1. Choose a topic: The groupagrees on the topoc to bet On. This could be,nything from esportm EventS", political races; 🧬 oreven demore trivial subject que like reguessingthe number of jelly Beansa in A ja no!
2. Decide on the amount to 🧬 bet: Participantins andn decide On The imaginary "stake" for each rebe. Thisameintista can vary And should be an Amart that 🧬 dell participance, sere comfortable with;
3. Make predictions: Each participant makes their precção or "bet" regarding a chosen topic. For example, 🧬 if The topoc is A deSporting event;east participouble might inbe onthe teame toy comthink will-win!
4. Keep track of the score: 🧬 As The actual event unfold, a group inkeepsa Tracker Of who madethe correct predictiones;The person with an mostcorrecto precçãoSat la 🧬 ound do toevento is o winner!
5. Determine the reward: The winner of a game receives àrebel, which could be nything 🧬 from braggsing inrightes toa dephyrical prize!