Organizer score entry
Type results straight into the Mixer as each game ends. Each court saves when you press its Save button, and ratings update on the spot.
Type results straight into the Mixer as each game ends. You stay on one screen. Save each court when its game finishes, and ratings update right away. Nobody has to pull out a phone or open a link.
How it works
When a game wraps up, open score entry from the Mixer. You'll see a card for each court in the current round, showing the two teams. On the card for the court that just finished:
- Enter the result: set each team's score using the steppers, or type the numbers directly.
- Save: press that court's button, labeled Save Court 1 (or Save followed by the court's name, if you've named it). The Mixer records the game for that court.
Move to the next card as those games finish. Save each court as it completes; you don't have to wait for the whole round. When several courts have scores waiting, save them in one go.
Saving several courts at once
The footer of the score screen has four buttons: Close, Kiosk entry, Split Session and Save All. Save All does what its tooltip says ("Save every court that has a score entered. Courts still showing 0–0 are skipped."), so a round where every court finished at about the same time takes one press instead of five.
It saves every court that isn't saved yet, isn't marked Skip game, and doesn't read 0–0. Empty score boxes read 0, so an untouched court looks exactly like a 0–0 game; skipping those keeps Save All from recording games nobody played. A real 0–0 is saved with that court's own Save button, which asks you to confirm the 0–0 score.
Before anything saves, it asks Save N court(s)?, noting any courts still at 0–0 that won't be saved and any skipped courts it leaves alone. If every unsaved court is still 0–0, it says there's nothing for Save All to record. Then it works through the courts one by one ("Saving 2 of 5…"), skipping any court a player's phone or the kiosk saved in the meantime. The duplicate-game warning can still pop up for a court, as it would with a single save. When it's done the footer briefly reads Saved N court(s). If some courts fail, a message lists them; retry those with each court's own Save button.
One thing Save All doesn't do: it doesn't check for ties or scores below the target. It saves what's in the boxes, so glance over them first.
A line in the footer keeps count as you type, and every few seconds as phone or kiosk scores arrive: 3 not saved · 1 still 0–0 · 1 skipped (each part appears only when it's non-zero), then All courts saved when you're done, or All courts done · 1 skipped. It keeps counting while the screen is the headless monitor, too.
Save All isn't offered while the screen is the read-only monitor of headless mode. Take control first, as with any other edit there.
How saved courts are marked
Once a court is saved, its card shows ✓ Saved, so you can see which courts are done and which are still in play. If a score saves but the updated ratings can't be fetched right away, the card shows ⚠ Saved instead. The result is safe; refresh or save another court to catch the ratings up.
What the scores feed
A saved game feeds two things:
- Ratings. Each saved game updates every player's Elo rating based on the result and the margin. See How Elo works.
- Ladder standings. In a ladder league, saved games move the per-division standings and feed the next cycle's promotions and relegations.
Game rules start from your group settings
The scoring rules (target score, win by two, and rally scoring) start from your group's settings, so you're scoring against the same rules you set once for the group. For a one-off, the Game Rules panel on the score-entry screen overrides those values for the current session, which is useful when a particular game runs to a different target.
Working alongside players' phones
You don't have to choose between organizer entry and player-phone entry; they share the same court status. If you've shared a player score link, results players submit from their own phones land on the matching court cards on your screen, and anything you type counts the same. Type the courts near you and let players enter the rest from their phones.
A score reported from a player's phone fills that court's score boxes, but the court still counts as not saved until you save it, on its own button or with Save All, which records those numbers along with the ones you typed.
Who's missing? With player phones in play (Remote Score Entry on), a Who's missing? link sits in the footer while any court is unsaved. It lists each unsaved court that's still waiting on both teams, waiting on Alex & Sam (the team that hasn't reported yet), or scores disputed (needs organizer). Courts where both teams have reported but you haven't saved yet aren't listed; if no court is waiting on anyone, it says every unsaved court has reports from both teams. Unlike Save All, it stays while the screen is the read-only monitor of headless mode, and so does the footer count, so you can see who the auto-mix is waiting on.
Marking a court as not played
Sometimes a court doesn't get used: players get pulled to another court, a game gets cancelled, or the round ends early. Check Skip game on that court's card instead of entering a score. The court is excluded from the round's save and from carry-over when you split the session. Courts marked Skip game show as "skipped" in the split-session confirmation summary.
Viewing expected scores
The Show Expected toggle (in the Game Rules panel) displays an expected score next to each team's name, the score Elo would predict for this matchup from both teams' current ratings. It's on by default. Expected scores update each time you open the modal; they're a read-only reference.
On a Nonstop night the expected score shows on each court card instead, under each team, when Show Rating Badges is on (see Running a Nonstop night).
Timed games
When your session uses time limits instead of a fixed target score, set Time (min) in the Game Rules panel. The field accepts 1–120 minutes and is hidden when Rally Scoring is on; the two are mutually exclusive. It's your group's game time: the same number as Game time under Games Settings → Round length, and changing either one changes both. It starts on that value, and it's the countdown players see on their phones. Walk-on time is never part of it. With a time limit set, the game time is recorded with each saved game; the target score stays available for reference.
Pushing rule changes to players' phones
If you change the target score, rally scoring, win-by-two, or time limit mid-session after players have already opened their score links, use the Update live session button (visible in the Game Rules panel when Remote Score Entry is on). It pushes the new rules to the server so players' phones pick them up within about ten seconds. The button shows a marker when your current settings differ from what's already been sent, and confirms with "Sent ✓ — players update on next poll" when successful.
The rules are also pushed automatically the first time you publish a round or enable remote entry, so you only need the manual button if you make a mid-round change.
When an update can't be published
Opening the score-entry screen re-publishes the round you're looking at, so players' phones stay in step with your screen. Two situations stop that re-publish on purpose. In both cases nothing is lost, and your screen reloads the round the server considers current:
- "This session moved on." Something else advanced the round while you were away: auto-mixing, or another organizer publishing from their own device. The view refreshes to the latest round. If headless auto-mixing is running, take control before making changes.
- "Your device was showing an incomplete version of this round." Your device had only part of the round (usually after it reconnected mid-round), and publishing it would have removed a court that already has scores. The server refuses that, keeps every court, and your screen reloads the full round. Nobody's score is dropped and no player loses their court.
A court that already has a score submitted on it is never removed by a re-publish, from any device.
Duplicate game detection
Before a court saves, the server checks whether the same four players already have a recorded game from the recent session. If a potential duplicate is found, a dialog describes the existing game (player names and score) and asks whether to save anyway. This guards against double-saves when a network hiccup swallows the first save's confirmation: the game went through, and resubmitting would count it twice. Click OK to save anyway only if you're certain the first attempt failed.
What's next
- Player score link to let players record their own courts.
- Split session to move to the next round before all courts are done.
- Editing recorded games to fix a result after it's saved.