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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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