Scoring & Tiebreakers

How points are calculated, tiebreaker systems, pairing algorithms, and elimination formats.

Pairing Algorithms

Standard (1v1) Swiss

Players are grouped by match points. Within each group, players are paired together. The system avoids rematches by swapping players between groups when necessary.

Multiplayer Algorithms

Random

Players are shuffled and placed into pods randomly. Best for casual events.

Swiss

Players sorted by match points, assigned to pods top-to-bottom with anti-rematch logic. Most common for competitive play.

Power Pods

Players ranked by points, assigned sequentially: top 4 form pod 1, next 4 form pod 2, etc. Creates pods of similar skill. Anti-rematch swaps between adjacent pods.

Bubble Pods

Sliding window approach β€” considers nearby players in the ranking to minimize point spread within each pod. Creates the tightest competitive pods.

Power Pairings (Last Round)

For the last Swiss round, the #1 player faces the highest-ranked opponent they haven't faced yet, then #2, and so on. Creates decisive final matches.

Bye Selection Modes

  • Random Among Lowest β€” Random player from those with the lowest points. Default.
  • Absolute Lowest β€” Always the lowest-ranked player.
  • Highest Ranked β€” Highest-ranked player (rare, for special formats).
  • Manual β€” Organizer pre-assigns byes.

Scoring Systems

Standard Scoring (Constructed / Draft)

ResultDefault Points
Win3
Draw1
Loss0
Bye3

Multiplayer Scoring Systems

MMTA (Multiplayer Magic Tournament Association)

Standard multiplayer scoring. Default: 5 pts/win, 1 pt/draw, 0 pts/loss. Uses opponent match win percentages and opponent average match points as tiebreakers. Recommended for competitive multiplayer events.

Hareruya

Wager-based system. Each player starts with points (default: 1000). Each round, every player wagers a percentage of their score (default: 7%). The pod winner takes all opponents' wagers. Draws split the pool equally. Creates dynamic scoring where early wins compound.

Custom

Set your own point values for wins, draws, losses, and byes. Full flexibility for house rules.

Tiebreakers

When players have the same match points, tiebreakers determine ranking. Organizers can drag-and-drop to set priority. Available tiebreakers:

  • OMW% (Opponent Match Win %) β€” Average win rate of your opponents. Higher = tougher opponents faced.
  • GW% (Game Win %) β€” Your individual game win rate (relevant for Best-of-3).
  • OGW% (Opponent Game Win %) β€” Average game win rate of your opponents.
  • MP (Match Points) β€” Total match points accumulated.
  • OOMW% (Opponent's Opponent Match Win %) β€” Second-level strength of schedule.
  • CMP (Cumulative Match Points) β€” Sum of your points after each round. Rewards early wins.
  • MLP (Match Loss %) β€” Your match loss rate. Lower is better.
  • OMLP (Opponent Match Loss %) β€” Average loss rate of your opponents.
  • OCMP (Opponent Cumulative Match Points) β€” Average cumulative points of your opponents.

Tiebreaker Floor

  • 0.33 (33%) β€” Magic: The Gathering standard.
  • 0.25 (25%) β€” Pokemon standard.
  • 0 β€” No floor.

Elimination & Top Cut

Top Cut

After Swiss rounds, the organizer can advance only the top players to elimination. Configured by rank (Top 4, 8, 16...) or minimum match points.

Single Elimination Bracket

Standard seeded bracket. #1 vs lowest seed, #2 vs second-lowest, etc. Each loss eliminates.

Swiss Elimination

Swiss-style pairings but any loss eliminates. Useful when bracket size isn't a power of 2.

Double Elimination

Two brackets (Winners + Losers). Must lose twice to be eliminated. Grand Final between bracket champions, with bracket reset if the losers champion wins.

Multiplayer Elimination

Uses pods instead of 1v1. Snake seeding creates balanced pods. Each round, pod winners advance. Valid cut sizes: 4, 10, 13, 16, 40, 64.

Late Enrollment

Players joining after the tournament starts receive retroactive results for missed rounds:

  • Missed rounds = Byes β€” More generous. Late player gets bye wins for missed rounds.
  • Missed rounds = Losses β€” More competitive. Late player starts with losses.