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Scheduling courts and match times

On this page
  1. The numbers you need
  2. Rolling vs. “together” rounds
  3. Quick capacity check
  4. When it doesn’t fit
  5. Changing things on the day

A schedule that looks fine on paper often fails on the day: a team plays twice in a row, two matches land on one court, or the final ends after the hall closes. Here’s how to plan it properly.

The numbers you need

  • Courts (or pitches, tables, boards).
  • Match length, including warm-up.
  • Changeover — the gap before the next match on that court.
  • Minimum rest — the shortest break a team gets between its matches.
  • Playing hours and number of days.

Rolling vs. “together” rounds

Rolling starts each match as soon as a court and both teams are free — it finishes fastest. Together starts each round at the same time on every court — easier to announce, but slower when matches overrun.

Quick capacity check

Court time needed ≈ matches × (match length + changeover) ÷ courts. A 10-team round robin is 45 matches; at 20 + 5 minutes on 3 courts that’s about 6 h 15 min. The generator calculates it exactly, respecting rest and round order.

When it doesn’t fit

The planner tells you how many matches overflow and offers concrete fixes: adding a court, shortening matches, dropping the rest requirement, or adding a day. If none work, switch to groups + playoffs or Swiss.

Changing things on the day

Move a match to another time or court and conflicts are checked immediately. Played and moved matches stay put when you re-plan the rest. Shared links and prints show a warning until problems are fixed, so you never publish a broken schedule by accident.

Turn on time planning to see if your event fits.

Plan my courts