Round robin
In a round robin, everyone in a group plays everyone else in that group once. The table at the end shows who did best across all of their matches. Nobody is knocked out early.
When to use it
- You want every participant to get several matches, whatever happens in the first one.
- You have a small field or a group stage before a knockout bracket.
- You have time for the matches: a group of n plays n - 1 rounds, or n rounds when n is odd. A group of 6 plays 5 rounds, with 15 matches in total.
For bigger fields where a full round robin would take too long, see Swiss.
How it works here
- Groups. The organizer chooses the number of groups and the participants per group (2 to 20). "Auto-distribute" deals participants into groups by seed like a draft (A B C, then C B A, and so on), so the groups are balanced. The organizer can also move participants between groups by hand.
- Schedule. Each group gets a schedule where every pair meets once. If a group has an odd number of participants, one sits out each round. Each participant plays as the first-listed side in about half of their matches.
- Rounds open in order. In each group, round 2 opens once round 1 is complete, and so on.
- Draws. A match can end level, and it is a draw, unless the stage's match tiebreak decides a winner. See Match formats.
- Advancement. An organizer can have the top participants of each group move to a later stage automatically. See Stages and seeding.
A forfeit or disqualification counts as a loss for the side that conceded, and that side earns no points even if the stage gives points for a loss. The other side is credited with the win outright. Points scored and conceded add nothing for a forfeited match.
How standings and ties are decided
Teams are ranked by the stage's tiebreak chain, in order. The first criterion that separates any of the tied teams splits them. Teams still level are then compared again from the top of the chain.
Most criteria compare the whole group. The head-to-head ones only count the matches played among the teams that are still level, and they are counted again each time a team separates from the rest.
The default chain is:
- Tournament points (3 for a win, 1 for a draw, 0 for a loss unless changed).
- Head-to-head tournament points.
- Points difference, or Game difference when the stage does not require a score for every game.
If teams are still level after the chain, they are ordered by seed. Every criterion is explained in Tiebreakers.
If the organizer applied point penalties, they come off the team's tournament points before the criteria are read.
When the whole stage needs one combined order across groups, teams are compared by their rank in the group, then points per match played, then seed.
Settings organizers choose
- Number of groups and Participants per group (max 20).
- Points per match: Win, Draw and Loss, each from 0 to 100, with a win worth more than a loss and a draw between them.
- Tiebreak 1, 2, 3...: the chain above. See Tiebreakers.
- Match format, Results entered as, optional map pool and veto. See Match formats.
Tiebreakers that read scores (Points difference, Points scored, Head-to-head points difference) only work when the stage is set to "Score for every game".
Frequently asked
Still need help?
A problem with a match or a result? Ask the tournament's organizer first — see who handles what.