JumpOff The GameEverything you need to know to play JumpOff: The Game.
JumpOff is a real-time prediction game for showjumping. Watch a class live on TV or at the venue and predict the faults for each rider as they enter the ring. The more you get right, the higher you climb on the leaderboard.
Join a game by entering the game code or tapping a link. You can play as a guest instantly or create an account to save your stats, join leagues and compete across seasons.
Every class opens with three early-bird calls. They cost nothing to make and they pay out at the end.
Pick the winner — the hardest call on the card, and the one that pays the most at 3 points. Ties for first all pay. On a head-to-head weekend this call becomes pick the champion: the team that survives the whole bracket, worth 5 points. On a Nations Cup — where the rules rank no individual — it becomes pick the winning nation, worth 2 points (fewer teams than riders, so it pays less than the individual call).
Clear first rounds — how many of the field go clear. Exact pays 2 points, within one either way pays 1 point.
The bogey fence — the single element that catches the most riders, worth 2 points. Combination parts count separately: 7a and 7b are different calls. This one appears only once the course plan is published, and not on classes scored from a timing feed, which report round totals rather than fence-by-fence data.
Every call stays open until the first horse is in the ring — the class being flagged live doesn't shut them — and a part-filled card still scores whatever you did call.
For each rider, predict their jumping faults before they jump the 3rd fence. You can choose from:
Each fence knock-down = 4 faults. Refusals also count as 4 faults each. If you correctly predict the total jumping faults for a rider, you score 1 point.
After picking your jumping fault prediction, you can optionally toggle the time fault wager. This is a simple yes/no bet on whether the rider will also pick up any amount of time faults (exceeding the time allowed).
Get both the jumping faults and the time wager right and you score 2 points instead of 1. However if you predict they will have time faults and the rider is within the time allowed you get the time wager wrong and drop to 0 points for that rider — even if your jumping fault prediction was correct. High risk, high reward.
Instead of predicting faults, you can call Eliminated or Retired:
Eliminated covers falls, multiple refusals, going off course, or any other elimination. If you call it and the rider is eliminated, you score 2 points.
Retired is a voluntary withdrawal by the rider and is worth 2 points if you correctly predict it.
Your prediction locks 15 seconds after the rider crosses the start line — enough to see the first few fences. After that, no changes. A countdown runs on the prediction card, then the lock icon appears.
If you join a game mid-way through, you can predict for the current rider onward — you simply miss the earlier riders.
After the qualifying round, all riders who jumped clear advance to the jump-off. This is a shorter, speed course against the clock.
Instead of predicting faults, you now predict the top 3 finishers in order: 1st, 2nd, and 3rd.
All predictions lock when the first jump-off rider crosses the start line.
Getting all three exactly right is 9 points — the biggest single swing in a class, and the reason a class stays winnable once the jump-off starts.
If two or more players finish with the same total points, the tiebreaker is resolved in order:
Accuracy is a percentage, so a late joiner who scores the same points from fewer picks read their part of the class better — and ranks above. Picks on riders who never start are void and count toward nothing.
You can join a game at any time. If the class is already underway, you start predicting from the current rider — you just won't have points from the riders you missed.
Most classes are one round + jump-off: a qualifying round where clear rounds advance to a speed jump-off. Some classes use a two-round format where the top riders from Round 1 return for Round 2, and only double-clears go to the jump-off.