Manage Tournament Event Settings
Tournaments administrators can edit settings for registrations, rosters, schedules, and standings that apply to a single Tournament event.
In this article
Accessing Your Tournament Per-Event Settings
Tournaments Admin can edit their per-event settings with the following steps.
- Log in at https://tournaments.teamsnap.com.
- Click the Tournaments tab
- Click the event name or click Manage below the event in your organizational admin view
- Click the Settings tab
General Settings
- Show Rosters: Applies to all teams. If ON team rosters will be displayed in the Tournaments mobile app.
- Roster Lock Date: Applies to all registering teams. Teams will NOT be able to edit their rosters on or after this date. To prevent rosters from being edited after a registration entry is submitted, you can enter today's date. Tournament Admins can make edits to teams at any time. This setting syncs to the event Registration > Settings> Roster Settings.
- Minimum Number of Players: Applies to all registering teams to require each team roster to have at least this number of players. Leave blank if not required. This setting syncs to the event Registration > Settings> Roster Settings.
- Maximum Number of Players: Applies to all registering teams. Team rosters can not exceed this number of registered players. Leave blank if not required. This setting syncs to the event Registration > Settings> Roster Settings.
- Pool Naming Format: Applies to all pools and may modify the unique team identifiers. This setting has three options:
- Unique Letter Per Division - Each division will have pools named A, B, C...
- Unique Number Per Division - Each division will have pools named 1, 2, 3...
- Unique Letter Per Pool - Each pool for the event will have a unique name. If pools in one division are named A, B, C, D, E, F, new pools in a new division might be named G, H, I, J, K...
Unique Letter Per Division example Unique Number Per Division example Unique Letter Per Pool example -
Team Identifier Format: Applies to all teams. Changing this setting will update all team identifiers. The team identifier format controls the creation of an optional value to further identify teams besides their name. The team will usually be displayed with the team identifier ('Eagles (A1)', 'Tigers (123)') This setting has the following options:
- None - No additional identifier will display with the team name ('Eagles', 'Tigers',...).
- Pool Name with Team Order in Pool - Each team will have an identifier composed of the pool
name and the order of the team within the pool ('Eagles (A1)', 'Tigers (A2), 'Cowboys (B1)', 'Tigers (B2),...
or 'Eagles (1.1)', 'Tigers (1.2), 'Cowboys (2.1)', 'Tigers (2.2)...). These identifiers will only be unique within a division. - Unique Number Across All Divisions - Each team will have an identifier number determined by the
order set for divisions and the order of teams within pools starting with the first pool in division ('Eagles (1)',
'Tigers (2), 'Cowboys (3)', 'Lions (4),...). These identifiers will be unique for the event. - Unchanging Unique Number For Event - Each team will have an identifier number determined by the order
they were added to the event. You can also specify a prefix for this number which will convert
the team number to a 4 digit number with leading 0's ('Eagles (1)', 'Tigers (2), 'Cowboys (3)', 'Lions (4),...) or
('Eagles (E230001)', 'Tigers (E230002), 'Cowboys (E230003)', 'Lions (E230004),...). These identifiers will be unique for the event.
- Pool Protection: If ON, during the promotion of pool play to brackets, TeamSnap will flag teams that are matched up against other teams from the same pool. Admin can then choose to either resolve the conflict by editing team matchups, or they can choose to override the conflict.
Schedule Settings
- Pool Play Game Length (Minutes): Applies to all pool play games. Pool play game length is the number of minutes from the start of one game to the start of the next game. This period should be set to include warm-up time in between games.
- Bracket Game Length (Minutes): Applies to all bracket games. Bracket game length is the number of minutes from the start of one bracket game to the start of the next bracket game. This period should be set to include warm-up time in between games. If you do not have playoffs in your event, you can ignore this setting.
- Team - Maximum Time Between Games (minutes): Applies per-team to all teams. Team - maximum time between games is the desired maximum number of minutes from the end of a team's game to the start of their next game. This number should be greater than the game length. If you enter 120 minutes, each team should have no more than 120 minutes between the end of one game until the start of their next game.
- Team - Minumum Time Between Games (minutes): Applies per-team to all teams. Team - minimum time between games is the desired minimum number of minutes that you would like for a team to have after the end of one game before the start of their next game. If you enter 60 minutes, each team should have at least 60 minutes after a game before the start of their next game.
- Allow back to back games to be scheduled: Applies to all teams. Allow teams to be scheduled to play one game immediately after the other, without other team games being scheduled in-between.
- Max Games Per Day: Applied per team. This is the maximum number of games each team should be scheduled to play in a single day. If 3, no one team should play more than 3 games in one day.
Venues, Daily Event Time: Use these setting to specify the time of day that games and events can occur for your event.
Scoring and Point System Settings
- Max Goal Differential: Applies per pool play game. Only set this field if you want to limit the goal differential to a certain number for standings calculations. The goals entered will not be edited, but only the goals within the max goal differential will count towards the standings. If left blank, there will be no maximum.
- Choose Bracket Game Winners: Applies per-bracket. Selecting this simplifies entering results for bracket, championship, and consolation games by requiring that, instead of winners being specified per-game, only the final winner is specified for each bracket.
- Allow Coaches to Enter Scores: Applies to all team coaches. When ON, coaches can enter game scores for their team's games (only) via the Tournaments mobile app.
Point System: When checked, the point system will automatically assign points to games based on these settings.
Standings Settings
- Rank teams by: Applies to team standings rankings. You can rank teams automatically by total points or by win percentage. Win percentage is calculated by (the # of Wins a team has) / (the number of games a team plays.)
- Only show win, loss, and tie in standings: Applies to standings as viewed via mobile app. When checked, the mobile app standings will only display wins, losses, ties, and points (if Point System is checked.) Win%, point differential information, and any tiebreaker information will not be shown. This setting does not alter what is displayed via the event Promote options.
- Tiebreakers: Drag and drop your tiebreakers off the left column to the right-hand column to rank how they are applied. Tiebreakers are applied from the top down, for all tiebreakers in the right-hand column. If two or more teams are tied, and the first listed tiebreaker cannot determine how to rank the teams, then the system moves on to the next tiebreaker.
- Head to Head: A comparison of two or more tied teams based on who has won or lost when playing against each other. Games played against non-tied teams are ignored.
- Head to Head Two Teams Only: Follows Head to Head tiebreaker rules, but only for a two-way tie. Will not apply when three or more teams are tied in the standings.
- Head to Group: This tiebreaker only applies when three or more teams are tied in the standings. If three or more teams are tied (assuming every team has played at least one game), this tiebreaker considers all of the games played between the three or more tied teams, and calculates the winning percentage for each team (Wins / Games Played), and ranks the teams according to that percentage.
- Goal Differential (Group): The total number of goals scored by a team in all games minus the total number of goals scored by the team’s opponent in all games. (NOTE: The Max Point Differential Scoring setting helps to prevent dominant teams from running up the score on weaker opponents.)
- Goal Differential Tied Teams Only: When two teams are tied in the standings, this setting will break that tie by calculating the total number of points scored by one team minus the total number of points scored by the other team in games between those two tied teams only. (Does not calculate goals scored in games with other non-tied teams.) If max point differential is specified, it will be used in this calculation.
- Fewest Goals Allowed: This tiebreaker compares the number of goals that were scored against a tied team and compares it to the number of goals scores against the other tied teams, for all games played by those teams. For example, if two teams are tied with the same number of wins/losses, and one team has only had 1 goal scored against them and the other has had 5 goals scored against them, the team with 1 goal scored against them will be ranked higher.
- Total Goals Scored: Breaks a tie by comparing the sum of all goals scored by each tied team in all games played by those teams.
- Least Games Lost: The team that lost the fewest games wins the tiebreaker.
- Most Games Won: The team that won the most games wins the tiebreaker.
- Head to Head: A comparison of two or more tied teams based on who has won or lost when playing against each other. Games played against non-tied teams are ignored.
Congratulations! Now, you’re ready to set up divisions.