JumpOffJumpOff The Game

Rulebook

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Everything you need to know to play JumpOff: The Game.

What is JumpOff?

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.

Before the Start

Every class opens with three early-bird calls. They cost nothing to make and they score at the end.

Pick the winner — the hardest call on the card, and the one worth the most at 3 points. Ties for first all score. 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 scores less than the individual call).

Clear first rounds — how many of the field go clear. Exact scores 2 points, within one either way scores 1 point.

The bogey fence — the single element that catches the most riders, worth 2 points. Combination parts count separately: 11a and 11b 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 rider's 15-second countdown ends — the class being flagged live doesn't shut them — and a part-filled card still scores whatever you did call.

Winner (ordinary class)3 pts
Champion team (head-to-head weekend)5 pts
Winning nation (Nations Cup)2 pts
Clear first rounds, exact2 pts
Clear first rounds, within one1 pt
Bogey fence2 pts

First Round Predictions

For each rider, predict their jumping faults before they jump the 3rd fence. You can choose from:

0
4
8
12
16+

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.

Time Faults (2x)

After picking the jumping faults, you can also switch on Time Faults (2x) if you think the rider will finish over the time allowed and pick up any amount of time faults.

Get both the jumping faults and the time faults right and you score 2 points instead of 1. If the rider finishes inside the time allowed, your time-fault call is wrong and you score 0 points for that rider — even if your jumping faults were right. Extra points if correct, no points if incorrect: it rewards the players who read the course, the horse and the clock.

Eliminated & Retired

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.

When Do Predictions Lock?

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.

Jump-Off: Pick the Podium

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.

Exact position match3 pts
On the podium, wrong position1 pt
Not on the podium0 pts

Scoring Summary

Correct jumping fault prediction1 pt
Correct jumping faults + time faults (rider over the time allowed)2 pts
Correct jumping faults, time faults wrong (rider inside the time allowed)0 pts
Correctly predict Eliminated2 pts
Correctly predict Retired2 pts
Jump-off podium: rider in exact position3 pts
Jump-off podium: rider on podium in incorrect position1 pt
Before the start: winner3 pts
Before the start: champion team (head-to-head weekend)5 pts
Before the start: winning nation (Nations Cup)2 pts
Before the start: clear first rounds, exact2 pts
Before the start: clear first rounds, within one1 pt
Before the start: bogey fence2 pts

Tiebreaker

If two or more players finish with the same total points, the tiebreaker is resolved in order:

  1. Higher prediction accuracy — the percentage of your scored picks that were exactly right
  2. Lower average fault differential — how far your fault picks were from what actually happened, on average
  3. If still tied, the tie stands — the players share the place

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.

Late Joining & Class Types

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.

Not every class ends in a jump-off. A championship final carries faults across two rounds and the combined score decides it; a two-phase class is one continuous trip; and a Nations Cup only jumps off if teams finish level for the win. The Rules tab inside a game always describes that class, so check there if you're not sure which one you're playing.