← Home

How Draft Pool works

A snake draft with a twist — picking the right underdogs actually matters.

The basics

Every player in your pool drafts a set of international football teams in a snake draft before the tournament starts. As those teams play matches and progress through the tournament, they earn points for you. The player with the most points at the end wins.

What makes this different from a standard pick'em is the pick position multiplier — the later you pick a team in the draft, the more their points are worth to you. Grabbing a dark-horse team in round 5 and watching them go on a run beats picking the favorites every time.

The pick position multiplier

This is what separates Draft Pool from every other prediction game. Your score isn't just the raw points your teams earn — it's those points multiplied by a bonus that depends on when you drafted each team.

1.0×1.5×2.0×2.5×3.0×181624324048Zone 1Zone 2Zone 3steepestpick number

Zone 1 — favorites (picks 1–8): The curve starts flat. Top teams are expected to go deep, so the reward for picking them later in this zone is modest — roughly 1.0× to 1.2×.

Zone 2 — underdogs (picks 9–28): The steepest part of the curve. These are the real what-if teams — the ones that could go on a run or bow out in the group stage. The multiplier rises sharply here, reaching its fastest pace around pick 24 before the curve begins to level off.

Zone 3 — longshots (picks 29–48): Multipliers are already high here — 2.25× to 3.0× — so the rate of increase slows down. A zone 3 team doing anything unexpected still swings the leaderboard hard, but the gap between consecutive late picks is smaller than it is in zone 2.

Zone boundaries are set using World Football ELO rankings — the top 8 teams by ELO form zone 1, the bottom 20 form zone 3, and everything in between is zone 2. ELO ratings are frozen at the draft date so the zones are fixed before anyone picks.

How teams score points

Goals scored

Each goal a team scores earns points, but with diminishing returns per match:

  • 1st goal: +0.5 pts
  • 2nd goal: +0.5 pts
  • 3rd goal: +0.3 pts
  • 4th+ goals: +0.1 pts each

This keeps blowouts from being overwhelming — a 7-0 win scores roughly the same as a 4-0.

Defense — goals conceded

Each match has an expectation threshold of 2 goals conceded. Your team earns or loses points based on how far above or below that they fall:

  • 0 goals conceded (clean sheet): +1.5 pts × draft bonus
  • 1 goal conceded: +0.5 pts × draft bonus
  • 2 goals conceded: 0 pts (neutral)
  • 3+ goals conceded: loses points per goal over, scaled by an inverse draft bonus

The inverse bonus on penalties is intentional — highly drafted favorites are expected to defend well, so they are punished harder for shipping goals than late-round picks are.

Group stage finish

At the end of the group stage, each team earns bonus points based on where they finish in their group:

  • 1st place: +6 pts
  • 2nd place: +4 pts
  • 3rd place: +2 pts
  • 4th place: +0 pts

Knockout rounds

Each time a team wins a knockout match, they earn +8 pts. This applies in the Round of 16, Quarter Finals, Semi Finals, Third Place playoff, and the Final.

Final standings

The tournament champion earns +16 pts. The runner-up earns +8 pts.

Draft modes

Live draft

All players join the draft room at the same time. Each pick has a countdown timer (default: 60 seconds). If a player doesn't pick in time, their turn is skipped. Snake draft order — the last pick in each round reverses direction for the next. Best for groups who can all be online together.

Async draft

Players don't need to be online at the same time. When it's your turn, you have a set window (default: 8 hours) to log in and make your pick. Ideal for groups across different time zones or schedules.

Auto-draft

If a player's pick timer runs out, the system automatically drafts the highest-rated available team on their behalf so the draft keeps moving.

Auto-draft selections are based on World Football ELO ratings — a globally recognized rating system that measures team strength based on match results, with adjustments for margin of victory, home advantage, and match importance.

ELO reference date: May 10, 2026

Ratings are frozen at this date for all pools. Auto-drafted teams are picked in descending ELO order, skipping any team already taken.

Argentina2090
Spain2070
France2040
England2040
Brazil2040
Portugal2020
Germany2020
Netherlands2010
… and 40 more teams, down to Qatar (1085)

Source: eloratings.net

Hard mode & the CPU team 🏴‍☠️

When the number of tournament teams doesn't divide evenly among players, some teams go undrafted. Those leftovers are automatically claimed by the 🏴‍☠️ CPU team after the draft finishes — picked in a random order and appearing on the leaderboard like any other player.

Hard mode off (default)

The CPU team scores points normally based on what its undrafted teams earn — raw points multiplied by the late-round pick bonus (zone 3, 2.25×–3.0×). Since the CPU has fewer teams than human players, it's rarely a serious threat. Think of it as a curiosity on the leaderboard.

Hard mode on

The CPU's total is scaled up proportionally so it competes on equal footing with human players. If humans each have 9 picks and the CPU has 3 leftover teams, the CPU score is multiplied by 9 ÷ 3 = 3× — making it a genuine threat if any of those underdogs go on a run.

Hard mode is automatically disabled when teams divide evenly (no CPU teams exist).

Example: 5 players, 48 teams → 9 picks each, 3 leftover (CPU). Hard mode scales the CPU score by 9/3 = 3× so it competes on equal footing with everyone else.