Game Rules
Glossary of Terms
Competition: the discrete tournament or event alongside which players are playing the game. E.g. 2024 UEFA European Football Championship.
Event: a discrete Sweepmate game, played alongside competitions. See app for event-specific rules.
Sprint: short-form Sweepmate events, typically lasting from 1-4 days, for full Sprint rules, see individual event screens in app.
Entry Cost: the price paid to pick a plan.
Stake: an individual player’s Entry Cost, minus Sweepmate fees.
Sweep: the act of buying / selling a team.
Team: an entity taking part in the tournament or event. May include individuals or collections of individuals, depending on the event.
Winning Team: a team which is owned and in-play when they finish either first, fourth or last.
Entry and subscription
Pick a Plan
Before playing the competition, players pick a plan, and therefore how they select the teams they start the game with. Available plans vary between events. See individual event pages in app for event-specific plan information.
Entry Cost
Entry costs vary between events. All players pay to enter the competition. This is their entry cost. If players choose to join post-kickoff (choosing the Clean Sweep plan) their entry costs do not contribute to the pool and are retained in full by Sweepmate.
Stake
A player’s stake is equal to their entry cost, minus Sweepmate fees. Players’ stakes are added to the Game Total (see below). The sum of all players’ stakes makes up the jackpots to be won. As with a traditional sweepstake, players cannot withdraw their Stake after entry.
Jackpots and Winnings
Game Total / Pool
The Game Total (aka the Pool) is equal to the sum of all pre-kickoff game entries per competition, minus 10% fee taken by Sweepmate (see below, Sweepmate Fees).
Spin Again
Certain Sweepmate events may have the option for players to ‘Spin Again’ when choosing their starting teams. Funds from players choosing to use the Spin Again function will not be added to the Game Total and therefore will not affect the jackpots. All proceeds from Spin Again will be retained in full by Sweepmate.
What are the Jackpots?
Jackpots
There are three Jackpots to be won.
Jackpot for first place is equal to 50% of the Game Total.
Jackpot for fourth place is equal to 20% of the Game Total.
Jackpot for last place is equal to 30% of the Game Total.
Winnings
Jackpots will be shared equally between all in-play teams, when that team comes first, fourth or last in the competition.
Players will win an equal share of the respective Jackpot for each Winning Team they own.
Event Duration
Registration for Events
Players must register
Kickoff
Kickoff of Sweepmate events is typically shortly before the start of the real-world competition. For some events, kickoff may be significantly before the the real-world competition starts, to account for factors such as the announcement of teamsheets. Players must register before kickoff in order to be eigibe to choosetheir own teams.
Event kickoff times are clearly displayed in the event screen and may change. Players are solely responsible for ensuring they are aware of event kickoff times.
Post-Kickoff Signups
Players can begin playing after the event has begun, for an entry fee equivalent to pre-kickoff entry fee. However, they will start without any teams. Players who sign up post-kickoff will need to purchase teams in the Sweeping marketplace. Kickoff deadline may vary between events and will be clearly displayed on the event screen for that event and prior to players completing their entry transaction.
Assigning and Choosing Teams
Number of Teams
All players who sign up before the pre-kickoff deadline will start the game with three teams in-play. Depending on the event and the plan they choose,
Note that for Sprint (short-form) events, all three teams are chosen by the player.
Note that for Sweepmate Classic (long-form) events, players have the option to self-select one, two or three of their starting teams and their remaining (i.e. either two, one or zero) teams will be assigned using Sweepmate’s Team Selector.
Assigned Teams
Players who choose Classic or Sweepstake plans, will be assigned one (Classic) or two (Sweepstake) discrete teams using Sweepmate’s internal random generator. The generator will not assign duplicate teams, as according to the Rules, players cannot start the game owning any team more than once.
While our Sweepmate Team Selector has been independentlytested for fairness, a random generator cannot generate truly random results.
Spin Again
For some events, players who have chosen to have either one or two teams assigned will have the option to ‘Spin Again’ once their teams have been assigned, for an additional cost. Spin Again will then replace the assigned teams with another set of teams from the random generator. Players can Spin Again until they are satisfied with their assigned team.
Choosing Teams
Players are randomly assigned teams first and then subsequently self-select a team unless they have picked a plan where they self-select three teams.
Duplicate Teams
Players cannot start the game owning any team more than once, simultaneously.
Team Portfolios
Team Ownership
A player owns a team when they have either i) been assigned or self-selected that team as part of their pre-kickoff plan; or ii) bought that team from another player.
Pre-kickoff, a player cannot own a team more than once, simultaneously. Once the competition has kicked off, players may own teams more than once simultaneously.
Players can own up to three in-play teams, plus one Bench team at any given time.
Players can own as few as zero teams at any given time.
Elimination of Teams
If a player owns a team at the point which that team is eliminated from the competition, the space that team was occupying becomes free.
When a team is eliminated, players are free to continue playing and fill that spot by buying another team in the Sweeping marketplace. It is not possible to buy or sell a team which has been eliminated.
For competitions where teams are not eliminated – e.g. English Premier League Sprint events – the space will remain occupied.
Event Dashboard
A player’s Event dashboard shows the teams they currently own, along with the jackpots on offer and their teams’ potential winnings for each jackpot, in real time.
In-play Teams
Players can own a maximum of 3 in-play teams at any time. Bench teams are not in-play (see below). Only in-play teams are eligible to win a share of a jackpot.
Calculations of potential winning only take into account in-play teams, at any given time. The number of in-play owners is displayed in the Rankings screen in real-time.
Teams that are not in-play when a jackpot market is resolved will not win a share of that jackpot.
Bench Teams
To facilitate active trading, each player has a fourth ‘Bench’ slot, in addition to their three in-play teams. If a player already owns three teams, they may buy an additional fourth team, which is automatically added to their Bench.
This Bench team is not in-play and becomes in-play once a space is freed by an in-play team being either sold or eliminated from the competition, or by the player promoting that team to in-play, in place of another team using the in-app Promote function..
Bench teams may be bought or sold to other players while on the Bench. A team does not have to be in-play to be bought/sold.
Sweeping
Sweeping of Teams
‘Sweeping’ refers to the act of buying or selling a team to another player.
Sweeping can only be completed via the in-app function. Informal agreements or exchanges for non-monetary items or services are not valid.
Swapping Teams
Direct swaps of teams is not currently permitted. Sweeping of all individual teams must be completed as separate transactions.
Selling a Team
A player may sell a team to another player at any point, once the competition has kicked off,, providing that team has not already been eliminated from the competition. If a team has been eliminated from the competition, any associated listings will also be automatically removed from the Sweeping marketplace.
A team cannot be listed for more than 100% of its maximum real-time potential winnings.
Buying a Team
A player may buy a team from another player at any point during the competition, providing they have a space among their in-play or Bench spaces to own that team.
If a player, when buying a team already has three teams in-play, the team they buy will automatically be added to their Bench but will not be in-play.
Sweeping Marketplace
A player may create a public listing in the global marketplace for the sale of any team they own. Other users will be able to see the listing, including the seller’s price.
Players can browse and search for available teams in the Sweeping screen.
The price of a team is set by the seller. The sweep is completed and is binding when the buyer completes the transaction.
Sale Prices
Players must not engage in sweeping activities that aim to unfairly distort market prices, or which otherwise amount to cheating or collusion. (see T&C 16.2 for more information on collusion)
A team cannot be listed for more than 100% of its maximum real-time potential winnings.
Disputes
For any general account queries, players can use the Contact Us form on the website.
Disputes and complaints can be submitted via our Complaints form on the website. See our full T&C for more information on disputes.
Home Dashboard
Players can see which of their teams are currently listed for sale in their Home dashboard screen.
Sweepmate Fees
Sweepmate take 10% fee of the Gross Total. The jackpots displayed in-app reflect the Game Total / Pool, which is available to be won by players.
Sweepmate takes 10% transaction fee on all trades completed. This fee is calculated and displayed to sellers, along with the actual amount they will receive from the sale, before a sweep is completed. By completing a sweep, the seller accepts the fee.
Sweepmate may also take fees for additional in-game features (e.g. Spin Again).
Resolving Markets
Sweepmate relies on data provided SportRadar to provide in game fixtures, live scores, live event positions, and resolving of in-game markets. SportRadar data may differ from data provided by other third party sources and so players should consider the in-app data provided by Sweepmate as the source of resolving markets. We take no responsibility for any factual errors in data provided by SportRadar or any other third party.
Resolving first, fourth and last markets will vary between events, according to the format of the event. We will publish event-specific rules and tie-break rules for each event. Below is an example of how markets are resolved for football events.
For Sweepmate Sprint (short-form) events:
For Sprint events, 1st, 4th and Last place will be determined by the teams finishing in those positions in the Sweepmate league table. The Sweepmate league table is specific to our gameplay. The Sweepmate league table – unless otherwise stated – resets for each discrete Sprint and so may look different to other league tables or competition standings.
Sweepmate league table positions
For football tournaments, first, fourth and last place are decided by the team who finishes in those respective positions of the Sweepmate league table at the end of the Sprint, based on the following criteria:
- Highest goal value difference
And if tied then (and in this order)
- Highest number of goals scored, then
- Fewest number of red cards received, then
- Fewest number of yellow cards received, then
- Highest number of shots on target, then
- Fewest number of shots off target.
If still tied, then the tied teams will be declared joint winners and the respective jackpot will be split between owners of those teams.
For Sweepmate Classic (long-form) events:
First Place
For knockout tournaments, first place is decided by the team who wins in the Final.
Last Place
Football knockout tournaments where two or more teams are even on points, the last-place market will be decided by (and in this order)
- goal difference, with lowest value goal difference winning
And if tied then (and in this order)
- fewest amount of goals scored in group stage; then
- number of red cards received in group stage, with highest number winning; then
- number of yellow cards; then
- Number of shots on target (highest); then
- Number of shots off target (lowest),
If still tied, then the tied teams will be declared joint winners and the respective jackpot will be split between owners of those teams.
Fourth Place
Where applicable, the fourth-place market will be determined by the 3rd/4th place playoff match.
Where there is no such playoff, Fourth place goes to the team who performed worst in their respective semi-final. This is determined by:
- goal difference, with lowest value goal difference winning
And if still a tie then (and in this order)
- fewest number of goals scored in semi-final (including shootout penalties); then
- number of yellow cards received in semi-final, with highest number winning; then
- number of red cards in semi-final
If still even, then the Jackpot will be split.
Payment of Winnings
Winners of the all markets will be credited with their winnings to their in-app wallet within one hour of markets being resolved.
Rollover of Jackpots
If no player owns a team who finishes in a winning position, then the jackpot for that Sprint will rollover the next Sprint of that competition. This may include rollover to the next Sprint held in a different season of the same competition.