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Straight Pick'em
Pick the winner of every game on the slate. Most correct picks wins.
Confidence Pool
Rank each pick by confidence. Correct picks earn the points assigned to that game.
Survivor Pool
Pick one winner each round or week. You cannot reuse the same team.
Squares Board
Fill a score grid and pay winners by quarter or by the final score digits.
Exact Final Score Closest
Everyone writes a final score guess. Closest prediction wins.
First Score Prop
Pick which team or player scores first and settle as soon as it happens.
Player Stat Over / Under
Set one simple stat line like points, yards, rebounds, or strikeouts. Everyone takes over or under.
Margin Pool
Pick the winner and how much they will win by. Closest margin wins.
Bracket Pool
Fill out a tournament or playoff bracket. Most correct picks wins.
Award Show Ballot
Pick winners across a handful of categories. Most correct picks wins.
Guess the Jar
Fill a jar with candy or small objects. Closest estimate wins.
Closest Without Going Over
Everyone writes a guess for a price, bill, or total. Closest without going over wins.
High Card Draw
Each person draws one card. Highest card wins the round.
Dice High Total
Roll three times each. Highest combined total wins.
Coin Flip Best of 7
Run seven flips and track each call. Best record wins.
Closest ETA Guess
Before food arrives or a trip ends, everyone writes the time they think it happens. Closest guess wins.
Closest Answer Board
Ask a numeric trivia question, have everyone write an answer, then back the answer you think is closest without going over.
Last-Place Pays
Use any casual scoreboard and make only the last-place finisher settle the round.
LCR Chip Rotation
Each player starts with 3 chips. Roll up to 3 L/C/R dice each turn, moving chips left, right, or to center. Last player with chips wins.
Music Intro Lightning Match
Play 5-8 second song intros and buzz in with title + artist. Correct full answer scores 2, partial answer scores 1.
Category Blitz List
Pick a category and a timer. Everyone writes as many valid answers as they can before time runs out.
Receipt Total Closest
Before the bill, everyone guesses the final total. Closest estimate wins once the receipt lands.
Blind Ranking Challenge
Rank five hidden items from high to low before seeing the list. Best final order wins.
Emoji Clue Board
Build a phrase, title, or movie out of emojis only. Fastest correct decode wins the round.
Three-Clue Guess Round
Each prompt gets three clues revealed one by one. Earlier correct answers score more points.
Halftime Margin Guess
Everyone locks in the halftime score difference before kickoff or tip-off. Closest margin wins the round.
Quarter Winner Chain
Pick the winner of each quarter, period, or inning block and score one point for every correct segment.
Next Score Type Pick
Before each scoring drive or possession stretch, call the next score type. Reset and replay after every result.
Penalty Count Closest
Predict the combined penalty, foul, or flag total before the game starts. Closest overall count wins.
Final Stat Line Closest
Choose one featured stat before the game and have everyone predict the final total. Closest call wins.
Nassau
Split the round into front nine, back nine, and total round. Each segment is its own scored format.
Skins
Each hole has a value. Win the hole outright to win the skin, and ties carry over.
Wolf
One golfer rotates as the wolf and chooses whether to play solo or pick a partner after the tee shots.
Bingo Bango Bongo
Earn points for first on the green, closest on the green, and first in the hole.
Snake
The player who last three-putted holds the snake and pays at the end.
Greenies
Closest-to-the-pin on par 3 holes wins the bonus format, usually only if par or better is made.
Sandies
Make par after a bunker shot and you win the sandy.
Arnies
Make par without hitting the fairway or green in regulation and you win the Arnie.
Vegas Digits Match
In 2v2, each team combines low and high scores into a two-digit number each hole (example: 4 and 5 = 45). Lower number wins the hole.
Sixes Partner Rotation
Play three 6-hole segments and change partners each segment. Keep a running point total across all 18 holes.
Fairway Finder Ladder
Score one point for every fairway hit and add bonus points for consecutive fairways in regulation.
Front-Nine Stableford Sprint
Run Stableford scoring only on the front nine and reset completely on the turn.
Back-Nine Bounceback
Start scoring at the turn and reward the best closing stretch instead of the best opening nine.
Tee Shot Target Grid
Pick fairway zones or landing windows before the round. Earn points for hitting the called target space.
Net Par Streak Board
Track longest streak of net pars or better during the round. Longest clean run wins.
Fairway Chain Reaction
If one player misses the fairway, the next player can steal a bonus by finding it cleanly.
Two-Club Position Race
Use only two chosen clubs for a six-hole segment. Lowest segment score wins the mini-race.
Par-3 Proximity Circuit
Only par 3 holes count. Closest combined proximity total wins the circuit.
Lag Putt Zone Ladder
Set make-believe rings around the cup and score every first putt by the zone it finishes in.
Up-and-Down Save Race
Every up-and-down earns a point. First player or team to a set total wins the race.
Bunker Save Sprint
Any hole with a successful bunker save scores a bonus. Most bunker-save points wins.
Chip Circle Elimination
Pick a tight circle around the hole and run one chip challenge per player. Misses earn strikes until one player remains.
Approach Window Points
Assign point windows around the pin for approach shots and total the best approach score on each hole.
Putting Gate Marathon
Set short-, mid-, and long-range putting gates and score every made gate during the practice block or warmup.
Alternate Shot Pressure Six
Partners play six holes of alternate shot and score the segment separately from the rest of the round.
Better-Ball Birdie Window
Partners only count birdie-or-better holes for a rolling better-ball bonus over a chosen stretch.
Six-Hole Hammer Match
Run a six-hole match with one optional hammer per side to double the value of a hole before the next shot.
Miss-and-Save Match
Only holes with a missed green but a saved par count toward the match total.
Scramble Birdie Window
Play a short scramble segment and count only birdies made during that scoring window.
Partner Pressure Sixes
Run three partner segments of six holes and crown the pair with the strongest combined six-hole finishes.
Recovery Route Match
Only recovery shots that still lead to a par or better count toward the match score.
King of the Court Rotator
Play timed doubles games. Winners move up one court and challengers rotate in.
Skinny Singles Crosscourt Race
Use skinny singles lanes only. First to 11 wins, then switch sides and rematch.
Challenge Ladder Match
Challenge one team above you for best of 3 games to 11 (win by 2). Winner takes the higher rung.
Pool Play to Finals
Run short pool games to 11, then send top teams into a one-game final.
Rally-Scoring Singles Sprint
Play singles to 15 with rally scoring so every rally counts and rounds finish quickly.
Dink Duel Elimination
Kitchen-only rally game. Speedups or pop-ups are faults. First side to 9 wins.
Third-Shot Pressure Ladder
Serving side must hit a legal third-shot drop before any speedup. Miss it and lose the rally.
Serve Target Challenge
Place four target zones in service boxes. Hit called zones for points over 10 serves each.
Golden Point Switch
Play to deuce, then one golden-point rally decides each mini-game. Rotate opponents every mini-game.
ATP / Erne Bonus Hunt
Play standard doubles to 11. A clean ATP or Erne winner earns one bonus point once per game.
H.O.R.S.E. Shot Creator
Take turns calling creative shots. Missed matches earn letters. First to spell H.O.R.S.E. loses.
Around-the-World Pressure Race
Race through marked spots around the arc and paint. First player to hit every spot wins.
3-Point Contest Heat
Use 5 shooting racks around the arc and run timed rounds. Highest score advances.
21 Sprint
Play to 21 with one-point and two-point scoring. Go over 21 and reset to 15.
Knockout Elimination
Line up at the free-throw line and race to make your shot before the player behind you.
Free-Throw Pressure Ladder
Hit 2 in a row to climb each level. First player to clear 5 levels wins.
One-Dribble 1v1 King
Play short 1v1 possessions with one dribble max and winners staying on.
Spot Shooting Relay
Teams rotate through 5 marked spots and must hit one make at each before tagging next shooter.
Mikan Finish Gauntlet
Complete right/left Mikan finishes plus reverse finishes in timed sets. Highest total wins.
Half-Court Hit Chase
Each player gets 10 deep attempts from half-court range. Most makes wins the round.
Penalty Shootout Ladder
Each player takes 5 penalties, then advance to sudden-death rounds if tied.
Crossbar + Rebound Challenge
Each player gets 8 shots trying to hit crossbar first, then finish the rebound cleanly for bonus points.
First-Touch Box Control
Receive driven passes into a marked box and keep first touch inside the zone for points.
Passing Gate Precision Circuit
Complete short and medium passes through numbered gates in order. Fastest clean run wins.
1v1 Mini-Goal Ladder
Play 1v1 games to 3 goals on mini goals. Winner climbs to next challenger.
Rondo Keep-Away Count
Run 4v1 or 5v2 rondos and score one point per 10 consecutive passes.
Finishing Triangle Race
Shoot from three marked channels (left, center, right). First to complete all channels wins.
Header Accuracy Challenge
Serve 8 balls and score by heading into marked target zones in goal.
Corner Service + Finish
Two-player teams rotate corner services and first-time finishes. Most converted chances wins.
Free-Kick Wall Target Ladder
Hit designated free-kick zones over a wall setup from increasing distances. First full ladder wins.
Home Run Derby Sprint
Run timed hitting rounds with a pitcher and count home runs or deep-fly targets for points.
Around-the-Horn Accuracy Relay
Teams relay throws around the infield positions in order. Fastest clean cycle wins.
Long-Toss Distance Ladder
Progress through increasing throw markers. First player to clear every marker wins.
Bunt Target Grid
Lay down bunts into marked infield target squares. Highest target score after 10 bunts wins.
Infield Rapid-Fire Fielding
Fielders take 12 consecutive grounders with timed transfer-and-throw scoring.
Outfield Gap Throwdown
Track fly balls in the gaps and throw to cut-off targets for points.
Pop-Fly Communication Clash
Pairs call and secure mixed pop flies. Most clean catches without collisions wins.
Home-to-Home Sprint Relay
Run full-base circuits relay style with clean base touches. Fastest team wins.
Pitch Command Quadrants
Pitchers aim at four strike-zone quadrants in sets of 12. Most called hits wins.
Catcher Pop-Time Challenge
Catchers receive and throw to second on stopwatch timing. Best average pop-time wins.
King/Queen of the Court Rotation
Winners stay on the champion side while challengers rotate in every mini-game to 7 points.
Crosscourt Serve Zone Ladder
Hit designated serve targets in sequence across the court. First player to complete the ladder wins.
Pepper Rally Marathon
Pairs maintain controlled pepper rallies for 90-second sets. Longest unbroken rally wins.
Sideout Streak Race
Teams start each rally in receive and count consecutive sideouts. Highest streak wins.
Setter Target Circuit
Setters hit outside, middle, and back-set target windows in timed rounds.
Pass-to-Target Gauntlet
Passers receive serves and must land passes in the setter zone for points.
Block-Touch Timing Duel
Attackers and blockers run live reps where blockers score by clean touches at the net.
Dig-and-Transition Sprint
Defenders must dig a hard-driven ball and convert to a controlled attack in one sequence.
2v2 Rally Race to 15
Play compact 2v2 games to 15 with rally scoring and winner-stays rotation.
Jump-Serve Accuracy Heat
Run 10 jump-serve attempts at deep-zone targets. Most on-target serves wins.
QB Target Tree Challenge
Set route targets at short, mid, and deep distances. Score points for each clean hit in 12 throws.
Long-Ball Catch Combo
Pairs alternate deep throws and catches from marked lines. Most complete catches in 10 attempts wins.
Route-Tree Timing Ladder
Run a full route tree in sequence with timed completions. Fastest clean ladder wins.
Red-Zone Fade Contest
Run corner-fade attempts from the 10-yard line. Most clean catches in-bounds wins.
Two-Minute Conversion Race
Teams run scripted mini-drives with 2-minute clocks. Most successful conversions wins.
Field-Goal Pressure Ladder
Kickers move back in distance after each make. First to clear all marked ranges wins.
Punt Placement Buckets
Punters and non-punters aim punts into end-zone target buckets for points.
WR Toe-Tap Sideline Challenge
Receivers catch sideline throws in marked windows and must finish with both feet in.
1v1 Release-and-Recover
WR/DB pairs run short-route reps. Score by clean separation and pass breakup wins.
Hail-Mary Timing Clash
Run deep final-play reps with one throw per set and score by clean contested catches.
Tiebreak Ladder
Run first-to-7 tiebreakers and move winners up the ladder after each round.
King/Queen Court Rotation
Winners stay on the feature court while challengers rotate in after each short set.
Serve Zone Ladder
Hit service targets in sequence from both sides. First player to clear every zone wins.
Pressure Deuce Race
Start every mini-game at deuce and race to win the most pressure points in a set number of reps.
Lob + Overhead Combo
Alternate one defensive lob and one attacking overhead. Most clean two-shot conversions wins.
Down-the-Line Target Duel
Players alternate attacking down the line into marked lanes. Highest clean-hit total wins.
Return Reaction Battle
Returners face a set of varied serves and score by keeping returns deep and in play.
Red Ball Social Round
Use slower balls and short-court lines for rapid-fire social sets with longer rallies.
Golden Point Gauntlet
Every mini-game goes straight to a deciding golden point. Most golden-point wins takes the set.
Back-Glass Recovery Race
Start each rally with a forced deep ball off the back glass and score by converting the recovery.
Overhead Control Ladder
Work through overhead targets from easiest to toughest zones without missing twice in a row.
Lob Reset Rotation
Teams only score after a successful defensive lob resets the point and flips court position.
Crosscourt Pressure Battle
Play only crosscourt lanes and force a full rally before any finishing attempt is allowed.
Side-Wall Save Duel
Pairs start each point from a ball that forces a side-wall save. First to five clean conversions wins.
Champion Court Rotation
Winners stay on the feature side while challengers rotate in after each short game to 6 points.
Deep Corner Target Clash
Attackers score by landing balls deep in the back corners while defenders try to reset the rally.