Spain's Deluxe 6 Tournament sets 30 strategies with bonuses and penalties of up to 11 points for editing after kickoff. Find out how the pick works and what each rule punishes.
The Deluxe 6 Tournament lets teams pick a single strategy per matchday through a poll, with bonuses that alter goals and results, and punishes rule-breaking on voting or editing by voiding the strategy and deducting points.
There are virtual football tournaments where the clipboard matters as much as the ball. In the **Deluxe 6 Tournament**, every matchday is played with a strategy chosen in advance, and that choice can be worth more than the match itself. Matchday eight arrives with a closed rulebook: one strategy per team, voted in a poll, and a catalogue of **30 options** that modify goals, time and even the final score. Anyone who breaks a rule doesn't just lose the match: they lose points.
## One strategy per matchday and a poll that closes at the exact time
The mechanic is easy to state and hard to execute. Each team picks **a single strategy** before the matchday, voting in a poll set up for the corresponding match. The "other strategy" option allows writing the desired one in the post, but always through that channel. The deadline to vote or change your mind ends at the exact time the poll closes. One minute late and the strategy is voided, no exceptions.
The rulebook is explicit about three penalties. Posting more than one message in the voting post voids the chosen strategy and deducts **2 points** from the offending team. Editing the strategy once the match has started costs **11 points** and immediate voiding of the pick. Exceeding the time limit, even by **1 minute**, invalidates the strategy. These rules are designed so nobody improvises mid-match.
## The strategies that multiply goals and the ones that cancel them
The catalogue mixes classic tactics with back-office tricks. **Offensive Tactic 3-4-3** makes first-half goals count double. **Defensive 6-3-1** cancels goals conceded from minute **15 of the second half**. **Poison the Opponents' Strikers** stops the opposing attackers' goals from counting until minute **20 of the second half**. These are the three most direct ones, understood by anyone who has ever played this.
Then there are the ones that play with the scoreboard. **Paying off the Referee** turns a goalless, one-one or two-two draw into a **1-0, 2-1 or 3-2** win, respectively. If both teams choose that option, the effect falls on the home team and the opponent switches to offensive tactics. **Matchday Luck** gifts a penalty goal even if it's missed, cancels penalties against you and doubles goals for from minute **37** of each half. **Goal Ladder** makes the first goal worth one, the second two, the third three, and so on.
There are trap strategies too. **The Best Doesn't Always Win** includes supernimo and paying the linesman until the end, but if it loses, the team starts the next match **0-4** down. **Sarracena Inflator** combines defensive play and paying the referee, with the same **0-4** penalty the trinc matchday if it fails. **Threaten the Players** adds injecting and cancelling the opponent, but a defeat leaves the team suspended the next matchday and starting **0-2**.
## The high-risk strategies and the ones that cost points
The rulebook adds a layer of risk management that goes beyond the immediate result. **A Clockwork Orange** doubles first-half goals and triples second-half ones, but a defeat costs **5 points**. **Paying the Linesman with Risk** cancels the opponent's first goal until minute **80**, even if it multiplies, and also deducts **5 points** if you lose. **7-2-1 and Counter-Attacking** voids goals conceded from minute **10** of the second half and makes your own goal worth three, but doesn't allow a second valid goal and costs **5 points** in case of defeat.
Some are harsher. **Step by Step** combines paying the referee and the linesman, with a **7-point** penalty if you lose. **Injecting the Linesman and the Players** adds both bonuses and deducts **8 points** in case of defeat. **The Railway** makes goals worth four from the start until minute **10**, two between **10 and 35**, and four from **35** to the end, with **7 points** deducted if you lose. **Wetting the Pitch** and **Hiding the Balls** also carry an **8-point** penalty.
## The fine print that decides matches: investments and home-team picks
The system has investment rules that change the script depending on who picks what. If both teams vote the same referee-paying option, the effect falls on the home team and the away team switches to defensive and poisoning the strikers. **Super Nimo** specifies that if both rivals vote the same, the away team switches to supermachine; also, if the opponent pays the referee, it switches to offensive, and if it uses the anti-football, supermachine. These are clauses that force you to read the whole rulebook before voting.
**Come Out to Win, or the Game Can't Be Played** can only be chosen by the home team. It cancels the opponent's ability to pick any defensive strategy or one that cancels goals, and if the opponent picks one of those, it automatically switches to offensive if risk-free and supermachine if risky. Your own goals count double all match, but a defeat costs **5 points**, forces you to start the next matchday **0-3** down and bans picking a strategy.
**Man Marking** cancels the first goal of a striker, the first of a midfielder and the first of an opposing defender, even if multiplied, until minute **80**; from then on the team is exposed. **Jogo Bonito** makes goals for worth three and goals against two, with **4 points** deducted if you lose. **The Foundation Is There** activates a conditional rule: if the team scores first and starts winning, the opponent's goals stop counting after **20 minutes**; if it starts losing, its goals are worth three from that moment, and a defeat costs **4 points**.
The whole thing paints an ecosystem where information and anticipation weigh as much as the squad. Choosing a strategy well can turn a draw into a win; choosing badly or editing past the deadline can cost **11 points** and leave the team without a plan. Matchday eight of the Deluxe 6 Tournament isn't won only on the pitch: it's won in the poll, before the ball rolls.
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).
The Deluxe 6 Tournament in Spain lets teams pick one strategy per matchday, but editing after kickoff costs 11 points and posting two messages voids the choice. Check the rules.
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.
A viral forum post criticizes the 'eco' style of Spanish women on Tinder compared to Russian and Ukrainian profiles. The debate mixes aesthetics, age and social class.
A ribeye steak cooked in a cast iron pan over medium heat draws criticism on a forum: users see it as boiled rather than seared and call for fierce heat to build a crust.