Score Entry

Organizer score entry

Record results straight in the Mixer as games finish — ratings update on the spot.

Type results straight into the Mixer as each game ends. You stay on one screen. A court saves the moment its game finishes, and ratings update right then — 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:

  1. Enter the result — set each team's score using the steppers, or type the numbers directly.
  2. Save — 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.

How saved courts are marked

Once a court is saved, its card shows a green checkmark so you can see at a glance 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 a warning instead — the result is safe; refresh or save another court to catch the ratings up.

What the scores feed

A saved game isn't only a record of who won. It 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. Need a one-off? The score-entry screen has a Game Rules panel that overrides those values for the current session — 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. Mix and match: type the courts near you, let players handle the rest.

Marking a court as not played

Sometimes a court doesn't get used — players get pulled to another court, a game gets canceled, or the round ends early. Toggle Not Played 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 Not Played show as "skipped" in the split-session confirmation summary.

Viewing expected scores

The Show Expected toggle (in the Game Rules panel) displays an Elo-derived expected score next to each team's name — the score the engine would predict for this matchup given both teams' current ratings. It's on by default. Expected scores update each time you open the modal; they're a read-only reference, not an input.

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. With a time limit set, time_in_minutes is recorded with each saved game; target score remains 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 on their next poll — roughly every ten seconds. The button shows a dirty indicator 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.

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.

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