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Played (Pending): 0
Locked In (This Month): 0
Other Players
| Player | Cards Remaining |
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Cumulative Final Scores (all finalised months)
My Cards
In Hand
Played Cards
My Raw Scores
Timezone: Aus/Syd
Total: 0.0
Drink Entry
Final Scores
| Month | Player | Card | Played | Locked In |
|---|
Submitted Scores
Cumulative Totals by Month (up to selected month)
Daily Scores
Month Results
Finalised
| Player | Final Score | Raw Score | Net Change | Cards Played |
|---|
Total Cumulative Score (All Finalised Months)
Progressive Total Std Score Race
Rope climb
Five ropes from the ledge: cumulative total score climbs toward the top; drinks and penalties show as slips. Uses the same Play, Pause, Reset, and Time controls as the chart above. RAW is the dashed track on each rope.
Month Replay
Full Breakdown
Admin Dashboard
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Cards in Circulation: 0
Locked In This Month: 0
Latest Closed Month Card History
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Competition
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Month Timeline
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Players
| Username | Password Set | Cards in Hand | Locked In | Actions |
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Card Types
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Admin Month Results
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Edits will recalculate cumulative totals for that player.
Monthly Totals
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Admin Replay Preview
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Replay
Raw Scores
Active Cards
Current card set available for play.
| Card Name | Description | Play Timing | Cancellation Rule |
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Game Rules
1. Scoring Fundamentals
Daily Scores
- Players submit a daily drink count for each calendar day.
- A “drink” is self-reported and treated as a numeric value.
Missing Daily Scores
- If a player fails to submit a daily score:
- That day is automatically filled with (their highest recorded daily score × 2).
- This rule:
- Is applied before any card logic.
- Cannot be overridden by immunity or cards.
2. Monthly Flow & Timing
Each month follows this exact sequence:
-
Month is active
- Players submit daily scores.
- Players may play at most one card.
-
Month close
- On the last day of the month + 24 hours, score submissions close.
- Submissions occur outside the app.
- No changes allowed after this point.
-
Period 1: Personal Card Effects
- All personal-impacting cards are applied.
- Raw scores are then finalised.
-
Period 2: Group Card Effects
- Group-impacting cards are applied in execution order.
-
Results revealed
- All card effects and final scores are revealed simultaneously.
3. Raw Score Definition
A player’s raw score is their total monthly drinks:
- After missing-score penalties.
- After Period 1 (personal card effects).
- Before Period 2 (group effects).
- Higher scores are worse.
- Raw scores are locked once Period 1 completes.
4. Sobriety & Immunity Rules
28-Day Sobriety Bonus
- If a player completes 28 consecutive days of 0 drinks, they receive +1 card.
- This bonus:
- Cannot be influenced, blocked, or created by cards.
- May span month boundaries if days are consecutive.
Monthly Immunity (Total)
- If a player records 0 drinks for an entire calendar month, they receive total immunity for that month.
- Total immunity means:
- No card effects of any kind (personal or group, positive or negative) may affect them for that month.
- Immunity:
- Does not prevent the player from playing a card.
- Applies across both Period 1 and Period 2.
5. Card Rules
Card Visibility
- All card plays and effects remain hidden until final monthly resolution.
Card Usage
- Each player may play a maximum of one card per month.
- All cards are single-use.
- Cards apply only to their stated timeframe (e.g. day or month).
- No card has effects beyond its declared scope.
6. Card Application Model
Period 1 — Personal Card Effects (Pre-Raw Finalisation)
- Personal cards:
- Affect only the player who played them.
- Modify daily or monthly values before raw score lock.
- All valid personal cards resolve before raw scores are finalised.
- Execution order is irrelevant in this period.
Period 2 — Group Card Effects (Post-Raw Finalisation)
- Group cards:
- Affect multiple players or global outcomes.
- Are applied after raw scores are finalised.
Group Card Execution Order
- Cards execute in order of raw monthly score:
- Higher raw score → earlier execution.
- Tiebreaker:
- Previous months’ FINAL scores.
- Higher FINAL score executes earlier.
7. Hand Management & End-Game Penalties
Card Hoarding Penalty
- At the end of the competition:
- Any player holding more than 3 cards incurs a
- 10% compounded penalty to their final score.
- This penalty is applied after all scoring and card effects.
8. Effect Resolution Rules
- Card effects stack in execution order unless explicitly stated otherwise.
- No card can:
- Override immunity.
- Retroactively affect raw score after Period 1.
- Persist beyond its defined timeframe.
9. Admin Authority (Optional Section)
- Only the admin may:
- Assign or remove players.
- Deactivate or delete players.
- Resolve disputes or data errors.
- Admin actions are final.