v1.0 ยท GDD ยท May 2026
โšก Confidential โ€” For partners only

CHAOS
CUP
WORLD 2026

The second screen of the World Cup. A real-time social game where you predict, react, compete and collect epic moments while watching matches.

64
Playable matches
+1M
Predictions per day (target)
3
Core flows
$1
Entry price
01
Vision & Value Proposition
The problem we solve and why now.
The central insight: Fans not only want to watch the match โ€” they want to experience it with others, be right before everyone else, and keep that moment forever. Chaos Cup puts them at the center of the action.
Problem

Watching football is passive

Existing apps are just stats or generic chats. No real engagement, no reward for your opinion, no memory of epic moments.

Solution

Chaos Cup turns it into a game

Each match is a game session. You predict beforehand, react in real time, and at the end you have aura, cards, and a ranking showing who was the best prophet.

๐ŸŽฏ Who it's for

Football fans aged 16โ€“35 in LATAM. Mobile-first. Active on social media. Consume football as culture, not just sport.

LATAM first

โšก Key differentiator

It's not a fantasy league (too complex). It's not a chat (too generic). It's a real-time reputation game tied to matches.

New format

๐Ÿ“… Opportunity window

The 2026 World Cup is the biggest in history (48 teams). The window is short and non-repeating. Must be ready for day 1.

June 2026
02
Core Game Mechanics
The three pillars of gameplay and how they connect.
1

โšก Predict

Before the match. You make picks on the result, scorers, events. You risk your aura.

2

๐Ÿ”ฅ React

During the match. You vote on events in real time, comment, participate in flash polls.

3

๐Ÿƒ Win & Collect

At the end. You receive aura, open packs, get moment cards. Your story is saved.

โšก Pre-match Picks PREDICT

  • Match result (winner, draw) โ€” low risk
  • Match scorer โ€” medium risk
  • Total number of goals โ€” medium risk
  • Will there be penalties? Red card? โ€” high risk
  • Wild pick (unlikely event) โ€” aura x5 if correct
  • User defines how much aura to risk on each pick

๐Ÿ”ฅ Live Events REACT

  • Flash poll at the minute of a goal (Epic or lucky?)
  • Match hero vote every 15 minutes
  • Flash prediction: will there be a goal before minute X?
  • Real-time reaction to penalties (Yes / No, 15 sec)
  • Group chat with stickers and animated reactions
  • VAR events โ€” decision debate
Design note: Complexity should feel zero at the start. The user enters, sees the match, and the app asks "Will there be a goal? Yes or No". Depth emerges as they level up.
03
Aura System
The game's reputation currency. It's not money โ€” it's ego.
Aura โ‰  money. It's not bought directly, not sold. You earn it by being a good prophet and lose it by being stubborn. It's the metric of your football reputation. You can have a lot of aura and be free forever.

How to EARN

Correct predictions, live events, hit streaks, match bonuses, daily welcome, inviting friends.

How to LOSE

Incorrect predictions (only if you bet aura). Never lost for participating โ€” there's always risk/reward.

What it's FOR

Open card packs, unlock titles, purchase premium reaction effects, level up.

Event and Aura value table

Event Category Base Aura Multiplier Condition
Correct result pick Prediction +50 x1 โ€“ x3 depending on risk Bet before the whistle
Incorrect result pick Prediction -aura bet โ€” You had bet aura
Exact scorer Prediction +200 x2 if Wild Pick Before the match
Correct flash event Live +24 โ€” Answer within 15 secs
Goal reaction Live +10 โ€” Participate
Hit streak (3+) Bonus +100 Accumulates per match 3 consecutive correct picks
Daily login Bonus +25 x2 if there's a match that day โ€”
Refer an active friend Social +500 โ€” Friend makes first pick
Correct wild pick Chaos +x5 bet โ€” Unlikely event hit
04
Cards & Packs
The collection system that makes every moment unique.
Cards aren't cosmetics โ€” they are memory. Each card represents a real moment from a match. Having the card "Mbappรฉ goal at min 89'" from Uruguay vs France is having a piece of World Cup history.

Card Rarities

โšช
COMMON
Drop rate: 60%
Match moment
๐Ÿ”ต
RARE
Drop rate: 25%
Featured player
๐ŸŸฃ
EPIC
Drop rate: 12%
Key moment
๐ŸŸ 
LEGENDARY
Drop rate: 2.5%
Historic goal
๐Ÿ”ด
CHAOS
Drop rate: 0.5%
The chaos moment

Pack Types

๐Ÿ“ฆ Basic Pack

300 Aura / Free per match day

3 cards. Mostly Common + chance of Rare. One free per match day.

๐ŸŽฏ Epic Pack

1,200 Aura / $2.99

5 cards. Guarantees at least 1 Epic. Thematic by group or specific match.

๐Ÿ‘‘ Legendary Pack

Exclusive Chaos Pass

8 cards. Guarantees 1 Legendary + chance of CHAOS. Only for subscribers.

Collection Mechanics

  • Each card has an edition number (e.g., #047/500). Early ones are more valuable.
  • CHAOS cards are unique per match โ€” only one exists per event.
  • Completing full group collections gives massive aura bonus.
  • Cards are shareable on social media as images โ€” organic marketing.
  • Duplicate system: you can "burn" duplicates for aura fragments.
  • Legendary/CHAOS have animated visual effects (particles, glows).
  • Public personal gallery that others can view and envy.
05
Reputation System
Your identity in the game. Titles, levels, and archetypes.

Player Levels

๐Ÿ‘ค
NPC Fan
0 โ€“ 999 Aura
๐ŸŽฏ
Casual
1,000 โ€“ 4,999 Aura
๐Ÿ“Š
Analyst
5,000 โ€“ 14,999 Aura
๐Ÿ”ฎ
Prophet
15,000 โ€“ 49,999 Aura
๐Ÿ‘‘
Oracle
50,000+ Aura

Archetypes (earned titles)

๐Ÿ˜ˆ

Chaos Demon

For the player who always goes against the flow and gets them right. Makes impossible picks and nails them.

๐Ÿค–

Tactical Nerd

Analysis before each pick. High hit rate, stable aura. No one takes them seriously until they dominate.

๐Ÿช„

VAR Terrorist

Controversy specialist. Always votes the most controversial event and wins with others' anger.

๐Ÿ‘

Bandwagoner

Always follows the favorite. Low risk, low aura, but never loses. The most hated in the ranking.

06
Private Groups
Your tribe. Your chaos. The social layer that drives retention.
Groups are the biggest retention driver. Once your group of friends is playing together, the cost of leaving is abandoning competition with them. It's the game's "WhatsApp" mechanic.

Create a Group

  • Custom group name and avatar
  • Private (invitation link) or public
  • Maximum 20 members (free) / 50 (Chaos Pass)
  • Founder is Admin, can expel

Compete in Group

  • Internal group ranking by tournament Aura
  • Group chat during the match
  • All picks visible at the end of the match
  • Group trophy to the World Cup champion

Thematic Groups

  • Country-based groups (e.g., "Los Ticos" โ€” automatic)
  • Twitch/creator groups (integrable)
  • University/company league
  • Public global groups by team
07
Rankings
Rankings that matter. Local and global.
Global

๐ŸŒ World Ranking

Global top of all players by Aura accumulated during the tournament. Resets each phase (Groups, Round of 16, etc.).

Local

๐Ÿ‡จ๐Ÿ‡ท Country Ranking

Who's the best prophet of Costa Rica, Argentina, Mexico. Very shareable on social. High local competition.

Match

โšก Match MVP

User with most Aura earned in a SINGLE match. Public notification. Their face in the top of the feed.

Group

๐Ÿซ‚ Group Ranking

Most important for the casual user. Competing with friends is more motivating than competing with strangers.

08
Monetization Model
Three tiers. Low entry friction. High premium value proposition.
Free Forever
$0
Forever
  • โœ“ Unlimited picks
  • โœ“ Aura & rankings
  • โœ“ 1 free pack per match day
  • โœ“ Groups (up to 20)
  • โœ“ Common and rare cards
  • โœ— Premium packs
  • โœ— Special effects
  • โœ— Exclusive titles
Microtransactions
ร€ la
carte
One-time purchases
  • โœ“ Epic Pack โ€” $2.99
  • โœ“ Thematic Pack โ€” $1.99
  • โœ“ Aura x500 โ€” $0.99
  • โœ“ Special effect โ€” $1.49
  • โœ“ No subscription required
Pricing strategy: Entry friction is zero. The Chaos Pass sells only because the benefits are visible to other users (effects, badges, rare cards in the gallery). Social FOMO does the sales work.
09
Metrics & Objectives
What we measure to know if we're winning.
50K
Target weekly DAU week 1
8%
Free โ†’ Chaos Pass conversion
65%
Target D7 retention
$2.40
Target monthly ARPU

Engagement Metrics

  • Picks per user per match (target: 4+)
  • Participated live events (target: 60% of active users)
  • Sessions per match day (target: 3 sessions/user)
  • Average time in app during match (target: 45 min)
  • Packs opened per week (indirect monetization)

Growth Metrics

  • Viral coefficient (K) โ€” target >1.2 (each user brings 1.2+)
  • Cards shared on socials โ€” indicator of organic marketing
  • Groups created per week โ€” indicator of social depth
  • Invitations sent per user โ€” healthy viral loop
  • CAC via referrals vs paid โ€” validate if viral works
10
Suggested Tech Stack
Chosen for rapid development and real-time scaling.

Frontend / Mobile

React Native iOS + Android, single codebase
Expo Fast deploy, OTA updates
Reanimated 3 Native 60fps animations
Zustand Simple state management

Backend / API

Node.js + Fastify High speed, low latency
PostgreSQL Relational data (users, picks)
Redis Real-time rankings, cache
Supabase Auth + realtime subscriptions

Real-time

Supabase Realtime Live match events
WebSockets Group chat, counters
Football data API football-data.org / API-Football
Cron jobs Automatic pick resolution

Infrastructure

Railway / Render Simple deploy without DevOps
Cloudflare CDN + DDoS protection
Stripe Payments + subscriptions
PostHog Product analytics
11
Development Roadmap
From MVP to launch on day 1 of the World Cup.
โฐ The 2026 World Cup starts on June 11, 2026. Time is the most critical constraint of the project. Every week not developed is a lost week that cannot be recovered.
Phase 1 โ€” Weeks 1โ€“3

Core MVP: Predict & React

Auth, basic profile, pre-match picks, Aura system, automatic pick resolution, simple live events (flash polls). No cards yet.

Phase 2 โ€” Weeks 4โ€“6

Social System: Groups & Rankings

Private groups (create, join, basic chat), global and country ranking, internal group ranking, public profiles with history.

Phase 3 โ€” Weeks 7โ€“9

Collection: Cards & Packs

Match-generated card system, packs and animated opening, personal gallery, rarities and visual effects per rarity.

Phase 4 โ€” Weeks 10โ€“11

Monetization: Chaos Pass & Payments

Stripe integration, Chaos Pass subscription, pack microtransactions, premium badges and effects.

Phase 5 โ€” Week 12

QA, Stress Test & Launch

Load testing (simulate 10K concurrent users in a match), closed beta with 500 users, fixes, submit to App Store and Google Play.

Pre-launch practice: Ideally launch a beta in the Copa America or friendly matches in June 2025 to gather real data before the World Cup.
CHAOSCUP
Game Design Document v1.0 โ€” Confidential
May 2026 ยท For discussion with partners