Divisions and tiers
How divisions are stacked into tiers, how ratings stay isolated per division, and how players are seeded.
A ladder is made of divisions stacked into tiers. Div A is tier 1 (the top), Div B is tier 2, and so on down. Players or teams compete within their own division; cycles move them between tiers.
Ratings are isolated per division
This is the key mental model: a rating belongs to a division, not to a person across the whole ladder. Two players in different divisions aren't on the same numeric scale — Div A's ratings and Div B's ratings are separate pools.
Why it's built this way:
- It keeps each division's standings internally fair and comparable.
- When you move divisions, you get a start rating appropriate to your new division rather than dragging a number across tiers that wouldn't mean the same thing. See Start ratings when you move.
Seeding players into divisions
When you set up the ladder, you place each player or team into a starting division based on your read of their level. New arrivals mid-season get added to a division and start at that division's default rating until they've played enough games to settle in.
You don't have to get seeding perfect — that's what promotion and relegation are for. After a cycle or two, players naturally migrate to the tier where their games are competitive.
How many divisions?
There's no cap. A practical rule of thumb:
- 2–3 divisions for a small club (roughly 12–30 regulars).
- More divisions as you grow, so each one has enough players for good matchups and meaningful movement.
Each division needs enough active players that a cycle can move people without emptying it — the system always keeps at least one qualifying player in a division after a cycle, so very small divisions simply move fewer people.
Next
See Promotion and relegation for how a cycle decides who moves.