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Documentation

Running Team League Rounds

Once a team-league season has its fixtures, it runs round by round. The captains do most of the work, on each fixture's page. Your job is to open and close rounds, step in when a deadline is missed or something needs amending, settle disputes, and keep the ban list right. Everything here is on Manage → Season unless it says otherwise. Setting the season up is covered in Running a Team League Season.

What the captains do each round

Each fixture moves through the same steps. Playing a Team League Round explains them from the captains' side; send them there.

  1. Lineup. Each club submits six players into places 1a to 3b. Sealed until both are in, then both open together and the six boards are set up.
  2. Draft. The clubs draft fighters and maps off the website, however your league runs it.
  3. Draft record. Either captain records the twelve picks and six maps on the fixture page. Public.
  4. Fighter assignment. Each club places its six drafted fighters on its six places. Sealed until both are in.
  5. Play. The seated players play each board as one game, report it, and the other club's player confirms it.

A fixture is decided as soon as one club wins four boards. If every board has a result and nobody reached four, it's a 3–3 draw.

Opening a round

Rounds open by themselves within a few minutes of their scheduled start. Opening a round lets captains submit lineups, and sends the round's notice: each club's captains get their opponent and every deadline, and the club's other rostered players get a heads-up.

Open now… in the Round calendar opens a scheduled round early. It asks first, telling you how many fixtures and captains it affects and when lineups are due. The deadlines still count from the round's scheduled start, not from when you opened it. An open round can't be set back to scheduled.

If the automatic opening was held up, every round whose start time has passed opens on the next run, several at once if need be. A round that opens after its lineup deadline has already passed gets no round notice, and its fixtures are flagged as late straight away, so avoid backdating a round's start.

Deadlines

All deadlines are worked out from the round's scheduled start, in the season's time zone, and move with the round if you move it.

DeadlineWhenSet by
Lineups23:59 on day 1 of the round for new seasons, or a later day, or a number of hours after the round opensWhen lineups are due in Season settings
Draft record and assignmentsThe round's scheduled start time, that many days laterDraft phase (days), 3 by default
PlayThe round's end dateThe round calendar

Captains who still owe a lineup are reminded before the deadline (6 hours by default, Reminder (hours before lineups are due)). The same lead time drives the assignment reminder, and a nudge to both captains and to you when a fixture's draft still isn't recorded. Players with an unplayed board, and their captains, are reminded halfway through the round and 24 hours before it ends.

Changing When lineups are due asks first, then moves the deadline of every round still taking lineups and tells their captains. Changing Draft phase (days) moves the draft and assignment deadline of rounds already under way too, but nobody is told, so avoid changing it mid-round.

When a deadline is missed

Nothing is ever filled in automatically. When a lineup or an assignment deadline passes with one club missing, the club that did submit stays sealed, the fixture is flagged, and both the late club's captains and you are notified. The fixture sits there until someone acts.

  • Late lineups appear in the Pending lineups section, each with the club that's missing and an Enter a lineup link to the fixture.
  • Late assignments don't have a section of their own. The notification you get links to the fixture, and the fixture page shows An assignment is overdue.

You can enter the missing side yourself from the fixture page (below). The late club can also still submit it themselves while the round is open; deadlines flag a fixture, they don't lock captains out. Either way, the moment the second side is in, both open.

Amending a fixture

When you open a fixture as an organizer, you get controls the captains don't.

Lineups. Under Organizer controls, pick a club and enter or change its lineup. You can use it before the lineups open (a late lineup, or one a captain sent you some other way) or after (an amendment). Entering the second club's lineup opens both, exactly as a captain's submit would.

  • You must give a reason: Why is this lineup being entered or changed? It's kept on the fixture's amendment history.
  • The board and roster rules are not enforced here, on purpose: emergency substitutes are often outside both. Whether the lineup would have passed is recorded with your reason.
  • After the lineups are open, changing one re-seats any board that hasn't been played yet. A board that already has a result keeps the player who played it.

Fighter assignments. Under Organizer: fighter assignments, pick a club to enter a late assignment or amend one, with a reason. The club's six drafted fighters are still enforced; if the fighter you need isn't among them, the draft record is what's wrong, so fix that first.

The draft record. Either captain can record and re-record the draft until a club seals its assignment. After that, only you can re-record it. Every earlier record is kept in the fixture's history.

  • Re-recording before the assignments are revealed clears any sealed assignments, and both clubs assign again. The form warns you first.
  • Re-recording after they're revealed changes nothing on the boards, but if a club's revealed fighters are no longer in its new pool, the fixture lands in Ban review so you can amend that assignment.

Captains see that a lineup or assignment was entered or amended by the organizer, and how many amendments there were.

Draft disputes. A captain who thinks the recorded draft is wrong can press Dispute this record and write what's wrong. You and the organization's staff get a notification quoting them ("A recorded draft is disputed"). Nothing on the fixture changes: sort it out with the clubs and re-record if needed.

Board results, forfeits and disputes

Each board is an ordinary match, reported and confirmed on its own match page.

  • Who confirms: the other club's player on that board. Not a captain, and never the player who reported it.
  • The report must match the fixture. A report naming a fighter other than the one assigned to that seat, or a map other than the one recorded for that place, is refused. As a non-playing organizer you can report past that check, and the override is audited.
  • No draws. A board needs exactly one winner, so there's no split forfeit on a team-league board. If neither player turned up, cancel the board from the competition's Matches page.
  • Forfeits. A player can forfeit their own board, and a captain can forfeit their own club's seat on a board once the fighter assignments are revealed. The other club's player confirms it. You can record a forfeit from the match page as on any match.
  • Corrections. Once a result is submitted, players can't change it. A finished result that needs fixing can be reopened by a captain of either club, or by you: open the board's match page and choose Reopen match from the organizer menu (a captain sees Reopen Board 2a instead). The board's players then report it again and the other club's player confirms. When a captain reopens a board, the other club's captains and the board's players are told, and that board is never auto-approved: the player on the other side of the re-report has to confirm it. Captains can't reopen a board in a finished season, or one in a fixture settled by a walkover. You can also reset the board from its match page. In a finished season even you need a reason first; see After the season is finished.

Disputes go to your resolution queue. If the two players reject each other's result three times, the board becomes Disputed, a row appears in Manage → Resolution Queue with the reason Disputed and the board named (Board 2a · Club A vs Club B), and you're notified with a link to it. The players are told too; the captains aren't, unless they're seated on that board. The queue offers Review the dispute, Cancel match and Dismiss (no action). See Managing Events for the queue.

If you've turned on Surface overdue matches for the competition, boards still unplayed after the round's end (plus the grace period) join the resolution queue too.

If you play in the league

An organizer who plays in a fixture, by captaining either club or being on either club's roster, is treated as a player in that fixture, not its organizer. You can't enter or amend its lineups, assignments or draft record as organizer, settle its disputes, override its board results, or see a sealed lineup before it opens. You also can't withdraw a club if you play in one of its fixtures, or lift a roster lock on that fixture. Ask another organizer, or a site admin. You can still do everything a captain or player can.

Closing a round

Closing a round is yours, not a timer's. Close it when you have the results you're going to get. In the Close a round section, each open round shows how many of its fixtures aren't decided yet. Press Close round… and the dialog lists them, each linking to its fixture, before anything happens. Unfinished fixtures never stop you.

Closing a round:

  • marks it finished. It can't be reopened;
  • stops captains submitting lineups, draft records and assignments for its fixtures;
  • works out the fighter and map bans for the following rounds from its results;
  • refreshes the standings;
  • tells every captain their result, where their club sits, any new bans in their division, and when the next round opens; rostered players get a shorter version.

A board result confirmed after the round closed still counts. The standings pick it up and that round's bans are recomputed automatically.

Bans

Bans are public. Spectators see them, captains plan drafts around them, and every one carries a reason. They're listed in the Bans section.

SourceWho writes itWhat it means
PermanentYouout of the pool for the whole season
Captain voteYouthe captains voted it out; you record the outcome
OrganizerYouany other call you need to make
PerformanceThe enginea fighter won enough boards in the closing round
Most playedThe engineone of the most-played maps of the closing round

Add a ban takes the fighter or map, the reason (Why), a Division or Whole league, the rounds it covers, and a Note that captains see on the ban board.

The engine works per division. By default a fighter that wins at least one board in a round is banned in that division for one round per win, and the three most-played maps are banned there for two rounds, ties included. The numbers are in Season settings. The engine owns its two kinds and replaces them wholesale each time it runs for a round. You can still shorten, lengthen or delete one; that's the override, and it's deliberate. What you can't do is turn a hand-written ban into an engine one or the reverse, because the next recompute would eat the hand-written row. Delete and re-add instead.

Removing a ban takes effect after a few seconds, with an Undo in the meantime. Leaving the page or switching to another tab applies it straight away.

Recompute bans re-runs the engine for a closed round. A late result already does this by itself; use the button after changing the ban numbers. If the list changed, the round's captains are told.

Ban review

If a recompute changes a ban list that an already-open round is running on, the affected fixtures are flagged into Ban review rather than rewritten under the captains: a draft may already have been planned around the old list. Only fixtures in divisions whose list changed are flagged. You're notified when this happens on a close or a manual recompute, and the notice opens the Season tab at the Ban review section; a recompute caused by a late result flags fixtures silently, so check the section.

Open each flagged fixture with Open fixture, check its draft against the current bans, then Mark reviewed. If the list changes again later, the fixture comes back. A re-recorded draft that leaves a revealed assignment outside the new pool lands here too.

Withdrawals

A club that folds is withdrawn from the Clubs in this season list: its unfinished fixtures become walkovers and the results it already played stand. See Withdrawing a club. A walked-over fixture takes no lineup, draft or assignment, from a captain or from you.

A single player who wants out asks through the season's page. Before the season is under way they can withdraw straight away; after that it's a Request withdrawal you approve on the Participants tab. A player named in a submitted lineup in the open round can't withdraw until that round closes.

Finishing the season

When the last round is done, complete the competition from its status menu (Complete competition). The confirmation previews what happens to each unfinished fixture before you confirm: it becomes a draw, is cancelled because no board was played, or goes to one club, with the score. Unplayed boards are cancelled. Rounds still open are marked complete, without running the ban engine or sending round notices.

If the preview says a stage is still running, its link goes to the Season tab (Review the rounds on the Season tab), not to the Stages tab, which a team league doesn't show.

Then start the next one with Create next season from this one; see Create next season.

After the season is finished

A completed, archived or cancelled season is read-only. Its rosters and results are final: captains and players can't change rosters, lineups or board results, and captains can't reopen boards.

You and the organization's staff can still correct it, and every correction carries a reason that's recorded in the season's audit log:

  • Rosters. On a club's manage page, each past season has a Correct (organizer) button. It asks for the reason once and sends it with every roster change you make there.
  • Participant swaps. The swap dialog on the Participants tab asks for the reason in its Reason field (3 to 500 characters).
  • Everything else, such as a board's result, who sits on a board, which player won it, or a board reset, is refused with a message that the season's rosters and results are final. To change one, reopen the season with Reopen competition from its status menu (unarchive it first if it's archived) and give the reason it asks for. Make the correction, then complete the season again.

Notifications you'll get

These go to the season's organizers and, where noted, the organization's staff, in the app and as push notifications. An organizer who is also a captain or player gets the captain's or player's version for their own fixtures.

WhenWhat it says
A club applies, on a season that requires approvalWhich club, and to approve or decline it on the Teams tab
A player asks to join a club with no captainThe request, for you to decide
A player asks to captain a club (organization staff)The claim, for staff to decide
A lineup deadline passes with a lineup missingWhich fixture, with a link to Pending lineups
Shortly before the assignment deadline, with no draft yetThe draft is due for that round
An assignment deadline passes with one missingWhich fixture, with a link to it
A captain disputes a recorded draft (and organization staff)The club and what they say is wrong
A board is disputedThe board, with a link to its row in the resolution queue
A close or recompute flags fixturesHow many fixtures need a ban review, with a link to it