Four rounds, no one goes home early.
Swiss league: every team plays every day. Round 1 is drawn at random from a published draw number; every round after it pairs teams on equal points, so matches stay close and nobody is knocked out.
Standings
Win = 2 points. Bye = 2 points. Loss = 0. Ties are broken first by the strength of the opponents a team actually faced, then by games and points difference.
| # | Team | P | W | L | Bye | Games | Pts diff | Opp pts | Points |
|---|
P played · W won · L lost · Games won–lost · Pts diff = rally points for minus against · Opp pts = total points of every opponent faced (Buchholz).
Teams
Seven rows are the schools already registered. The rest are placeholders so the draw can be demonstrated at full size — replace them as entries close on 30 Aug.
| # | School | District | Status |
|---|
Draw settings
Changing these clears the draw. A round of 25 teams is 12 matches: 6 slots on two courts, 4 slots on three. Day 4 carries the third court so it can hold rounds 4 and 5.
Everyone plays five times.
With 25 teams a full league is 300 matches, which two courts cannot hold. A knockout is 24 matches and sends half the teams home after day one. Swiss sits in between: 60 matches, four days, nobody eliminated.
How pairing works
Round 1 is drawn at random from a published draw number. From round 2 the table is sorted and each team is paired against someone on the same points. Two teams never meet twice, and where there is a choice the draw avoids putting two schools from the same district against each other.
The bye
25 is odd, so one team rests each round and is credited 2 points. The bye goes to a team that has not had one yet, taken from the bottom of the table. Over five rounds five different teams sit out, one each round.
Scoring
Best of three games to 21, rally point, two clear points, cap at 30. Match win = 2 league points, loss = 0. Game and rally-point differences are kept as tiebreakers.
Deciding the winner
Four rounds are not enough to separate 25 teams: across 3,000 simulated draws, four rounds ended with a single team on top only 38% of the time. Five rounds gets that to 81%. Whatever is left over is settled by a final.
Five rounds, three courts on day 4
This is the decided plan. Four rounds separate 25 teams too rarely to name a champion on points, so the tournament runs five — and the fifth round is paid for by marking a third court for day 4 only, which keeps the whole event inside 5–8 Sep as every school has been told.
| Option | Matches | Court time | Clear winner on points |
|---|---|---|---|
| 4 rounds + final if level | 48 (+1) | 2 courts, 6 slots, 4 days | 38% |
| 5 rounds + final if level chosen | 60 (+1) | 2 courts on days 1–3, 3 courts on day 4 | 81% |
Percentages are from 3,000 simulated draws of this exact format. Whatever the table cannot separate, the final does — so a champion is named either way. Switch back to four rounds any time from the order of play; the capacity line rechecks the court maths and tells you what it costs.
Nobody chooses the fixtures
This is the part visiting schools ask about, so it is worth being able to answer it in one line: no one at the host school decides who plays whom.
Drawn from a four-digit draw number shown beside the fixtures. The number is announced with the draw. Type it back into the app and the identical round 1 comes out again, so any coach can check the draw was not adjusted afterwards.
Decided entirely by results. The table is sorted and each team meets someone on the same points, so there is nothing left to choose. A repeat meeting is refused outright.
Where two opponents are equally valid, the one from a different district is used, so schools that travelled together are not sent straight back at each other. If it becomes unavoidable the day header says so rather than hiding it.
Day pattern
Days 1 to 3 run two courts and finish by mid-afternoon. Day 4 opens the third court and carries two rounds plus the final if one is needed. Day 1 fixtures are known in advance; each later day is drawn the previous evening once results are in.
| Day | Date | Round | Courts | Matches | Finishes |
|---|---|---|---|---|---|
| Day 1 | Sat 5 Sep | Round 1 fixed draw | 2 | 12 | last match 15:00 |
| Day 2 | Sun 6 Sep | Round 2 | 2 | 12 | last match 15:00 |
| Day 3 | Mon 7 Sep | Round 3 | 2 | 12 | last match 15:00 |
| Day 4 | Tue 8 Sep | Rounds 4 and 5 + final if level | 3 | 24 (+1) | last match 17:00, final 18:00 |
One extra court on one day is what buys the fifth round. Day 4 is the long day: eight slots from 09:00, an hour off at 13:00, three matches running at a time. Budget officials and shuttles for it.
Running it, day by day.
Five minutes of work a day. Everything except entering results happens on its own, and nothing you do here can be lost by closing the page.
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Before the tournament: put the real teams in
Tap Organiser mode at the top right, enter the PIN. Go to Teams and type over the sample names with the schools that actually registered, and their districts. The district matters: the draw uses it to avoid pairing two schools from the same district against each other.
Evening of 4 Sep: draw round 1 in front of the coaches
Press Re-draw round 1, leave the box blank, press Draw. A draw number appears at the top and the 12 fixtures fall out of it. Read that number out, write it on the notice board, and put it in the coaches' group with the fixtures.
Why it matters: anyone can type that number back into this page later and get the identical draw. A number announced before the fixtures is proof the host did not arrange them. A number produced afterwards proves nothing.
During play: tap the match, tap the winner
On Order of play, tap any match card. Tap the school that won and press Save. If you have the score sheet in hand, type the game scores instead and the winner is worked out for you. The table updates the moment you save.
In a hurry, the winner alone is enough. Game scores only matter if two teams finish level, so fill them in when you can.
End of each day: draw the next round
Once every match of the day has a result, the button at the top turns into Generate Round 2 (then 3, 4, 5). Press it and the next day's fixtures appear. Print them or screenshot them for the notice board and the coaches' group.
You cannot draw the next round early, and you should not want to: Swiss pairing needs the results first. That is what keeps every match between teams on equal points.
Day 4: the last round, and the final if it is needed
Day 4 carries rounds 4 and 5 on three courts. When the last result goes in, one of two things happens. If one school is clear at the top, the Champion banner names it. If two or more finish level, a Set up the final button appears; press it and a decider is added at 18:00. Winner of that is the champion.
Two things not to do
Do not press Reset prototype once the real tournament starts, and do not change anything in Draw settings after round 1 is drawn. Both wipe the draw and every result. The app asks first, so read the question.
Where the data lives
In the browser on the device you use, not on a server. Use one laptop or phone for the whole tournament and do not clear its browser data. Anyone else opening the link sees the page but not your results, so keep them updated by screenshot or by printing.
Sharing the fixtures
Print gives a clean sheet for the notice board with the buttons stripped out. On Standings, Copy table as CSV puts the whole table on the clipboard to paste into a message or a spreadsheet.
If something looks wrong
Tap a match and press Clear result to undo a wrongly entered score; the table corrects itself. If a whole round looks wrong, call before touching Draw settings.