> For the complete documentation index, see [llms.txt](https://smily.gitbook.io/smily-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://smily.gitbook.io/smily-docs/game-formats.md).

# Game Formats

Smily runs five formats off a single prediction engine. Short rooms deliver the dopamine. Long seasons deliver the skill and the status. Every format uses the same scoring, the same resolution, and the same fairness guarantees.

{% tabs %}
{% tab title="Sit and Go (Blitz)" %}
The core competitive format. A table opens at a chosen buy-in tier and table size, and it starts the moment it fills, with no fixed start time, exactly like a poker Sit and Go. Over a short series of rounds, prediction questions resolve and players are scored. The best score takes the pot, minus fees.

* **Table sizes:** 4, 8, 16, 20.
* **Questions per room:** 8 to 12, drawn from the Pool Charter across uncorrelated domains.
* **Duration:** minutes to a few hours, depending on the resolution windows of the questions selected.
* **Payout:** by table size, see [Payouts](broken://pages/94576478bb36b69b7e7276d21c19cffb8c589477).
  {% endtab %}

{% tab title="Spin and Go (Jackpot)" %}
The signature adrenaline format, modeled on the poker Spin and Go. A three-player hyper-fast room where a random multiplier is drawn before the first question, setting the size of the prize pool. Most rooms pay a modest multiple of the combined buy-ins. Rarely, the multiplier spikes into a large jackpot. The hook is the dream: a small buy-in that can become a large pot. Volume becomes the path to the jackpot, which drives repeat play and burn.

* **Players:** 3.
* **Prize pool:** combined buy-ins multiplied by a randomly drawn multiplier, revealed before play through verifiable randomness.
* **Payout:** winner-takes-all at low multipliers, top two or three at high multipliers.
* **Role in the economy:** highest velocity, highest virality, and a strong contributor to the burn because of volume.
  {% endtab %}

{% tab title="Heads-Up" %}
A duel between two players, winner-takes-all. The lowest concurrency requirement of any format, which makes it the easiest to fill early and the natural home of rivalries and grudge matches.

* **Players:** 2.
* **Payout:** winner-takes-all. A tie is a push, see [Scoring and Smily Points](broken://pages/eeb3f2ded91b7d43d0962711900a5e1b7de4e0b1).
  {% endtab %}

{% tab title="Home Games (Private)" %}
A private room created by a player and shared by invite link or code. The creator configures table size, buy-in tier, format, and question count within charter limits. Home Games are the viral and community engine. A creator can challenge their audience, and communities can run recurring rooms.

* **Players:** 2 to 20.
* **Configuration:** creator-set within charter and tier constraints.
* **Purpose:** virality, retention, community ownership.
  {% endtab %}

{% tab title="Tournaments and Series (Seasons)" %}
Scheduled, multi-day competitions with leaderboards and a prize pool. Seasons run the same engine over many more questions, which makes skill dominate variance and creates prestige and ranked progression. Tournaments at fixed times also concentrate players, which strengthens the pool of available players across the hub.

* **Players:** many, across multiple rooms or a unified leaderboard.
* **Questions:** 20 to 40 or more, across the full domain taxonomy.
* **Payout:** leaderboard structure, top N share the prize pool.
* **Purpose:** the skill and status layer, the showcase of the brand.
  {% endtab %}
  {% endtabs %}

## Choosing variance

The number of questions per room sets the balance between skill and luck. Blitz rooms use 8 to 12 questions: enough for skill to show, short enough for the dopamine. Seasons use 20 to 40 or more: skill dominates, and this is the prestige layer. A player who wants pure skill plays seasons. A player who wants the rush plays Spin and Go.


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