Some of the cards in each starter pack instruct players to set an over/under ending in .5 for the number of instances of something, which leads many new players to ask, “why the .5?” The .5 is a critical component in establishing an over/under prediction because in most instances, it forces a prediction to be either over or under a particular threshold.
Let’s say the dealer flips the Piercings card from the top of the M@NDAYS deck. Players begin by setting an over/under ending in .5 for the number of piercings they predict the dealer’s ever had. Perhaps you think they’ve had 4, but I think 3. That means we should set the over/under at 3.5. You’ll play your Over card face-down in front of you, and I’ll play my Under card face-down in front of me. When the dealer reveals they’ve had 4 piercings, we’ll flip our predictions, and you’ll score 1 point (thanks to the .5). If we had set the over/under at 4, neither of us would have scored. Even though you guessed 4 correctly, the card required you to play either your Over or Under card, and in this case, technically your Over prediction is not accurate. The .5 is there to prevent a tie.
Now, I said this works in most instances because you may encounter someone with a unique experience. If you ever get a chance to play with our friend Ron, he can tell you a story about his youthful irresponsibility that left him with half a piercing, which by the way is something we probably never would have known about him without playing M@NDAYS. In situations like this, you should set a house rule to decide how to score the round. After hearing Ron’s story, we agreed to add .5 to his total number of piercings and scored the round accordingly, but for cards like Tattoos (also in the M@NDAYS starter pack), we agreed that an unfinished tattoo still counts as a full tattoo. Your group can decide how to score rounds involving unique situations based on your own beliefs.