change to your grid is possible.
If a match is postponed or not played, the round is suspended: scores are only published once the match has been played.