Unit League
How syndicates, runners, and Juice fit together.
Syndicates and runners
A syndicate is your league. Whoever creates it sets the name, the starting units, the maximum number of players, and whether it's public or private (joined with a short code and optional password). Each player in a syndicate is a runner. You can run in several syndicates at once, and each one tracks its own balance.
Once the admin starts the syndicate, runners place picks on real games at real market odds. Results settle automatically when the games finish.
Syndicate types
Unit
Classic bankroll race. Everyone starts with the same units, and the standings are sorted by balance. Highest balance at the end of the season wins.
H2H
Head-to-head like fantasy football. Each round you're matched against another runner, and whoever gains more units that round takes the win. Standings are by record.
Team
Runners are grouped into teams, and team totals decide the standings. Good for offices, group chats, or rival friend groups.
Syndicate settings
Admins can tune a syndicate to their group:
- Minimum wagers / minimum units: stop anyone from sitting on a lead by not picking.
- Juice cost multiplier: 2x, 3x, or 4x the cost of every enhancement.
- Max active Edges: cap how many Edge cards a runner holds at once.
- Max CLV / Team level: cap how far those enhancements can be stacked.
- Blocked Juice: turn off specific enhancements or whole categories.
Juice
At a sportsbook, juice is the fee that works against you. In UNIT League we flipped it: Juice is the set of enhancements that work for you.
Each round you're offered a few Juice options and can add them to your runner. There are three kinds.
CLV Juice
Named after closing line value. There is one for each pick type: ML (moneyline), SPR (spread), and O/U (totals). Leveling one up strengthens your bonus on that type of pick. CLV Juice is always on offer.
Team Juice
Tie a bonus to teams that share a trait: Color, Region, Mascot, or Conference. You pick a team that matches the attribute you were offered. Choosing more Team Juice for the same team stacks its level.
Edge Juice
Edges are cards with specific effects. Some add to the odds, some add stake or free units, and some change the rules of a round. They come in seven flavors: price, unit, balance, trigger, risk, CLV, and team. A few examples:
- Line Shopper (price): +0.10 decimal odds on every pick.
- Vig Cutter (balance): losing picks refund 20% of stake.
- Hot Hand (trigger): +0.10 odds per consecutive win, resets on a loss.
- Lock of the Day (risk): one pick gets 2x odds, but costs 15 units if it loses.
- Degenerate (risk): 3x odds on everything, but you must stake half your balance every round.
If you hit your syndicate's Edge limit, you sell one you hold to make room.
Rarity and cost
Edges are ranked with betting slang for bet sizes: a “dollar” is $100, a “nickel” $500, and a “dime” $1,000. The rarer the Edge, the more it costs.
| Rarity | Base cost | What to expect |
|---|---|---|
| Dollar | 1 | Cheap and common. Small, steady bonuses. |
| Nickel | 2 | Solid upgrades to odds, stake, or balance. |
| Dime | 3 | Stronger effects that often scale or have conditions. |
| Whale | 5 | Rare, build-defining effects, usually with a catch. |
Real books have no Juice that helps you. Every “boost” they offer is priced to keep their edge. See Danger for why.
