REGISTRATION
To enter, fill out the free game registration form.
After registering, you are ready to play Super 6 Pick 'Em. A valid ESPN.com or go.com member name and password will be used as an identifier to login to game play and to keep track of your entry's score and standing. If you are already a registered account holder you do not need to go through this necessary process, although if you are under 18, you must obtain the consent of your parent or legal guardian (as explained in the Official Rules). If you've had an account in the past but forgot it, here's how to find your account information.
NAME YOUR ENTRY (optional)
After you have logged in, you will be prompted with a screen that will ask you to create your entry. Your entry name will consist of two components: a location (most often where you reside) and a nickname. Once you have named your team, click on the "Submit Team Name" button.
MAKE YOUR SELECTIONS
Click on the angler you think will finish in first place and click on the "Submit Ranking" button, then do the same for the anglers you think will finish in second through sixth place. When you're done, enter your tiebreaker (the total points you think you'll earn) and click "Submit Guess."
CREATE OR JOIN A GROUP
You have the option to group yourself with friends, co-workers, or completely random fans by joining or creating a group. Within each group, your entry will be automatically ranked. Most of the groups in Super 6 Pick'em are public and can be joined at any time. If you want to play with a specific group of people you know, create a private group and make it only accessible to those whom you have given the group password. The creator of a group sets the group's name, motto and password. Groups can have up to 50 members and you can move your entry from one group to the next as long as it is before the first game of the contest. All of this is easily found on the Group Directory page. There is no prize awarded for winning a group.
SCORING
Points are awarded based on the accuracy of the selection. Maximum points are awarded for anglers selected in the correct order in which they finish a tournament. For correct picks in the wrong order, points awarded will get incrementally smaller based upon how close the angler's selected position is to the actual position he finishes on the final day of a Tournament. If an angler's position is correct, thirty-two (32) points are awarded. If an angler's position selection is one position away from the actual position in either direction sixteen (16) points are awarded. Two positions away win eight (8) points, etc. This holds true for all selections within your top 6, even if the pick falls outside the top 6. For example, if the angler in your 6th position finishes in 8th place, you would receive 8 pts. Participant selections that do not appear within the top 11are awarded no points.
Points are awarded as follows:
32 pts - correct pick
16 pts - 1 place off
8 pts - 2 places off
4 pts - 3 places off
2 pts - 4 places off
1 pt - 5 places off
0 pts - 6+ places off
EXAMPLE
If you correctly predict that Mark Davis finishes in third, you would receive 32 pts.
If you predicted that Kevin VanDam would finish third, but he finishes fifth, you would receive 8 pts (8 for being 2 places off.
If you predicted that Jay Yelas would finish in sixth, but he finished in ninth place, you would receive 4 pts (for being 3 places off, even though he finished out of the top six).
Tie Breakers: Should a tie exist between two or more participants, the winner will be determined to be the participant who came closest to guessing his final score when he created his team. Should a tie still exist, the winner will be judged to be the participant who created their roster earliest. Should a tie still exist, those entries enter into a random drawing for the overall winner.