Run an game end to end
From creating it to closing it, and the choices along the way.
Works today
Most of the work is in the first five minutes. Get capacity, price and registration mode right and the rest largely runs itself.
The whole arc
- Create the game and pick a format. The format decides how matches get generated later, so it is worth a moment.
- Set capacity and price. Capacity drives the waitlist, so set it to what you can actually host.
- Open registration and share it. Members see it first if you want them to.
- On the day, work from the control room rather than this screen.
- Close it when results are in. That settles ratings and standings.
Registration choices
- Open to anyone, or approve each person. Approval is worth it for anything level-sensitive.
- Separate playing and spectator tickets, each with their own price and capacity.
- A waitlist that offers freed spots automatically, in order.
- Comp a place for a volunteer or a guest without pretending they paid.
Common questions
Can I change it after publishing?
Yes, and registrants are notified. Changing the price after people have paid is the one to think twice about.
I need to remove someone who registered.
You choose what happens to their money — refund, credit, or keep it. The choice is explicit so nobody has to guess afterwards.
Nobody signed up.
Cancel it and registrants are told. Then look at the time and the level band — those are usually the culprit, not the game itself.