Documentation
How to run a tournament with Roundr, from the first sign-in to the last result.
Getting started
Roundr is a set of connected screens around one tournament. Control is the desk, Panel is the umpire’s tablet on each court, Display is a screen in the hall and Live is the public page. This guide follows a tournament from the first sign-in to the final result.
- Create an account with your email address, or sign in with Google.
- In Control, create your organization. It starts on the free plan, and you become its administrator.
- Create a tournament with its dates, time zone and venue.
- Add the courts, the entries and the draws.
- On match day, join a tablet to each court and a screen to each display, then publish the tournament on Live.
To look around first, try the demo. It runs the umpire panel in your browser with nothing to set up.
Your organization
An organization is your club, association or company. It owns its tournaments, its staff and its API keys, and it is on a plan that sets how much it can run at once.
- Administrators look after the organization, its plan, its addresses and its API keys.
- Staff are given a role for each tournament: director, referee or umpire.
- An organization can have its own address, such as
yourclub.roundr.comor a domain of its own, where its tournaments are listed under its name. - An administrator adds another under Settings, Administrators, by the email address of their Roundr account. Someone without an account signs in once first. An organization always keeps at least one administrator.
- An organization without an address of its own has its public page at
roundr.com/o/yourclub, listing what it has published on Live. Once a tournament is published, its Public page settings show the address.
Creating a tournament
- In Control, create a new tournament.
- Give it a name, its first and last day and the time zone of the venue.
- Add the venue and the courts you will play on. You can rename and add courts later.
- Add your staff in the Staff section, by the address of their Roundr account, or invite someone without an account with a one-time link: they create an account from it and join the staff with the roles you chose.
- Fill in the referee’s briefing: the scoring system, the warm-up time and the other facts every court tablet should follow.
A new tournament is a draft that you prepare in full without using up your plan. It takes its place when its match day begins, with its first court or display code or a score taken from Control, and keeps it until its director closes it, whatever its dates. Closing makes it read-only and signs its tablets and displays out. To run the same event again, an administrator copies it from its tournament settings: the courts, hall displays, draws and their rules, referee’s briefing and registration settings come with the copy, and its entries, matches, results and staff do not.
Entries and players
Entries are the players or pairs in each event. Enter them in Control, import them from a CSV file, or let players register themselves while registration is open. On match day, the desk checks each player in on the Participants tab, once whatever they play, and notes when one who stepped out is back; a match whose players are not all there is flagged when you fill a court, never held.
- An entry file lists the players and pairs. Which event each plays in is decided when you make the draws. A match file lists matches that have already been drawn, on courts the tournament already has.
- Every row carries a reference from your file, so importing a corrected file updates the entries instead of adding them twice. An import never deletes anything.
- A player’s club or country keeps players of one club apart in the draw where the regulations ask for it.
Player registration
Players with a Roundr account can enter a tournament themselves while it takes entries. Every entry waits for the organizers to accept or decline it.
- In Control, open Tournament settings and, under Registration, turn on Take entries.
- Set when Entries open and Entries close, at the venue’s clock. Left empty, entries open when you save and stay open until you turn them off.
- Set the Withdrawal deadline. Until then players can withdraw themselves, and after it only you can. Left empty, they can withdraw until you make the draw.
- Under Events that take entries, choose the events. Each draw that is still a draft is an event players can enter, so make the draws on the Draws tab first.
- Press Save registration. Open the entry page leads to the page players enter on, whose address you share.
- A player reaches the entry page from Enter this tournament on the tournament’s page on Live, or from the address you shared. The entry page works even while the tournament is not on Live.
- They sign in or create an account, choose the event and give their name as it should appear in the draw. A parent or guardian can enter a junior they look after.
- For a pair, they give the email address of the partner’s Roundr account. The partner confirms the entry from their own account, and only then can you accept it.
- An event with an age group or player classes checks the entry against the date of birth and the classes on the player’s account.
- Players find their entries under My matches, with your answer, and can withdraw there until the withdrawal deadline.
The entries to answer are under Entries waiting, at the top of the Participants tab. Accept makes an entry a participant and puts it in its event’s draw while that draw is a draft; once the draw is published, give the entry its matches by hand. Decline answers it, and the player sees that it was declined. Under Accepted entries, Withdraw takes out an entry whose player cannot play.
Checking players in
On match day the desk checks each player in on the Participants tab, once, whatever they play. The tab counts the players checked in, and Only entries still waiting for a player narrows the list to the entries someone is missing from.
- Check in marks a player as here, with the time. Undo takes it back.
- Away notes when a player who stepped out will be back, or will arrive, at the venue’s clock. Their matches are marked until then. Back clears it.
- When you fill a court, a match whose players are not all here is flagged with who has not checked in and who is away until when. It is never held: you can still call it.
Draws
A draw turns the entries of an event into matches. Roundr makes knockout draws and round robins, and follows the BWF General Competition Regulations where they apply.
- Knockout: seeds from your ranking, the other entries placed by a lot the server draws and records, byes where the tables of the regulations put them.
- Options: a match for third place, a consolation draw for first-round losers, or playoffs for every place.
- Round robin: groups played in the order the regulations give, with standings calculated from confirmed results.
- Groups can feed a knockout, with the qualifiers of each group placed as the regulations describe.
Check the draft, move entries by hand if you need to, and publish. Publishing creates the matches, and each confirmed result moves the winner on.
Courts and tablets
Each court can have a tablet that scores its matches. A tablet joins with a code, not an account, and belongs to its court until you revoke it.
- In Control, open Courts and choose the court.
- Show its code or QR code.
- On the tablet, open the join page,
/join, and enter the code, or scan the QR code with the camera. - Put the tablet in landscape on the umpire’s chair. It shows the next match of the court as soon as the desk assigns one.
To set up many tablets at once, a setup code admits one tablet after another to the courts you choose.
Scoring with the umpire panel
- Press the key on the side that won the rally. The panel moves the score, the server and the service courts.
- Follow the calls on screen. The panel shows what to announce and when.
- Use Undo to correct a mistake. The panel replays the match from the start.
- Record faults, warnings and cards from the menu. They appear on the scoresheet.
- At the end, confirm the result. The desk and the draw see it at once.
Offline, the panel keeps scoring and shows which points the server has not confirmed yet. Nothing scored on a tablet is thrown away unless the umpire decides so.
Hall displays
- In Control, open Hall displays and create a display.
- Choose what it shows: a set of courts, or the standings of group draws. A display given one court is that court’s scoreboard: a line for every player with flag and country, every game’s score, and the server marked. One window across two screens side by side puts the names on the first and the score on the second. A board of several courts has no title line; on one court the title line and the seeds beside the names can each be switched off. Several courts are drawn as cards, or as a list the way the big tournaments’ screens show them: a band per court with every game’s score. On every display the serving side’s score is boxed, through an interval too.
- On the screen, open
/joinand enter the code of the display, or scan it. - Switch the browser to full screen. From then on the display updates by itself.
Publishing on Live
Live is the public page of your tournament. Nothing appears there until you publish it.
- In Control, open the settings of the tournament and publish it on Live.
- Share the link or its QR code with players and spectators.
- Take it off Live whenever you need to. The link then says that the tournament is not published.
Results and corrections
- The result of a match counts once it is confirmed, by the umpire on the tablet or at the desk.
- A match played without an umpire is entered from its score sheet, game by game.
- A referee or the director can correct a score or reopen a result. The change is recorded with their name.
- Walkovers and retirements are recorded as such, and the draw moves on correctly.
When the network drops
Sports halls often have poor Wi-Fi, and Roundr is built for it. Before the first match, open a court’s match on its tablet and check that Control lists the tablet under Tablets and the hall display shows the match.
- Tablets save every point on the device first and send them in order as soon as they can. A tablet that asks for its court’s code again has lost nothing: show the court’s code in Control and enter it. If its scores and the desk’s differ, it shows both, and the referee decides which stand.
- Displays and Live carry on from where they stopped, without anyone touching them. A display that shows its join screen needs a new code from Hall displays.
- Control needs the network, so bring a second way onto the internet: a phone or a router with mobile data that the desk’s laptop can join when the hall’s Wi-Fi goes. Try it in the hall before the day, since a hotspot with no signal at the desk is no fallback. Print the order of play and the score sheets in the Print section before play, and again when the schedule changes. An open Control page keeps showing what it last read, with the time it read it.
Leagues
A league is one season of team play. The organization that runs it, an association or a club, places the teams in divisions, and the teams of a division play each other in ties of several matches. Running a league and entering a team in one both need the Club plan, or Federation.
- In Control, open Leagues. Under New league, give the name, the season and the tie, Eight matches or Four matches, and press Create league.
- On the league’s page, add the divisions under Divisions. A new division goes below the others, so add the top one first.
- Under Settings, set the First day and Last day, the points for a Win, a Draw and a Loss, and Guests per team, the number of players from other clubs a team may name.
- Turn on Clubs may enter teams to take entries, and Show on Live to make the league public. Press Save settings.
The Tie section lists the matches of a tie, who plays each and under which rules, and can replace them with another preset. The tie and the points can change until the first tie starts.
Teams and rosters
- A club enters its own team. Its administrator opens Leagues in Control and, under Enter a team, chooses the league, gives the team a name and presses Enter team. An association’s league takes teams from its member clubs only.
- The league places each team in a division under Teams with Place, or declines it with Decline. Move puts a placed team in another division.
- For a club that is not on Roundr, the league adds the team itself under Add a team, with its name and division. It is placed at once, and the league keeps its roster and its line-ups.
A team’s roster is the players it may name in its ties, up to 40. On the team’s page the club ticks its own members, whom it adds under Settings, Club members. It adds guests from other clubs by the email address of their Roundr account, as many as the league allows, and types in a player without an account by name. A player plays for one team in a league.
A club can name up to three of its members as captains of a team. A captain keeps the roster and gives the line-ups from their own account, under Teams, with no role in the club’s organization.
Fixtures and match days
- Once a division’s teams are placed, press Make fixtures under Fixtures. Every team plays every other twice, with home and away turned round. Clear fixtures takes them back while none is on a match day.
- Under Match days, add each day of play with its name, its date, its hall and the venue time zone, and press Add match day.
- Put each fixture on its match day and give the time it starts.
- Before play, press Open beside the match day. Opening makes the tournament the day’s ties are played in, with courts, tablets and hall displays as any tournament has, and Run the match day leads there.
A match day opens with the courts, hall displays and settings of your last match day in the same hall, so a hall is set up once. Tablets and screens join again with a new code. A match day needs fixtures before it opens, and it does not count toward the tournaments your plan runs at a time.
Line-ups and ties
Each team gives its line-up for a fixture: a player or a pair from its roster for every match of the tie. The club’s administrators give it in Control from the team’s page, and captains from Teams in their own account. It can change until the tie starts.
- Use the last line-up fills in the line-up the team gave last, so you change only what is different.
- A player not on the roster yet goes under Player who is not on the roster, and joins the roster by name when the line-up is saved.
- A player plays two matches of a tie at most.
- A team with nobody for a match ticks No player for that match instead of leaving it empty. The match is not played and counts for the other team.
- Once the match day is open and both line-ups are in, the league’s administrator presses Start tie beside the tie under Table on the league’s page.
- The tie’s matches become matches of the match day’s tournament. Put them on courts and score them on the court tablets, or enter their results at the desk, as any match.
- Each match of the tie has its own page in Control, as any match has, and counts once its result is confirmed.
On the league’s page, every tie on a match day has a Line-up sheet to print, which is also the form a captain can fill in by hand. A started tie has a Match report with every match and its score, the total and the points, and lines for the captains and the referee to sign.
The table and Live
The Table section of the league’s page shows each division’s table and ties: played, won, drawn and lost, then matches, games and points. A match counts once its result is confirmed or a team did not field it, and a tie scores the points set in Settings.
- With Show on Live on, the league has its own page on Live with the tables, the ties round by round and the match days. Open Live on the league’s page leads there, and your organization’s public page lists the league.
- Players are named only on match days whose tournament is published on Live, from its Tournament settings as any tournament is.
- A started tie has a Public page and a Hall screen, which show it once its match day’s tournament is on Live.
- A team’s name on Live leads to the team’s own page, which shows its tie of the day, or else the last one that started. One address serves the whole season.
Plans
Every organization is on a plan, which sets how much it can set up at once. A plan never stops a match: scoring, results, Live and every device already joined keep working, whatever the plan.
- Free: one tournament at a time, with up to 4 courts and 1 hall display.
- Event: one tournament at a time, with up to 12 courts and 4 hall displays.
- Club: three tournaments at a time, with up to 12 courts and 4 hall displays each, a web address of your own, 3 API keys, and leagues and league teams without a limit.
- Federation: no limit on any of these, at a price agreed with Roundr. Write to [email protected].
A tournament counts toward tournaments at a time from its first court or display code, or the first score taken from Control, until its director closes it, whatever its dates. A draft does not count, and neither does a league’s match day. Settings, Plan shows how much of each limit the organization uses, and the pricing page has the prices.
Subscribing and billing
- An administrator opens Settings, Plan and presses Subscribe to Event or Subscribe to Club.
- Pay on Stripe’s checkout page. The plan changes as soon as Stripe confirms the payment, usually within a minute.
- From then on, Manage subscription opens Stripe’s billing portal, where you change the card, move to another plan, read your invoices or cancel.
- A paid plan renews every year. Cancelled, it runs to the end of the year you paid for. Moving up takes effect at once, charged for the rest of the year, and moving down from the next year.
- When Stripe cannot take a payment, Settings, Plan says so. Update the card under Manage subscription, or the plan ends once Stripe stops trying.
- When a plan ends, the organization is back on Free and every administrator is told. Nothing is deleted, and matches go on. What goes beyond Free cannot be started or added until the organization subscribes again, and a tournament Free has no room for cannot begin its match day.
- When the plan of the organization that runs a league ends, the league plays the match days and fixtures it already has, and the teams already in it go on playing their ties. A new league, a new team, new fixtures or a new match day need the Club plan again.
Connecting your own systems
Your organization’s own software can read your tournaments and import entries and matches through the Roundr API, with an API key that an administrator creates in the settings of the organization. The API reference describes every endpoint.