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
To record a game:
- Click Log Game in the navigation
- Select the match type:
- Competition Match - Part of a tournament or league
- Casual Game - Friendly match outside of events
Competition Matches
For tournament or league games:
- Select the competition from your active events
- Choose the round (if applicable)
- The opponent will be pre-filled from pairings
- Enter the result:
- Winner selection
- Final score (if applicable)
- Game-specific details
Casual Games
For friendly matches:
- Select the game system
- Search for your opponent (they must have an account)
- Enter match details
- Both players must confirm the result
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 | | Winner's Ending HP | The game system tracks health (Unmatched and similar) |
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.
- Only the winner's ending HP is required. The loser's is filled in as 0 automatically when you pick the winner — adjust it if they finished on negative health.
- 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.
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.