Scrumline
Get our schools over the line

Rules

How Scrumline works, and how prizes are won

Version 1, 5 October 2026. These rules apply to every league, round and prize on Scrumline.

1. Who can play

  • You must be 18 or older. Scrumline is not for school learners.
  • Playing is free. Nobody pays to enter a league, call a score or win a prize, and there is nothing to buy.
  • One account per person, in your own name. Leagues are private: you join one with a code or a link from someone already in it.

2. The game

  • Call the score of every match in a round. Each call locks at that match's kickoff, and you can lock earlier yourself (that can't be undone).
  • Points per match: 6 for the right result, 5 for the right winning margin, 2 for each team's score within 3, and 5 more for the exact score. 20 is the most.
  • Your Banker doubles one match's points each round.
  • Results come from a public results feed, usually within two hours of full time. If the feed corrects a result, points are worked out again from the corrected score.
  • Your calls count in every league you're in for that tournament.

3. Round prizes

  • A prize is offered by a named person or business. Scrumline doesn't supply, hold or guarantee it. The card in the app always shows who offered it.
  • A prize can only be added or withdrawn before the round's first kickoff, and is never changed after that.
  • Round prizes are for a league of up to 50 players, in a tournament being played live.
  • Winner: the most points in that league for that round. Ties go to the most exact scores, then the most right results. If still tied, the winners share the prize.
  • Only players in the league before the round's last kickoff can win, and a late joiner's points count only for matches that kicked off after they joined.
  • Whoever offered the prize, and the business it's in the name of, can't win it.
  • The prize is what the card says, with no cash alternative unless the person offering it agrees to one.
  • Delivery: the winner marks it received in the app. A prize not marked received within 14 days of the round's last kickoff shows as not delivered for good, and whoever offered it can't offer another prize until it is.

4. Recruiter prizes

  • A business can offer a prize for a league's top recruiter of a month. Inviting never earns prediction points.
  • A new player counts for whoever's link brought them in, once they have called 3 matches.
  • The result is fixed 7 days after the month ends. Ties share the prize. The same 14-day delivery rule applies.

5. Fair play

  • No second accounts, no automated calls, and no calling for someone else.
  • Chat is moderated. Hate speech, threats and bullying are removed and can lead to a mute or a ban.
  • If something goes wrong with a prize, report it from the prize card or the chat and an admin will look into it.

6. Sponsors and schools

  • No alcohol, betting or gambling sponsors, ever.
  • Money given for schools is a gift that goes to the schools. Every rand is recorded in a ledger that can't be edited.

7. Your information

  • People in your leagues see your name, team name, calls once they lock, and chat messages. Nobody outside your leagues does.
  • Scrumline uses your email only for your account, reminders you can switch off, and prizes you win.
  • The full details, and how to delete your account, are on the privacy page.

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