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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! |
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