Rules
The house rulebook — how every Wes’s Pools game is played and scored. An event’s own pages always show the exact settings for that event.
Golf — Pick & Keep
Quick summary
Select 6 golfers before the Game locks. After Round 2 and the tournament cut, choose 4 eligible golfers to Keep for the final two rounds. Your 4 Kept golfers determine your final score. Lowest combined score wins.
How this Game works
- Select 6 golfers from the tournament field.
- Save your entry before the Game locks.
- Follow your golfers through Rounds 1 and 2.
- After the cut, the Keep selection period opens.
- Choose 4 eligible golfers to Keep.
- Your 4 Kept golfers count through Rounds 3 and 4.
- Lowest combined score wins.
Selecting golfers
Select 6 different golfers from the tournament field.
- Each entry is separate. If multiple entries are allowed, you can create more and pick a different group for each.
- The same golfer may be picked by multiple players — there is no draft, and golfers are not exclusive to one entry.
The cut & keeping 4
After Round 2, the tournament cut decides which golfers advance to Rounds 3 and 4. When the Keep period opens, choose 4 eligible golfers from your original 6 to Keep. Only your 4 Kept golfers count toward your final score.
Fewer than 4 eligible golfers
You need at least 4 golfers still eligible after the cut. If fewer than 4 of your golfers make it to Rounds 3 and 4, your entry can no longer win — it's marked ineligible.
If you don't choose your Keep 4
If you don't select your 4 Kept golfers before the Keep deadline, WesPools automatically keeps your 4 lowest-scoring eligible golfers at the deadline.
Scoring
Your Game score is the combined tournament score to par of your 4 Kept golfers. Lowest combined score wins.
Example — four Kept golfers at -12, -8, -4, and +1 give an entry score of -23.
Tiebreaker
There's no automated tiebreaker. Entries that finish level share the same rank, and the commissioner handles any prize split among tied entries.
Lock deadline
Entries and golfer selections lock when Round 1 begins.
- New entries can't be created after lock.
- Your initial golfer selections can't be changed.
- Entries stay viewable.
- The Keep selection opens after Round 2, when the commissioner opens it.
FedEx Golf Challenge — Specialty
The once-a-year playoff pool: one draft, three tournaments, no roster moves. The FedEx Cup
Playoffs run three straight weeks — the field starts at 70 and shrinks to 50, then 30 — and your
eight golfers ride the whole thing.
1. Draft 8 golfers from the 70 FedEx Cup playoff qualifiers before the first tournament
begins. That's your team for all three weeks — no adds, no drops, no substitutions.
2. The three weeks: FedEx St. Jude Championship (top 70) → BMW Championship (top 50) →
Tour Championship (top 30). There are no 36-hole cuts — but only golfers who advance in the
FedEx Cup standings (or choose to play) appear in the next week's field.
3. Points by final finish, each week:
- Win — 60 points
- 2nd – 5th — 40 points
- 6th – 10th — 30 points
- 11th – 20th — 20 points
- 21st – 30th — 10 points
- Rest of the field — 5 points
- Not in the field — 0
A golfer who isn't in a week's field — didn't advance, or sat the week out — earns 0 that
week. A WD or DQ during a week earns 0 for that week.
4. Your best 4 count. At the end of each tournament, your four highest point-earners that
week bank automatically — nothing to submit, no keep step. If fewer than four of your
golfers were in the field, whoever played still counts; the empty spots simply add zero.
5. Nobody is eliminated. Points you bank are yours forever, and every golfer still standing
keeps earning through Atlanta. A short bench with the right two golfers can still win it.
6. Winning: highest three-week total takes the Challenge. Each week also crowns a weekly
winner — the team that banks the most points that week.
7. Four to win the week. To win an individual tournament's pot, your team must have at
least 4 golfers in that week's field (a mid-week WD or DQ still counts as in the field).
With fewer than 4 you still bank every point toward the overall — you just can't take that
week's pot. If no team has 4 golfers in a week's field, that week's pot **rolls into the
overall champion's prize**.
8. Ties break in order: most points in Tour Championship week, then lowest combined score
to par by your counting golfers across all three weeks, then your highest-finishing golfer
in Atlanta.
9. Rosters stay hidden until the first tee shot in Memphis. During play the standings update
live as positions change; points are official when each tournament ends. Entries can be
edited any time before the entry lock.
*Entry fee, weekly pots, and the overall prize are listed on the Challenge's own pages — the
standings page always shows the exact settings in effect.*
Football Squares
- Claim your squares on the board — first come, first served. Boards with a claim code need the code from your group.
- When the board fills (or the admin locks it), numbers 0–9 are drawn at random for each team. Nobody knows their digits until the draw.
- At the end of each paying period (all four quarters, or halftime & final — the board says which), the square matching the last digit of each team's score wins that period's payout.
- 10×10 — the classic. One digit per team, 100 squares.
- 5×5 — each square holds TWO digits per team; either combination wins, 25 squares.
- Shotgun — 10 squares in a strip. ADD both teams' scores; the last digit of the total wins.
- Raffle / Fundraiser boards — prizes instead of cash payouts; the board lists what each period wins.
Unclaimed squares (the All-Bonus Rule): if a period lands on an unclaimed square, the House keeps its cut and the score walks up one point per team until it reaches a claimed square — a real player wins, not the House. If nine steps find nobody, the remainder is split evenly among all claimed squares.
NFL Pick'em
- Each week, pick the winner of every game before its kickoff. Picks lock per game at kickoff — miss one, that game scores zero, the rest still count.
- A correct pick is worth 1 point. Your pool may run bonus games (worth extra) and Monday-night doubles — the picks page marks them on each game card.
- Everyone's picks stay hidden until each game kicks off. No copying.
- Weekly winner: most points, ties broken by the closest guess at the Monday-night total score (without going into a formal contest — closest wins, shared if tied). A pool can also run without the tiebreaker.
- Season standings total your weekly points; weekly wins are tracked all season.
Pick 7
- A members pool, running week to week around a theme — the reigning weekly winner picks the next week's theme.
- Pick your teams from that week's card before lock; wins and losses grade automatically from the real games.
- Weekly winner: most wins; ties break by fewer losses. Season standings run all year.
Questions?
Help covers how to join, make picks, and find your way around.