Match Reporting
Learn how to log matches and report results on Tabletop League.
Scheduling Your Match
Some competitions let players arrange their own match times instead of the organizer assigning them (check the match page — if you see a scheduling section, peer scheduling is on). There are two ways to agree on a time:
Propose one time
Pick a date and time and send it. Your opponent gets notified and can Accept (which schedules the match) or Decline (so you can try another time).
Create a poll
If you're not sure what works, open a poll with 2–5 candidate times instead of guessing one. Your opponent — and, if your competition uses the Discord bot, anyone in the channel — votes for the times that work for them:
- If you and your opponent both vote for the same time, it's scheduled automatically — no extra confirmation step.
- Otherwise, whichever time gets the most votes becomes the leading option, and your opponent (or you, if they opened the poll) explicitly accepts or declines it before it's scheduled.
- A poll that gets no votes before its window closes simply expires — open a new one (or propose a single time instead).
Only one poll can be open per match at a time. Opening a new poll while your own is still open replaces it; if your opponent already has one open, you'll be asked to wait for it to resolve.
Suggest times for me: when creating a poll, click Suggest times for me to have Tabletop League propose candidate times based on when you and your opponent have both marked yourselves available (see below). Review the suggestions — you can still edit or add times — before creating the poll. On Discord, /poll-time auto does the same thing without any typing.
Setting your availability
If you regularly play at certain times, save your weekly availability (once for all your matches, or per-competition) — organizers and the poll suggestion feature use it to avoid proposing times you've already said don't work.
Your availability follows your profile timezone (Settings → Profile). If you haven't set one, your windows are treated as UTC, which can make suggested times look wrong to you and right to your opponent (or vice versa) — set your timezone if cross-timezone matches ever look off. The match page tells you when a timezone is missing on either side.
Mutual availability on the match page lists the actual upcoming dates and times you and your opponent are both free — converted from each of your timezones and shown in yours, within the round's dates (or the next two weeks if the round has none). If you and your opponent are in different timezones, "Tuesday evening" means different things to each of you, so mutual availability is always shown as concrete dates rather than a weekly pattern.
See Scheduling & Availability for the full rules on how proposals and polls resolve.
Logging a Match
Click Log Game in the navigation to open Log a Match. The page has three parts.
Friendly Matches
Seven cards, one per shape of friendly game. Pick the one that matches what you played:
| Card | What it records | | ---------------------------- | ---------------------------------------------------------------------- | | Quick Game | A single one-on-one game in one step — the fastest way to record a BO1 | | Quick Game + Draft | Draft fighters first, then log the result, in one flow | | Quick 2v2 Team Game | Two players a side, sharing one game | | Quick FFA Game | Three to five players, each playing for themselves | | Quick Double-Handed Game | You and one opponent, two fighters each | | Quick Succession Duel | One continuous game, characters succeeding one another | | Friendly Match | A multi-game match (BO3, BO5, and so on), reported game by game |
Each of these has its own section below. Whichever you pick, your opponent must have an account — you search for them by name or username.
Your Pending Matches
Matches already waiting on you, with the status of each (awaiting your result, awaiting verification, needs correction) and a link straight to the match page.
Your Competitions
The competitions you're currently entered in, with your record and place in each, and a Log Match button that takes you into that competition's reporting flow.
Competition matches
A tournament or league match usually exists before you play it: your organizer creates the round, and the pairing shows up under Your Pending Matches. Open the match and use Enter Results — your opponent, and the round, come from the pairing, so all you record is what happened. The button reads Verify / Revise when it's your turn to check your opponent's report, and Correct & Resubmit when a result has been sent back to you.
2v2 friendly games
A 2v2 friendly is a single game with two players a side, sharing one game against the other pair. Start one from Log a Match → Quick 2v2 Team Game (or go straight to /matches/new/quick-team):
- Pick your teammate and both opponents. You're one of the four, and all four must be different people.
- Choose the fighter each of the four played, plus a map if the game system uses them.
- Mark which side won, who went first, and each player's ending health.
Like a 2v2 competition, a 2v2 friendly doesn't affect anyone's rating or fighter stats — a shared game can't be attributed to one partner. Entering a whole 2v2 competition works differently, starting with a partner invitation: see Team & Multiplayer Play.
Free-for-all (FFA) games
A free-for-all is a single friendly game with three to five players all playing against each other — a 1v1v1 up to a 1v1v1v1v1. Start one from Log a Match → Quick FFA Game (or go straight to /matches/new/quick-ffa).
To log one:
- Add each player (3–5 total) and pick the fighter they used. You're one of the players, and the result counts for you too — not just the people you're recording.
- Choose a map, if the game system uses them.
- Tap the players into their finishing order. The first player you tap comes 1st, the next 2nd, and so on — each gets a numbered badge. Tap a badge again to undo it.
- Record each player's ending health. In game systems that track health — Unmatched and similar — every player's is required, so a box appears beside each player as you tap them into the order, with nothing to turn on. Submit with one still empty and the form marks that box and takes you to it. In a system that doesn't track health, it stays optional: turn on Record ending health to show the boxes.
Ties
Two or more players can share a place. Turn on "Tied with previous" on a player's card to give them the same place as the player above, using standard competition ranking — two players tied for 2nd makes the order 1st, 2nd, 2nd, 4th. If several players share 1st, the game is recorded as a tie with no single winner.
Confirming an FFA result
Like any friendly, the result needs confirming — but because there are several players, any one player other than the reporter can confirm it, and that finalizes the game for everyone. (If your competition has verification turned off, it completes right away.)
Free-for-all games logged this way are friendlies, are always single games (BO1), and don't affect anyone's rating or fighter stats.
Competitions can run free-for-alls too, as Blitz pods inside an elimination bracket. Those work a little differently — up to four players, exactly one winner, and only the winner advances — see Team & Multiplayer Play.
Double-handed games
In double-handed play, each player pilots two fighters at once — two players, four fighters on the board, but still a one-on-one result. Log a friendly one from Log a Match → Quick Double-Handed Game (/matches/new/quick-double):
- Search for your opponent.
- Choose two fighters for each side — yours and theirs.
- Mark who won, and fill in each fighter's ending health — in game systems that track health, all four are required.
The match page shows both fighters for each side. Like every friendly, a double-handed friendly doesn't affect anyone's rating — it's a casual game, so nothing is at stake on the ladder. Organizers can also run whole competitions in this format, where results count toward your 1v1 rating if the competition is a rated one — see Stages & Formats for the setup, or Team & Multiplayer Play for what reporting one looks like from your side.
Succession duels
A Succession Duel is one continuous one-on-one game in which each player brings in their next character as the last one falls. You lose when all of your characters have been knocked out — and the score says how close it was.
The score counts every character that fell, on both sides. If a knockout takes the winning character down with it — you enter it at 0 or below health — that character counts for the opponent too, so a mutual finish can end 3–3. The winner is still whoever knocked out all of the other side's characters; the score just stops hiding the character they lost doing it.
Log a friendly one from Log a Match → Quick Succession Duel (/matches/new/quick-succession):
- Search for your opponent.
- Name each side's starting character.
- Record the knockouts one at a time, in the order they happened. For each one: tap which character fell, then enter both healths — the faller's (often 0 or below) and the survivor's. Then pick the next character in for the side that just lost one.
- Repeat until a side runs out of characters. The game ends there.
A few things the form does for you:
- There is no "winner" control. The sequence decides who won, so there's nothing to contradict.
- Only the two characters actually on the board are offered at each step, and the next one in can only come from what that side has left.
- The survivor's health carries forward into the next knockout, pre-filled and editable — a character that survives a duel enters the next one on the health it finished at.
- A survivor on 0 or below is marked "also falls" the moment you type the health, and the extra point is included in the score shown when the game is decided and on the confirmation screen — so a mistyped health shows itself before you submit.
- Fix a typo in place. Correcting a health doesn't wipe the steps after it. Changing something structural — an opening character, who fell, who came in — uses undo from here, which rewinds to that knockout because the board changed.
Scooping (conceding)
If someone gives up with a character still standing, don't record it as a forfeit — use the concedes control on the step instead. That ends the game early, gives the win to the other player, and keeps everything that actually happened, including the knockouts already recorded. A concession is a played result rather than a walkover, so unlike a forfeit it counts as a real game everywhere the result is used.
Like double-handed, a Succession Duel is one human against one human, so a competition run in this format counts toward your 1v1 rating when that competition is a rated one. A friendly one doesn't: as with every casual game, nothing you log here moves anyone's rating. Either way the match page shows the full knockout sequence. Organizers can run whole competitions in this format too — see Stages & Formats.
Game-Specific Details
Each game in a match records:
- Fighter/Character Selection — what each player used
- Map / Battlefield — where the game was played
- Went First and Advantage — who took the first turn, and who held the advantage
- Ending HP — how much health each side finished on, in games that track health
- Round Scores — individual game results in a series
- Notes — optional comments about the match
What you have to fill in
Fields marked with an asterisk (*) are required to submit. If you try to submit with one missing, the game card is highlighted, a message points you at it, and your keyboard focus jumps straight to the field. Fix it and submit again.
| Field | Required when | | --------------------- | ----------------------------------------------------------------------------- | | Map / Battlefield | The competition has a map pool | | Went First | Always, on one-on-one games | | Advantage | Always, on one-on-one games | | Ending HP | By default — and then for every fighter on the board, not just the winner |
Some things to know:
- The map has to come from the competition's pool. If a competition doesn't use maps at all, the field isn't required and no game is blocked on it.
- Forfeits and byes skip all of it, since no game was actually played.
These are checked again when your report reaches us, so a submission that slips past the form still comes back with a message naming the game and the missing field rather than being saved half-complete.
Ending health
Recording ending health is required by default. Unless a game system is set up to skip it, a game can't be submitted until every fighter on the board has an ending health — both sides, not just the winner's. Health-tracking systems like Unmatched are covered by that default; a system that doesn't use health at all can opt out, and then nothing in it is ever blocked on a missing number. It's a property of the game system, not a per-player or per-competition setting, so there's no switch on your side to find.
Why every fighter rather than just the winner's: a winner can legitimately finish at or below zero, so "the loser's is implied" was never true. When you pick a winner, the loser's box is pre-filled with 0 — that's a default, not a record, so change it if they finished on negative health.
Zero is a real health, and it means defeated. A fighter recorded at 0 or below shows a skull in place of the usual heart wherever the result is displayed — the per-game rows on a match page, the result summaries, and the FFA and team scoreboards. A fighter whose health was never recorded shows nothing at all, so older matches don't gain a defeat nobody entered.
There are exactly two exemptions:
- Forfeits and byes. No game was played, so no health is asked for.
- Succession duels. Every character's health there is a moment in the knockout sequence and is recorded knockout by knockout instead — see Succession duels above.
Correcting an older match asks for them too. Correct & Resubmit runs the same checks as a fresh report, so a match reported before health was required can't be corrected without supplying the numbers it never had. Left alone, older matches simply keep their blanks — nothing is filled in for you.
Picking fighters
For game systems where a mirror match isn't possible — Unmatched, for example, where every hero is unique — you can't put the same fighter on both sides of a game. When you choose a fighter, that fighter drops out of your opponent's list for that game, so the two sides can't collide. If a report somehow names the same fighter for both players (this can happen through the Discord bot too), it's rejected with a message that a fighter can't play against itself — just correct the fighter and submit again.
Who went first, and who had the advantage
Every one-on-one game asks for two things about the start of play, both required:
- Went First — the player who took the first turn.
- Advantage — the player who held the advantage.
They're recorded per game, so a series where the first turn alternates is captured accurately. Organizers can rank players by Wins at Disadvantage off the back of this, which is why it's asked every time rather than being optional.
Result Confirmation
Match results typically require confirmation:
- One player submits the result
- The opponent receives a notification
- They confirm or dispute the result
- Confirmed results are finalized
Note: In some tournaments, organizers can directly enter results without player confirmation.
Forfeiting a match
If you can't play a match — you're unavailable, dropping out of a round, or simply want to concede — you can record a forfeit yourself. The win is awarded to your opponent, and you don't need to have played any games.
You can start a forfeit from two places on the match page:
- Match actions menu — open the ⋮ More menu (the More button in the bottom bar on mobile) and choose Forfeit match.
- Enter Results — the reporting wizard also has a Forfeit button while the match is still open.
When you confirm, the win is assigned to your opponent and they're asked to confirm the forfeit, just like a normal result — so it isn't final until they verify (unless your tournament has confirmation turned off, in which case it completes right away). Your opponent is notified that you've forfeited.
Forfeiting is only available while the match is still open (before it's been completed or is awaiting verification). A forfeit doesn't affect either player's rating — walkovers and byes are excluded from rating calculations, so conceding a match you can't play won't hurt your ranking.
Disputes
If there's a disagreement about a result:
- Click Dispute on the pending result
- Add a note explaining the issue
- The tournament organizer will review and resolve
- Both players are notified of the decision
Editing Results
Once confirmed, results can only be edited by:
- Tournament organizers (for competition matches)
- Both players agreeing (for casual matches)
Contact the organizer if you need a correction.
Deleting matches
Sometimes a match needs to come off the record entirely — duplicate logs, wrong opponent, or a friendly that never actually happened. Deletion is available for friendly competitions only; ladder and tournament matches can only be removed by organizers.
Because a completed match belongs to two players, deletion can't be unilateral. There are three paths:
1. Reporter undo (1-hour grace window)
If you reported a match and your opponent didn't actively verify it (it auto-completed after the verification window expired), you have one hour from auto-completion to delete it without asking. Useful when you immediately notice you logged the wrong opponent or duplicated a match. Your opponent gets a notification so they're not caught by surprise.
If your opponent explicitly verified the result, you don't get the undo path — use the deletion request flow below instead, so the opponent can confirm. This prevents the result from being scrubbed solo after the opponent already accepted it.
2. Mutual approval request (default)
For everything else, hit Delete match in the match's actions menu. We record a deletion request and notify your opponent. They can:
- Approve — the match is removed and standings update
- Reject — the match stays on the record
- Do nothing — after 7 days the match auto-deletes
You can withdraw your own request at any time before they respond.
3. Organizer override
Organizers and admins of the friendly's hosting org retain unconditional delete authority — they can clean up a match at any time, including ones in DISPUTED status that the player flow doesn't touch.
State at a glance
| You are... | Match is... | Result | | ------------------ | ------------------------------------------- | --------------------------------------------- | | Reporter | Auto-completed within the last hour | Hard delete + opponent notified | | Reporter | Opponent-verified | Deletion request created; opponent has 7 days | | Either participant | Completed (any age) or pending verification | Deletion request created; opponent has 7 days | | Either participant | DISPUTED | Disabled — ask an organizer | | Organizer / admin | Anything | Hard delete (bypasses the request flow) |
Reopen vs. delete
If the only thing wrong is the score or winner, ask the reporter to use Reopen instead — it preserves the match record and lets the result be re-entered. Reopen is currently organizer-only; contact your organizer if you need it. Delete is the right tool when the match shouldn't exist at all.
What happens after deletion
- Standings, head-to-head records, and competition stats recalculate automatically.
- The audit trail of the request (who asked, when, why) is kept by your organizer for review.
- An organizer can recreate the match if a deletion was abusive.