Scheduling courts and match times
On this page
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