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Scheduling & Availability

For competitions where matches aren't all played at a fixed time, Tabletop League helps players and organizers agree on when each match happens. Set the scheduling model per competition under Settings.

Scheduling modes

| Mode | Who sets the time | | ------------- | ------------------------------------------------------------------------------------------------------------------- | | Organizer | You assign each match's start time (via Match Settings on the Matches tab). The default. | | Peer | Players arrange their own matches by proposing times to each other; you stay out of the loop unless a match stalls. |

How peer scheduling works

In peer mode, either player on a match can propose a time (with an optional short message). The opponent gets a notification and can accept or decline:

  • Accept sets the match's start time and moves it to Scheduled.
  • Decline clears the proposal so someone can suggest another time.

All of this happens on the match page — no organizer action needed for matches that schedule themselves.

Availability

Players can share when they're generally free, so opponents propose sensible times instead of guessing. Availability is advisory — it informs proposals but doesn't auto-schedule anything.

Finding matches that need attention

On the Matches tab, two preset filters surface scheduling gaps:

  • Unscheduled — matches with no agreed time that aren't yet complete.
  • Passed incomplete — matches whose scheduled time is in the past but which still aren't done.

When players go quiet on scheduling, you can chase them with a bulk nudge — the Nudge players → Nudge unscheduled matches action targets exactly the unscheduled set (scoped to your active stage/round filter). For a round whose deadline has passed, the Resolution Queue is the place to resolve stragglers deliberately.

Scheduling deadlines (auto-consequences for unscheduled matches at a cutoff) aren't built yet — today, scheduling enforcement is manual via nudges and the resolution queue.