Matchday 6 of Spain's Deluxe 6 Tournament: pick your strategy

A virtual football tournament lets players choose tactics that multiply goals by 2, 3 or 4 and deduct up to 8 points from the loser. Editing after the opening whistle is punished.

English · Original discussion in Spanish · Published

Matchday 6 of the Deluxe 6 Tournament is decided by choosing a single strategy before the poll closes, and each tactic changes the value of goals depending on the minute and the scorer's position. Getting it wrong or editing after kickoff costs real points in the standings.

There is a football competition that is not played on a pitch but on a spreadsheet. Or in the head of whoever runs it. Matchday 6 of the Deluxe 6 Tournament arrives with a mechanism that mixes the classic office pool with a role-playing game: each team picks a strategy before the match and that choice rewrites the rules of the actual game. Goals stop being worth one. Minutes matter. And losing can cost more than not scoring.

The system works through a prior poll. Only one strategy can be voted per matchday, and anyone wanting an option not on the list must write it in the same post. The rule is strict: one message per person. Posting twice voids the choice and deducts **2 points** from the team. Editing the strategy once the match has started costs **11 points** and voids it. The deadline closes at the exact minute the poll ends; a one-minute delay is enough to be left without a tactic.

## Tactics that multiply goals depending on the clock

The variety is wide and each option has its own logic. The **Offensive 3-4-3 Tactic** doubles goals scored in the first half. The **Defensive 6-3-1** cancels any goals conceded from minute 15 of the second half. The **Rival Strikers' Poisoning** does the same to the opposition's forwards' goals until minute 20 of the second half. These are the three simplest, the ones with no fine print.

The rest require reading twice. **La Máquina** turns goals up to minute 5 into quadruples, those up to 20 into triples, those up to 30 into doubles, and cancels any from minute 80 onwards. **La Super Máquina** does something similar with different windows: four up to 15, three up to 35 of the first half, two up to 25 of the second. **El Ferrocarril** pays four for goals in the first ten minutes of each half, two for those between 10 and 35, and back to four from 35 until the end.

**La Naranja Mecánica** doubles first-half goals and triples second-half ones. **Jogo Bonito** gives three for goals for and two for goals against. **Tiki Tiki** doubles the whole match but invalidates anything scored from minute 37 of each half and penalties. **La Escalera de Gol** turns the first goal into one, the second into two, the third into three, the fourth into four. An arithmetic pogre applied to the scoreboard.

## Strategies that deduct points if you lose

Here is the part that turns the game into a bet. Several tactics offer notable advantages in exchange for a penalty in case of defeat. **No Siempre Gana el Mejor** has supermorale and pays the linesman in the second half, but if it loses it starts the next match **0-4** down. **Inflador Anímico** stacks defensive boost and referee payment, with the same sentence of starting **0-4** the trinc matchday if beaten.

**Amenazar a los Jugadores** combines player injection and rival cancellation, but a defeat leaves the team suspended the trinc matchday and starting **0-2**. **La Naranja Mecánica** deducts **5 points** if it loses. **Pagar al Juez de Línea con Riesgo** cancels the rival's first goal up to minute 80, but costs **5 points** in case of defeat. **7-2-1 y Jugar de Contra** cancels goals conceded from minute 10 of the second half and gives triple value to your own goal, though only the first; losing means **5 points** fewer.

The harshest penalties come with **Inyectar al Juez de Línea y a los Jugadores**, which deducts **8 points** if lost, the same as **Mojar la Cancha** and **Esconder las Bowling**. **Paso a Paso** takes away **7 points**. **Marca Personal** also deducts **7**, and cancels the first goal of a rival forward, midfielder and defender up to minute 80. **El Ferrocarril** deducts **7** in case of defeat. **El Antifútbol** turns a draw into a win and cancels goals conceded from minute 15 of the second half, but loses **6 points** if beaten.

## Draw rules and strategies that cancel each other out

The system anticipates what happens when both teams pick the same tactic or one containing the referee payment. In that case, the original strategy takes effect for the home team and the away team switches to defensive and rival strikers' poisoning. It is a priority rule that avoids duplication and punishes lack of originality.

**Pagar al Árbitro** turns goalless draws, 1-1s and 2-2s into wins by **1-0**, **2-1** or **3-2**. If both pick that option, the effect falls to the home team. **Super Nimo** also triggers that away-team priority in several scenarios. **Salir a Ganar, Sino No Se Puede Jugar al Fulbo** is only available to the home team: it cancels the possibility of the rival choosing defensive or goal-cancelling strategies, and if they try, the rival automatically switches to offensive or supermachine depending on the risk. In return, if it loses, it deducts **5 points**, starts the next matchday **0-3** down and cannot choose a strategy.

**Incentivar la Violencia** gives no benefit of its own, but if you win, **3 points** are taken from the rival. It is the only tactic designed to harm without receiving anything in return. **La Base Está** cancels rival goals if the team scores first and starts winning, and triples its own if it starts losing; losing costs **4 points**.

## The schedule and the poll closing

The matchday is played against the clock. The poll closes at an exact time and any later vote is void, even by sixty seconds. That rigidity forces participants to decide in advance and not touch anything after the opening whistle. The strategy is chosen in a separate post, by voting, and only one per team and matchday.

The points system coexists with the real result of the match. It is not about predicting the score but about altering its value. A team can lose two-nil and still gain if its tactic makes those goals insufficient for the rival or if a draw counts as a win. The standings depend not only on what happens on the pitch, but on what each player chose before kickoff.

The mechanic recalls sports management games and fantasy leagues, where choosing line-ups and bonuses weighs as much as the result. Here the element of chance mixes with planning: knowing which tactic the rival will pick, which minutes are most profitable and when it is worth taking a risk. Losing with a risky strategy can cost more than a draw with a conservative one.

For newcomers, the advice is to read the full list before voting. Some tactics look advantageous and hide severe penalties. Others, seemingly modest, multiply goals in specific windows of the match. The difference between climbing or dropping in the table can lie in a twenty-minute detail.

Competitions of this kind remind us that football, as well as a sport, is a system of rules that can be manipulated with imagination. Here imagination is called strategy and is voted on before the match.

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Summary of a discussion on Burbuja.info - Foro de economía, actualidad y política., translated from Spanish and reviewed before publication. Read the full discussion (1 replies).

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