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Running the room

Questions on the day

What to do when the tournament does something the screens cannot do for you — somebody goes home with two rounds left, the pot is half collected, two people tie. Every answer says which button to press.

Picture guidesStep by step, with the screens.→New player checklistWhat to set up before the first tournament. Send it.→Player questionsWhat your players read. Joining, the scorecard, their phone.→

1.On the day

The mid-tournament questions.

  • 1.1Can I put the scoreboard on a TV for the room?

    Yes. Plug a laptop into the television, or cast to it with no cable, sign in as an admin, open the tournament and, on its Rounds tab, press Put it on the big screen (beside Expand all). It opens in a window of its own, so your first window stays on the tournament and the new one moves onto the TV (drag it, or Windows key + Shift + right arrow). Only admins have that page, and only an admin can open the wall. The page becomes a wall scoreboard: no menu, type the back of the hall can read, and it keeps itself up to date as scores come in. Back to the scoreboard in its corner, or the Escape key, leaves it.

    No cable? If the TV takes a cast, press Windows key + K and pick the TV from the list. Then Windows key + P and choose Extend, the same as with a cable, so the TV is a second screen and the laptop stays free to run the tournament while the big screen turns on its own. Not every TV takes a cast; a cable always works.

    It turns on its own between three faces. The seating for the round in play — every table, who is with whom, who is sitting out, with player numbers if your club uses them — then the standings, then the prizes: what it costs to play and what each place pays. A tournament playing for nothing skips the prizes. Eight seconds each. A tap or the space bar turns it by hand and holds it for half a minute.

    A big tournament pages. Past 16 tables the seating becomes a find your seat list — everybody A–Z by surname, with their table and partner — over as many pages as it takes, and the standings run to as many pages as they need, top of the field first. Nobody drops off the bottom of the screen, and the corner shows which page is up.

    It respects a held-back last round the same way the scoreboard does, and says so on the wall. When every table is in, it settles on the final scoreboard.

    Before the tournament starts it shows one line saying nothing is being played yet, and fills in by itself the moment you press Start. To get out, press the browser's back button or Esc for full screen.

  • 1.2Somebody has to leave. What do I do?

    If one player leaves and somebody can take their seat, use Substitute a player. The new player inherits the points already banked in that seat, and the euchre jar keeps what it charged. The player who left takes no place in the tournament, but keeps the euchres and loners from the rounds they played; the new player's own start from their first round. The standings show the new player as *in for* the one who left.

    If nobody is available, or a group leaves together, use A Player has left. They drop off the standings, everybody else keeps the rounds already completed, and the rounds still to come are drawn again without them.

    You can do either right up to the last table.

  • 1.3In Doubles Mode, one of a pair has to leave.

    That is a substitution, not a reshuffle. The partnership keeps its total and carries on under the new name, and the rounds still to come stay as they were drawn.

    A whole partnership leaving is the other one: in Doubles Mode the same control reads A Pair has left, and the unit is the pair.

  • 1.4In Doubles Mode, two pairs want to switch partners at the break.

    Partners cannot be switched partway through. In Doubles Mode a pair is the competitor for the whole tournament, and the rounds already played belong to the pairs that played them.

    If one player has to leave, substitute them and the pair carries on with its points. Two pairs who want to switch partners would become different competitors from the ones that started, which means a new tournament.

  • 1.5Does a player who leaves get their money back?

    Before the first round is completed — yes, in full, and the pot shrinks by their fee.

    After one full round has finished — nothing moves. No refund, and they keep no score. There are no partial refunds, ever.

    From that first completed round onward the only thing that changes the pot is euchre money coming in.

  • 1.6We have to stop early.

    Use Can't Finish Tournament, in Live Tournament Management under If something goes wrong.

    A round only counts if it was completed. Stopping in the middle of round 4 of 6 means three rounds count — the half-played one does not.

  • 1.7Cut it short, or cancel it? What is the difference?

    It is the difference between a shorter tournament and no tournament, and the app treats them that way.

    Can't Finish Tournament keeps what was played. The completed rounds count, the standings stand, somebody wins it, the money pays out, and it goes into the season and everybody's record like any other tournament. Use this whenever the tournament produced a result you would be happy to keep — the hall closed early, half the room went home, you got four rounds of six in.

    Cancel says the tournament did not happen. It stays on the club marked cancelled, with your reason if you gave one, so nobody turns up to an empty hall — but it counts for nothing: no standings, no winner, no money, no season points, nothing on anybody's record. Use it when the tournament was called off rather than cut short.

    Nothing is destroyed either way. A cancelled tournament keeps every score already entered and can be put back on at any time, and everything it counts for comes back with it.

    If you are unsure: ask whether you would want this tournament on the season table. Yes — cut it short and finish it. No — cancel it.

  • 1.8A player can't enter round 3 because round 2 isn't finished.

    That is on purpose. A round cannot be scored until the round before it has every score in, because a missing score cannot be recovered later — the only copy of what happened at that table is in four people's heads, and an hour later it is gone.

    On the Rounds tab you will see which round is short and which table, with the names of the people to ask. Get their score in and the next round opens by itself.

    If they have gone home, press Carry on without them. Everybody can then enter the next round, and the round you skipped stays open — the score can still be put in whenever it turns up, and the tournament cannot be finished until it is.

  • 1.9Two people tied. How do I record who won the tiebreak?

    On the Leaderboard tab. Every tie on the board gets a line above the rows saying who is tied for what, with Break the tie beside it. Press it, then press the tied names in the order they finished the tiebreak, best first, and save. Anyone you leave out stays tied behind the ones you picked.

    The place moves, and so does everything that follows it. The winner takes the higher place, the money on the Money tab follows the new order instead of being split, and the season counts the new places. A capsule on each name says Won the tiebreak or Lost the tiebreak, on your board and on the results your members see.

    How you broke it is the club's business. Cut cards, play a hand, toss a coin — the app records the result, not the method. Undo the tiebreak on the same line puts the tie back. It works on imported tournaments too, so a tie from the old spreadsheet can be settled after the fact.

  • 1.10The admin filled in scores at the wrong table. How do I make the adjustment?

    Open the wrong table on the Rounds tab and press Clear this table, at the bottom right of its figures. Every number at that table goes, whoever entered it, and the row reads Not scored again. Then open the right table and type the scores in there.

    Typing zeros over it does not do this. The boxes only save a table that adds up to a finished round, and nobody on 10 is not one — so the old figures stay, and come back when you open the row again. Clearing is the way.

    To correct a figure rather than wipe the table, just type the right number over the wrong one. The table saves as soon as its figures agree.

  • 1.11We have time for more rounds — or not enough.

    Use Add/Shorten Rounds, which goes both ways. The rounds already played are locked in whichever way you move: new ones are drawn avoiding repeat partners where the numbers allow, and the ones you drop are set aside rather than deleted — put them back and whatever had been entered comes back with them.

    Can't Finish Tournament does the same cut under the name for the tournament that is actually ending early.

    On an accumulation tournament there is a third: Add/Shorten Hands makes the rounds still to come longer or shorter without touching the ones already played. All three sit together in Live Tournament Management, the green banner under the three tabs.

  • 1.12A tournament says Done and I need to change it.

    Scores need no reopening. They stay editable however old a tournament is, and correcting one recomputes the leaderboard, the prize table and the season it belonged to.

    For anything structural — who played, a substitution, a player leaving, or the setup — use Reopen the tournament, in Live Tournament Management. It goes back to in progress with every score, round and payout exactly as they are.

    While it is reopened it stops counting towards its season. Finish it again and it counts as before. Reopening loses nothing.

  • 1.13I typed a score wrong.

    Change it. Scores stay editable, and everything worked out from them — the leaderboard, the prize table, the season standings — is recomputed on the spot.

    That holds months later too. Correcting a tournament in December moves the season it belonged to in November.

  • 1.14What is behind Event Options?

    Four things, and only one of them is an everyday act. It is the first key in the row under the tournament's title, and each row inside says in a sentence what pressing it does.

    Print stats and tournament sheets is the one you reach for on the way in — the sheets for the table by the door, and the club's statistics. The other three are for a tournament that has gone sideways or is over: Export, Cancel and Archive.

    A dot appears on the key while a tournament is set up, has a rotation, and has not started — the one window in which printing is a thing anybody wants. It goes out on its own; it is not a warning.

  • 1.15Can I print statistics for a tournament?

    Yes. Open Event Options on the tournament's own page — it is the first key in the row under the title — and press Print stats and tournament sheets. It opens a page of printable sheets with a tick box for each one.

    They all start ticked. Untick whatever you do not want on paper, and the button says how many sheets you are about to get before you press it.

    Press Print and your browser's own dialog does the rest. That is also how you save them as a PDF instead of printing them.

  • 1.16Can I print a score card for one player?

    Yes — for anybody who would rather have paper than a phone. On Print stats and tournament sheets, keep Player score cards ticked and type the name into Cards for one player, under the tick boxes. Pick the name and only their card prints. You can pick more than one.

    Picking a name unticks the other sheets, so the press gives you the card and nothing else. Tick any of them back if you want them too.

    The card carries their table and partner for every round once the rotation is drawn, with boxes for the figures the tournament asks for: the score, and euchres and loners when they are tracked. Once they are marked under Playing on paper, an opponent at their table can input the card from their own phone after saving their own; otherwise type it in for them under Rounds.

  • 1.17The tournament is over. How do I send everybody a note about how it went?

    Post tournament report, on the tournament's own page, under the check-in station. It is drawn only once the tournament is finished — a report on one still being played would be a note about something that has not happened yet.

    It is ticks for the facts and boxes for the words. Tick what you want the app to fill in, write the rest yourself, then press Publish and get a link. Copy the link and text it to the club. Anybody can open it; they do not have to be signed in or in your club.

    Change your mind afterwards and Update the report puts the new words on the same link. It never mints a second one, so a link you have already sent stays good.

  • 1.18What does the report fill in, and what do I have to write?

    Four things it fills in from the tournament, each a tick: How it finished, Payouts and treasury, Round by round, as a click-through, and Accolades.

    Four things only you can write: Opening, The read, Next time and Sign-off. Who nearly caught who, why the hall was freezing, when the next one is — the app has no way to know any of it.

    Anything you leave out is simply not there. No empty headings, no page of noughts. A report is whatever you ticked and whatever you typed.

  • 1.19I fixed a score after publishing the post tournament report.

    The link fixes itself. The report is a view of the tournament rather than a photograph of it, so the page reads it fresh every time somebody opens it. You do not have to republish.

    The same goes for an accolade that moves to somebody else because of the correction — it stops appearing rather than keeping the name that was true at the time. The app would sooner say nothing than say something the tournament no longer agrees with.

  • 1.20An imported tournament's post tournament report has no Round by round or Accolades tick box.

    Nothing is offered that the tournament cannot fill. One that came in as an import is final scores and no more — no rounds, no tables — so it offers no Round by round and no Accolades, because there is nothing behind them to show.

    That is the same rule as everywhere else here: a control that could not do anything is not drawn at all.

2.Setting up

Before the first hand.

  • 2.1The head count is not divisible by four.

    Some players sit out each round. The app spreads the sit-outs so nobody sits twice where the arithmetic allows, and anybody who sat owes a make-up round at the end of the tournament.

    When the make-up round cannot be filled exactly, volunteers take the empty seats. A volunteer plays more rounds than anybody else and scores nothing for the extra one.

    With a small field over many rounds, nobody-sits-twice stops being possible — six players over six rounds means everybody sits at least twice. The app aims for it and says plainly when the numbers forbid it.

  • 2.2Doubles Mode will not turn on.

    It needs an even field — everybody has to have a partner — and at least two partnerships.

    Add or remove somebody in Players today and it will settle.

  • 2.3Standard or Accumulation?

    Standard: a round ends when a team reaches the target score. The number of hands is whatever it takes.

    Accumulation: everybody plays a fixed number of hands, nobody stops at a target, and you rack up as many points as you can. You choose the hands per round.

    You choose the number of rounds either way. The scoring mode is fixed once the first hand is recorded, so that is the one thing to get right before you start.

    The hands per round are not. On an accumulation tournament you can change them from the rounds screen while the tournament is being played — useful when the hall has to be out by ten. Rounds already scored keep the points they were played for, and the app will refuse a number too small to hold a round somebody has already played.

  • 2.4What target score should I play to?

    10 is the North American game and what the app starts on. 11 is British euchre, and with it Australia and New Zealand. 21 is how Cornwall's leagues run it. 5 and 7 are there for a progressive tournament that has to finish on time.

    Other takes any figure you like, for a club that plays to something not on the list.

    A round can end above the target, and the app records what you actually scored. A pair one short who go alone and make it finish four points past it — 13 in a tournament played to 10. The i beside the target works out the highest score your settings allow and says so.

    Only Standard has a target. Accumulation ends on a count of hands instead.

  • 2.5How many points is a loner worth?

    Standard — 4 points. The ordinary euchre score for a loner that takes all five tricks.

    Enhanced — 5 points. Common where a tournament keeps a running score for each player rather than for each pair, which is how this app scores a tournament.

    With Enhanced on you also choose who banks it. Both partners score 5 gives the loner's 5 points to each player. Maker 5, partner 4 gives 5 to the player who called and won it, and 4 to their partner — the one who put their cards face down.

    With the maker-only split, two partners at the same table enter different scores for the same round, and that is correct. The app expects the player who called the loner to be exactly one point ahead, and still says so if the two cards disagree by anything else.

    What a loner pays also sets the ceiling on an accumulation round: eight hands hold 32 points at 4 apiece and 40 at 5.

  • 2.6Does the app check that the round-by-round scores are right?

    Yes — it knows what every hand can be worth, and holds the scores to it. A hand pays 1 for three or four tricks, 2 for all five tricks, a euchre or a renege, and 4 for a loner won — 5 where the tournament is Enhanced. Exactly one pair scores every hand. From the points, the loners and the euchres on the cards, and the hands or target you set, the app works out whether the round could actually have been played that way.

    In Accumulation, the points have to fill the hands — no more, no fewer. Eight hands cannot give one pair 26 points on two loners, and they cannot end on 5 points between the two pairs either, because every hand scores for somebody. Nobody can call more loners than there were hands, and a pair can only be euchred once a hand.

    In Standard, exactly one pair reaches the target. The other has to stop short of it, the winner cannot finish further past it than one last hand could carry them, and the loners and euchres the losing pair claim have to fit inside their score. The loners called at the whole table have to fit the longest round those scores could have taken — 19 hands on 10 to 9.

    There is no renege box. A renege is scored as the two points it pays, and the check allows for it the same way it allows for all five tricks.

    Every card is checked as it is saved, partners have to agree with each other, and anything you type on the Rounds tab is checked across the whole table — the app refuses it with a sentence naming the figures that don't fit. Four phones can each save a sensible card and still make a table that doesn't fit; tick The whole table has to agree, below, to catch that at the table. Anything that gets through anyway is listed under Score check on History & backups.

    What no check can catch is a wrong score that could still have happened — 10 to 6 written down as 10 to 7. The app can prove a score impossible; it cannot prove one right.

  • 2.7The whole table has to agree

    Off by default, and the first rule stays either way: both partners have to put in the same round before it counts. That catches one partner slipping. It cannot catch both writing the same wrong number — and the two people across the table can, because they know the score too.

    Tick it under Checking the scores when you set the tournament up, and a round counts only once both pairs are in and the four cards fit together: in a Standard tournament, one pair reached the target and the other stopped short; in Accumulation, the points fill the hands. Until then the round reads as unchecked on the players' cards and the table reads Not scored on your Rounds tab.

    As soon as a player has saved their own score, their card shows what the pair opposite put in — *Chris put in 6 points* — and whether the table adds up. It is shown after saving, not before, for the same reason a partner's number is: a box pre-filled with somebody else's answer is not a second opinion.

    A table that is in and wrong says so on all four cards, names the figure that cannot be right, and scores nothing until one of the four changes their number. On your side it wears a Doesn't add up chip under Rounds, the finish check names it, and *round N is in* is not sent until it is put right. You can always type the table yourself from Rounds, as ever.

    Like the target and the loner, it is chosen at setup and locks once a score has been entered.

  • 2.8Can the app remember the locations we've played?

    Yes — every address the club has used. Under Where, Same as last time fills in the last one, and Or an address the club has used before lists them all, newest first. Picking one fills every box, and you can still change them.

    Junk in the list? Press Forget an address, then Forget beside the one to drop. It stops being offered here, and on your other devices once they sync. Tournaments already played there keep their address. Pressed the wrong one? Put back sits beside it until you press Done.

    Later on, History & backups has a Forgotten addresses card with Put back beside each one.

  • 2.9Can I change the setup after generating the rotation?

    Yes, until you press Start the tournament. Edit setup reopens everything and rebuilds the rotation from scratch — nothing is lost, because nothing has been scored.

    After that the field is fixed, and the two ways to change who is playing are Substitute a player and A Player has left. Both stay available all tournament, so somebody going home partway through is still handled.

    They live in Live Tournament Management, the green banner under the three tabs — along with Add/Shorten Rounds, ending a tournament early, and reopening a finished one. The set-up row on the details card says so and has a way through to it, because Edit setup going quiet is not the same as the tournament being frozen.

    The game format is the exception that stays on the row itself. Scoring can be corrected on a tournament that has been played; the rotation cannot be rebuilt, which is the whole reason the bigger door shuts.

    And the seating on its own can be drawn again at any time — Draw the seating again, in the same room. Nobody comes in or goes out; only who is sitting with whom in the rounds nobody has played yet.

  • 2.10The draw came out badly. Can I do it again?

    Yes, at any point. Draw the seating again is in Live Tournament Management, the green banner under the three tabs. It is there before the tournament starts and all the way through it.

    Nobody joins and nobody leaves. The same people play the same number of rounds for the same money — the only thing that changes is who is sitting with whom.

    ⚠️ Rounds that have been played do not move. Anything with a score in it is a result rather than a seating plan, so it stays exactly as it is, and only the rounds nobody has sat at are drawn again. Those rounds are drawn against what has already happened, so partners people have already had are still avoided and sit-outs already taken are still honoured.

    There is no way back to the old draw. It is random each time: press it twice and you get a third seating, never the first one. If the tables are already read out or taped to the wall, that is the thing to weigh.

    It is not the same as the other two. Use A Player has left when somebody has gone home, and Substitute a player when somebody is taking a seat over. This one is for when everybody is still here and the draw is simply poor.

    A round you seated yourself stays as you placed it. The redraw draws around it, and the confirmation says so.

  • 2.11Can I choose the seating for a round myself?

    Yes, for any round nobody has played yet, once the tournament has started. Open Live Tournament Management and press Seat a round yourself (Change the seating once you have). It opens the seating for the first round that can still be seated; to seat a later one, pick that round while the seating is open. Tap a name, then tap the name to swap it with, and they change places — across tables, or with somebody sitting out. Save the seating when it is how you want it.

    It is for the last round of a small regular group. Three rounds drawn without a repeat partner, and then the fourth arranged so the people behind on points get a run at the ones in front, bracket-style. A pair that has already partnered tonight gets a grey line under it so you can see it is a repeat; nothing stops you.

    ⚠️ A round with a score in it cannot be seated. It is a result. Clear the table first if it was entered by mistake, and the round can be seated again.

    A round you seated yourself is yours. Drawing the seating again leaves it exactly as you placed it and draws the other rounds around it. The one thing that redraws it is A Player has left taking away somebody who was sitting in it.

    Not on a Doubles Mode tournament, where the pairs are fixed, and not on a make-up round, which exists to give somebody the round they sat out.

    When nothing can be seated, the card is greyed out and says why underneath.

  • 2.12Who fills in on the make-up round, and can I change it?

    When players sit out, the app adds a make-up round at the end so they still play every round. With 21 players over six rounds, six people sit out one round each and play it at the end. Six people is a table and a half, so two players who are already done are drawn at random to fill the empty seats. Someone filling in plays the round but scores nothing for it, and their name shows *(filling in)* on the Rounds tab.

    To change who fills in, open Live Tournament Management and press Change who fills in. Pick somebody else beside the drawn player and they take the same seat, same table and same partner. Use it when a drawn player has gone home, or when somebody offers.

    The card is greyed out until there is something to change: no make-up round, a make-up round that fills its tables exactly, or one that already has a score in it.

    In Doubles Mode a whole pair fills in, so the card swaps pair for pair.

  • 2.13What does Start the tournament do?

    It is the button above the tabs, and it is how you tell the app the first hand has been dealt. Sign-ups freeze, nobody can put themselves in or take themselves out from the invite link, and Edit setup goes away.

    If the button isn't there, an amber card is in its place saying why. Fewer than four players is one — *there needs to be at least four players*. A tournament can be created and saved with fewer; the rotation is drawn the moment the fourth is in, whether you add them in Edit setup or accept their sign-up, and the button comes back.

    The other is a doubles tournament left with an odd number of players after somebody was removed — *a player needs to be added or removed for the tournament to begin* — and the card opens Edit setup for you. Save there and the rotation is drawn again and the button comes back.

    One singles and one doubles in progress at a time. A big event can run a singles and a doubles tournament side by side, and the same people can play in both: a singles can stop halfway while a doubles is played. You cannot have two singles or two doubles running at the same time. The app will notify you by greying the button out, with an amber line above it that tells you why.

    It is also what opens the players' cards. Until you press it, a member who opens Your scorecard is told they will see it once the tournament has begun — no table, no partner, no boxes. That is deliberate: the draw is rebuilt every time somebody is added or dropped, so a partner read on Tuesday may not be the partner at the table on Thursday.

    It overrules the RSVP date. Start early and sign-ups are frozen early — the deadline is the latest the door stays open, not a promise it will.

    It reads the tournament back to you first. Anybody not checked in, anybody who has not paid, anybody accepted but not in the draw, anybody still waiting on your answer, and a pot whose payouts do not add up — the card names them in amber above the button. None of them stops you starting; they are the last cheap moment to settle each one.

    The one thing that does: a member who owes their $5. After their first 30 days a member pays before they play, so anybody in the field who still owes is named in red, and the button stays grey until they pay by card on their phone, or you take them out with the ✕. The check-in station has both.

    Undo start sits beside it until the first score is entered, so pressing it on the wrong tournament costs nothing.

    It sets the player numbers, if your club uses them. They cannot be redrawn afterwards and Remove numbering goes grey — see *How do player numbers work?* below.

    It cannot be skipped. The rounds tab will not take a score until it is pressed — the boxes are replaced by a line pointing back up at the button. It used to let an admin through on the first score; the seating is what makes that a bad idea, since it is redrawn by every arrival and drop-out until the press, so a round entered early can be a round against people who never played it.

  • 2.14Somebody signed up and didn't show up.

    The ✕ at the end of their row in the Check in Station takes them out of the tournament — off Who's playing and off the sign-up list. Every row has the same three: the Here chip, the Paid chip, and the ✕. The app asks first, because the rotation is drawn again for the smaller field — partners and tables change for everybody — and on a tournament with a pot their entry fee comes back out of it.

    If a player is removed, they can be put back in via Edit setup. Removing somebody marks their sign-up as out, so they are not put back automatically; ticking their name in the field again is what puts them back.

    On a doubles tournament that has not started, removing somebody leaves their partner without one, so the rotation is cleared rather than redrawn. The line under the list then says it: *This tournament has an odd number of players — a player needs to be added or removed for the tournament to begin.* Edit setup is where you do either.

    Once the tournament has started the press is gone, and the line under the list says so. Somebody who leaves then comes out through Substitute a player or Remove and reshuffle, in Live Tournament Management.

    Paid is greyed out on a tournament that isn't collecting money. The chip is the pot itself, so with no entry fee there is nothing to tick; set one in Edit setup and it comes alive. With a fee set, nobody comes off it once a round has been completed, and a new tournament starts with check-in on and everybody unpaid as well as not here — the pot fills as people pay, and Mark everyone paid is one press if you collected on paper. With no fee it is simply your note of who handed money over — no amounts, no payouts, and you can untick at any point.

    Everyone, Still to come and Here above the list are filters — each shows its count — and Sort: Number / Name beside them changes the order it is read in. Neither changes who is on it. The presses that touch every row are in the Bulk menu: three marks — Mark everyone here and paid, Mark everyone here, Mark everyone paid — and three clears to undo them, plus Stop checking in. Nothing in it is ever greyed out; a press with nothing to change simply changes nothing.

    Every admin can check people in, not only whoever is running the tournament. An admin helping out ticks Here and Paid and uses the marks in Bulk; the ✕, + Add a player, the numbering and Stop checking in stay with whoever is running it.

  • 2.15Somebody walks in after the tournament has started.

    Adding them to the club, or ticking them Here, does not give them a seat. Once the tournament has started, who is playing is fixed, and the Check in Station only ticks Here and Paid for the people already in it.

    If no score has been entered yet, whoever is running the tournament presses Undo start, adds them with + Add a player in the Check in Station, and presses Start the tournament again. The rotation is drawn again with them in it.

    Once a score is in, they can only play by taking over somebody's seat: Substitute a player, in Live Tournament Management. They inherit the points already banked in that seat.

    Both are for whoever is running the tournament. An admin helping at the door adds them to the club if they are new, then tells the person running it.

  • 2.16How do player numbers work?

    Player numbering is the Numbering menu on the Check in Station and Player Numbering card on the tournament's page, above the tabs — whether or not you are ticking people in. They give everybody a number for this tournament only — nobody carries the same number from one tournament to the next, so a club that draws for them gets a different #1 every time.

    They go out when the room is ready, not when the tournament is built. If you are running the Check in Station, the numbers go to whoever is ticked in and the menu item says so — *Number the 14 checked in*. Somebody who arrives later takes the next number up the moment they are ticked in; Number the late arrivals in the menu does the same for anybody still without one. Show the numbers opens the full list in number order. With no check-in list open, the numbers go to the whole field.

    Redraw the numbers shuffles them all. It asks first, because if you have printed tournament sheets you will need to reprint them to match.

    ⚠️ Both stop at Start the tournament. Player numbers are set when the tournament starts and appear on each player's scorecard, so they can't be changed after that point — the redraw is gone and Remove numbering is greyed out. It is the same rule as the first score taking away Undo start.

    If a player drops out you have two options, both in Live Tournament Management: substitute a new player into that seat — the incoming player keeps the original player's number — or remove the player from the field entirely and let the tournament regenerate seating and pairings. Regeneration starts from the last recorded round forward.

    Some tournaments use fill-in players to cover rounds after someone leaves. With this app you'd only need a fill-in for a single round, since the tournament repositions players for the remainder.

    A number that leaves the room is spent. If #2 and #3 go home and nobody takes their seats, nobody is given #2 or #3 again that night — the next person in takes the next number up. A substitute is the exception, and only because they are not a new number at all: they have taken over the seat the number belongs to.

    Before the tournament starts, none of that applies. Drop somebody from the field during setup and the numbers simply close up — nothing has been spent yet, because nothing has been played.

    If you started early, Undo start reopens all of it, right up until the first score goes in.

  • 2.17What is the tournament checklist?

    A list of the jobs around a tournament, from the weeks before to the day after, listed in recommended stages under Weeks before, The week of, On the day of the tournament, During the tournament and After. The day of and During the tournament also carry notes on what can go wrong and what it means. Open it with Checklist on the tournament's page, in the row under the title; the button counts how many are done.

    Each job says where in the app it is done, on the grey line under it. The ones tagged large tournaments only matter for a big event, so a club night can tick them off as not needed.

    Tick a job once it is done, or once you've decided you don't need it. Nothing ticks itself; it is your list, not the app checking up on you.

    Keep it open beside the tournament. Open the checklist in its own window puts it in a window of its own, so you can switch between the two.

    Every admin on the tournament sees the same ticks, once they Sync or reopen the page. Members never see it.

3.Money

The app records what you decided. It never moves a penny.

  • 3.1Where do players see what a tournament costs and pays?

    Prize table, the card at the foot of Your scorecard and of the club's scoreboard. It drops down like the cards above it, and any member can open it — on the day or before it.

    It is the short version: what it costs to play, what a euchre costs and where that money ends up, what each place pays, and one line for everything the club takes off the top — treasury, raffle, side pot, the house, whatever your club has.

    Nobody is named while it is being played. Who is winning is on the scoreboard, and a tournament saving its finish for the end keeps it saved here too.

    The Paired Partners Side Pot has a board of its own while the tournament runs — every round-one pair and their combined total, best first. It is on the club's scoreboard, on Your scorecard under the leaderboard, and on the admin's Leaderboard tab. It only appears on a tournament playing for one.

    Once you finalize it, the same table names the winners — every place, who took the euchre jar, the side pot and the raffle. It moves with the tournament: the card is on the finished tournament's own page, reachable from the club board and from Treasury. That page keeps the rest of the evening too — the full finishing order, the euchres and loners tables, Your rounds and The whole room — so who you played with is still there the week after.

    No card appears on a tournament that is not collecting money — there is nothing for it to say. If you expected one and there is none, open the tournament, go to the Money tab and check the entry fee is set.

  • 3.2Where do I change the entry fee, the places or the euchre jar?

    Before you start it — the Cost row on the tournament's details card, or the same panel inside Edit setup.

    Once it has started — the Money tab, and only there. The Cost row still says what the tournament costs; its link now takes you to the tab instead of opening a second editor.

    That is deliberate. The pot, the euchre jar as it fills, who collected and finalizing all live on the Money tab and cannot live anywhere else, so two editors for the same figures meant whichever one you opened last quietly won.

    Everything stays editable to the last hand, the entry fee included — retype it on the Money tab and the pot is re-priced with it, so the placings move too. Use that when the figure was typed wrong at the door.

    What is fixed once a round is complete is the paid list. Money that went in does not come back out, so people can be added to the pot and never taken off it. The euchre rate is fixed then too — the coins are already in the cup at the old one.

    One exception: somebody on the pot who is not in the tournament. A player who paid and went home keeps their fee in the pot, so the paid count can be higher than the field. The Money tab names anybody in that position under the pot line. If one of them never actually paid, press never paid — take off the pot and the pot is re-priced. Anybody still playing is unticked at the door, and only before a round is complete.

  • 3.3Is the pot on the setup form the real pot?

    No — it is an estimate. Before anybody has paid, the setup form works the pot and the payouts out for the players you have picked so far.

    Players you expect, above the entry fee, is optional. Type a number and the estimate is worked out for that many instead — use it for what you advertise. It never puts anybody on the pot.

    The real pot is whoever is ticked Paid at the Check in Station.

  • 3.4The Money tab shows two different sets of payouts. Which is right?

    The club's book is right. What was actually paid — the club's book is the one every board, every card and every season total reads. It exists because money changes hands that the app did not divide up: a club paying out of a tin, or a tournament typed in after the fact.

    Who collected money is the app's own arithmetic — the finishing order crossed with your payout table, worked out fresh every time you open the tab. Nobody types those names in; that is what it means for them to fill themselves in.

    So the two disagreeing is not a fault. It means a book was recorded for this tournament and it says something different from what the pot would have divided into.

    A book gets there two ways. You pressed Record what it paid on the Money tab, or a prize-money history import wrote one. If it was neither, and the figures look like nothing you recognise, that tournament was probably used for testing.

    To go back to the app's own figures, press Stick with the imported prize table under the book. To correct the book instead, press Change these.

  • 3.5Two players tie. Who gets what?

    They split the combined money for the places they are tied across. Two tied for 2nd split the 2nd and 3rd place money between them, even when that makes an odd amount.

    A tie for last splits the booby the same way.

    Unless you break the tie. Press Break the tie on the Leaderboard tab and record who won it, and the money follows the new order instead of being split. Undo the tiebreak and it splits again.

  • 3.6We paid people, but the app wasn't collecting the money.

    Open the tournament, go to the Money tab, and press Record what it paid. Type what each player was handed; leave somebody blank if they got nothing.

    Type 0 rather than leaving it blank if you want the record to say they played and won nothing. A blank means they are not in the payout record at all.

    This is for money that changed hands without the app collecting it — a club that pays out of a tin, or a tournament entered after the fact. Change it any time with Change these.

    A tournament that does have a prize table will not offer this. There the payouts are worked out from the pot, and the place to change them is the table itself.

  • 3.7We forgot to switch on euchre money.

    At setup, the amount is the switch. Type an amount under Collect euchre money and Count euchres, under *What will be tracked on the scorecard*, ticks itself and stays ticked, because the jar is worked out from the count. Take the charge off and it unticks again, if the charge is what ticked it. Leave the money off and the club can still collect euchre money by hand and add it on the Money tab.

    A tournament that did not start collecting cannot start mid-tournament — there was no cup on the table, so there is nothing to count.

    Everything else on the prize table stays editable all tournament, including where the euchre money ends up.

  • 3.8There is money left over.

    It goes to the treasury.

    If you want it somewhere else — the raffle, a charity box — raise that line by the amount and the leftover drops to nothing. That is the same outcome without a second way of doing it.

  • 3.9The prize table pays out more than we collected.

    That is refused, because unlike a few stray cents it cannot be settled out of the treasury. Lower a line until it balances.

    A season fund is different: it is allowed to go negative there, because clubs top season funds up from elsewhere and the app should not pretend otherwise.

  • 3.10Treasury has an amber panel saying the boxes are out by some amount.

    It means one or more tournaments let go of more than they took — what the row pays out and keeps back is bigger than the entry fees and the jar that came in. The panel names the amount and says how many tournaments it is.

    Nothing is broken and nothing is at risk. The money was counted and handed over at the tournament; this is a tournament whose recorded figures cannot both be true. The app will not rewrite your club's book, so it names the tournaments and leaves the reading to you.

    Open it and every tournament named is a link. Press one to go there and find the line. The usual cause is a side pot or raffle share written into the payout book as well as taken off on its own line, which counts one payment twice — and the panel says so when one of the tournaments could actually be it.

    It arrives folded shut with the amount on the label, so you can see it without working through it. Clubs that imported years of history are the ones who meet it; a club that played every tournament through the app will usually never see it at all.

  • 3.11Treasury balances fine but the panel will not go away.

    It is not a warning you clear — it is a description of the records, and it goes when the figures it describes change. Fix the double-counted line on the tournament it names and the panel goes with it.

    If the difference came in with imported history and you have decided to leave it, fold the panel and carry on. It is shut by default for that reason. Nobody was paid wrong; the app is only saying it cannot make two of your recorded numbers agree.

4.The roster

Player Admin, from the main page.

  • 4.1Somebody's name is spelled wrong.

    Player Admin, then Open on their row. Renaming keeps everything they have ever done attached to them — each player keeps a permanent ID, so no past result, placing or payout comes loose.

  • 4.2Somebody got married and changed their name.

    Rename them to the name they use now, and put the old one under also known as.

    Former names are matched when importing old records, so a scoresheet written before the wedding still finds them. If you already imported that sheet, import it again afterwards to pick up what it missed.

  • 4.3Somebody stopped coming.

    Archive them in Player Admin. They keep every past result and stop appearing when you pick today's field.

    Restore them any time — archived players are one button away, not deleted.

  • 4.4Why does it ask for a birth year?

    So the club can show the range of ages playing. It is one of the genuinely nice things about euchre that a 21-year-old and a 75-year-old end up at the same table, and that is worth being able to point at.

    It is optional and always will be. A player with no birth year counts exactly the same in every standing, placing and payout — the only thing they are missing from is the range.

    It asks for a year rather than an age so it never goes stale: an age would be wrong within twelve months and would have to be re-typed for everybody every year. And a year rather than a full date of birth, because a range needs nothing finer and a birth date is the sort of detail worth stealing.

    Only ever shown as a range, on the main page, with a note of how many people it was worked out from. It never appears beside anybody's name, and it never reaches a public tournament listing.

5.Seasons

What a run of tournaments adds up to.

  • 5.1Who is the champion?

    Whoever you say. The app works out the season standings, points and money, and shows all three — but none of them awards the title on its own, because clubs differ on which one decides and some award none at all.

    Co-champions are allowed. A season ending in a tie is a real outcome.

  • 5.2What is the attendance bar?

    The share of the season's tournaments somebody must have played to be eligible for champion. Anywhere from 0 to 100, and 0 means no minimum — anyone who played at all qualifies.

    It rounds up: 75% of 9 tournaments is 6.75, so a player needs 7.

  • 5.3How is a season scored?

    Best 3 of 4 — or best 5 of 6, or whatever your attendance percent and season length come to. Each finish becomes the share of the room that player beat, their best results are averaged, and the rest are thrown away. Higher is better.

    One number sets both halves. The percent on the season screen decides how many tournaments qualify a player and how many of their results count, so everybody ranked is scored on the same number of tournaments. Move it and both move together.

    You still name the champion yourself — on this, on points, on money, or on nobody at all.

  • 5.4What does “beat 82% of the room” mean?

    Of everybody else who turned up to that tournament, that player finished ahead of 82% of them. Win the tournament and you beat 100% of the room. Finish last and you beat 0%.

    Why we count it that way: coming 5th out of 26 is a better tournament than coming 4th out of 16 — but average the finishing places and the 4th looks better. Counting the share of the room takes the size of the tournament out of it first, so a packed hall and a quiet one count the same.

    And turning up to everything shouldn't be a risk. A player who enters all four has four chances to catch a bad tournament; somebody who enters three has only three. Dropping the worst result removes that penalty. Attendance never earns points on its own — it buys another chance at a good result and cover for a bad one.

    Nothing is hidden: a dropped result stays on the board, struck through, so a player who remembers finishing 20th can see exactly where it went.

  • 5.5What percent should I set?

    75% is a good marker for any season of four tournaments or more. At four it means play 3, count 3, drop your worst one.

    Lower it and more players qualify, but on fewer results. Raise it and the season asks for near-perfect attendance.

    What happened to placement average? It is still worked out and still shown — on the leader card, on its own board, and beside every name when you pick the champion. It just no longer decides the season, because a mean finishing place cannot tell 5th of 26 from 4th of 16.

  • 5.6Can one season hold singles and doubles tournaments?

    No. A season is Singles or Doubles, not both. Want both? Run one of each.

    They are two competitions, not two views of one: a doubles tournament is contested by partnerships, and averaging a pair's finish together with a player's own would produce a number nobody actually scored.

    A season grouped before this rule may still hold both. It will say so at the top, and moving one kind into a season of its own loses nothing.

  • 5.7I corrected an old score. Does the season know?

    Yes, immediately. Nothing about a season's result is stored — the standings, the champion by record, the money leader and the treasury are all worked out fresh each time you open it.

  • 5.8What does ending a season do?

    It settles the season and marks it ended. It is a label, not a lock: you can reopen it, and correcting a tournament inside it is always allowed.

  • 5.9What is Prizes and supplies from treasury?

    A record of what the club did with the season fund — prizes to players, and what the club bought to run the tournaments: cards, raffle tickets, tablecloths.

    Writing a line there does not move any money or change anybody's winnings. The cash is handed over in a hall; what the app is good for is remembering who got what.

    The tin can go below zero, and the card says so in amber. That is a club that has paid out more than it collected, which is allowed — the app records what you did with the money, it does not hold it. Nothing is refused and nothing is hidden; the next season opens on whatever the last one left, overdraft and all.

    There is no way to put money in to make a shortfall go away, on this card or on a tournament's. One that promises more than it collected is not finalized until its payouts are lowered to fit, and a club that would rather carry the shortfall lets the tin go below zero. Older tournaments may still show a Contributed by admin line from before that rule; it can be removed on that tournament's Money tab, and cannot be added back.

  • 5.10How do I start a head-to-head league?

    On a new club, press Start a league on the setup screen. Any other time, go to Seasons & Leagues, choose Head-to-head league, name it and press Start the league. A checklist on that page takes you through the rest, and goes away once the first result is in.

    The order that works: get your players in, press Sync on the Club page, create the league, add your teams, set the format, make the schedule, check The format in words, then press Sync again.

    A head-to-head league is played in weekly matches between set teams of two, not in tournaments, and it stays off the tournament statistics.

  • 5.11Somebody joined by the link, but they are not in the team picker.

    Press Sync on the Club page. The team picker reads this device, and a player who joined by the link reaches it when you sync.

  • 5.12Why can't my league's players see their match?

    Press Sync on the Club page first. Players see the league once you sync it.

    Then check the team. Open the league and make sure the player is picked on a team, not just named in the team's name. Someone you added by hand also needs their invite link before they can sign in and enter a score.

6.Not losing your league

Backups, syncing, and getting things back.

  • 6.1How do I make sure I never lose anything?

    Two presses at the end of a tournament, in this order. Sync puts everything on this device up to the club. Then take a backup — Backup in the row of keys on a computer, Back up everything on the backup card on a phone — which saves a file to your Downloads.

    They are not the same insurance. Sync protects you if you lose the device; the backup file protects you if something goes wrong with the club's copy. Doing one and not the other leaves a real gap.

    Your league lives in this browser first. It is not on a server until you sync it.

  • 6.2What is the difference between Sync and Replace the club's copy?

    Sync merges. It pulls what the club has, combines it with what you have, and sends the answer back. Safe to press twice, safe on two devices, no order to get right. Deletes travel too. This is the one you want, almost always.

    Replace the club's copy overwrites the club with this device, entirely. Anything the club holds that your device does not have stops existing. It is a repair tool, not a routine one.

    It refuses outright if the two do not look like the same league, and it downloads a backup before it starts.

  • 6.3A tournament or player has gone missing.

    Restore a backup, on the dashboard. It adds back what is missing and leaves everything else alone — it will tell you what it added and what you already had.

    Then Sync, so the club gets it too.

  • 6.4Something is in my league that should not be there.

    ⚠️ Restore will not fix this. Restoring only ever adds; it never removes. Putting a good backup on top of bad data leaves you with both.

    Three steps: Clear this device, then Restore a backup, then Replace the club's copy. The last one matters — the club still has the bad records, and Sync would merge them straight back.

    Take a fresh backup before you start, and check the file is in your Downloads before pressing anything else.

  • 6.5Where are Restore, Import and Clear this device?

    All of them are on History & backups, linked at the foot of the dashboard. They used to be five grey buttons in a row down there.

    Each one now has a card saying what it does, when you would want it, and what it costs — because Restore a backup and Import from file both take a file and do quite different things, and the row never said which was which.

    Taking a backup stayed on the dashboard, because it is the one you want to be reminded about rather than to go looking for. On a computer it is the Backup key at the top, between New tournament and Sync with the club; on a phone it is a card of its own under the club's figures. Both say when you last took one.

    The Backup tile in the row of tiles is not that. It is the door to this page — it does not take a backup.

  • 6.6What does Clear this device actually do?

    It removes the league from this browser only. The club's copy on the server is untouched.

    It offers you a backup on the way through. Take it, even if you think you do not need it.

    Afterwards the dashboard looks brand new, and a Bring in the club's copy button appears — that pulls the club's copy back onto the device. So on a synced club this is recoverable, and on an unsynced one it is not.

    You are not left to work that out. Above the two red cards on History & backups, a panel says whether the club has everything on this device. Green means bringing the club's copy back in hands you exactly what clearing took away. Amber names what the club has not got — and what it names is what would not come back — and sends you to Sync first.

  • 6.7I have a new phone, or my browser was cleared.

    Sign in, and on the empty dashboard use Bring in the club's copy. It puts the club's league onto the new device.

    It brings back whatever the club was told about — so it is only as complete as your last sync.

7.Getting people in

Joining the club, and putting a name down for a tournament.

  • 7.1I run another club here. Can I bring its people into this one?

    Yes, and nothing is typed twice. On the club page there is a card headed Bring in members from a club you already run. Pick the club, tick who comes across — one person or the whole roster — and press it.

    What comes over: every name you ticked, with its nickname, phone and any former names, and a membership for everybody whose name has an account on it. They keep the account they already have and never sign up again; the new club simply appears in their club list.

    What does not: tournaments, seasons, money, and roles. This club's history starts here, and everybody arrives as a member — running one club is not a vote about who runs the next one. Promote whoever you like afterwards.

    Archived names come too, if you tick them, and somebody already on the new roster is skipped rather than duplicated. It is safe to press twice.

    The app sends nothing on your behalf. Afterwards it lists who gained a club and hands you a message to text or email them yourself — see *[Does the app tell anybody anything?](#getting-people-in)*.

  • 7.2How does somebody get into a tournament?

    They join the club first. There is one way in and that is it — being a member of the club is what makes somebody a player in its tournaments.

    Making an account from the club link makes them a member, and the app matches them to their name on the roster as they come in — or adds the name if it is not there. A name with tournaments behind it waits for you: the card at the top of Players shows their details beside the record, and you press This is … when it is them. Somebody different with the same name is added with Add a player, and then shows on the card to pick. The same card asks when the roster holds their name twice.

    Once they have a name, putting it down is one press on their phone.

  • 7.3Somebody in the tournament says they can't make it.

    They can take themselves out, from their own card, right up until you press Start. Their phone marks them out; it does not touch the draw, because a phone cannot redraw a rotation.

    ⚠️ This works on any tournament they are in, not only ones taking sign-ups. Putting somebody in the field yourself is the invitation — their card says they are in it, and they can answer yes, maybe or can't make it back. It does not open the tournament to anybody else: nobody who is not in the field is offered a way to ask.

    ⚠️ Maybe is not a seat either. It means I don't know, and a rotation cannot be built on that — so a maybe comes out of the draw exactly like a cancellation does. The difference is what happens next: somebody who cancelled is not coming, and somebody on a maybe can still say they're playing, and you can put them back in.

    Sync does the rest. The next time you sync, they come out of the field, the rotation is drawn again around the smaller room, and the button tells you whose seat went. You do not have to go and remove anybody by hand.

    Until you sync, your dashboard carries a small grey line saying who has declined and who said maybe. That is news, not a job — nothing is waiting on you.

    ⚠️ One case the sync leaves alone, on purpose: a tournament with a score already in it. Its rotation cannot simply be redrawn around one fewer person, so they stay seated and the sign-up panel says so in amber. Use A Player has left or Substitute a player for those. The grey line on the dashboard does not carry those ones either — it would be pointing you at a button that cannot act on them.

    Once the tournament has started, only you can take somebody out. A member cannot leave a tournament people are three rounds into — their card tells them to talk to you.

  • 7.4Wrong name, Archive member, Archive player — which one do I want?

    Three different buttons doing three different jobs, and none of them deletes anything. Narrowest first:

    Is this the wrong …? (Players → Open on their row) — moves somebody's login off a record that isn't theirs and onto the right name on the roster, in one press. Not on the roster yet? Add them with Add a player first. The tournaments, placings and money all stay on the record it leaves. Use it when an account is matched to the wrong name. It is not a merge: a merge joins two records of one person; this moves a login between the records of two people.

    Archive member (Players → Open on their row) — takes away someone's access to the club. Their account still exists and their roster record is untouched, and Let them back in on their greyed row undoes it. Use it when somebody should not be seeing the club any more.

    Archive player (Players → Open) — takes a person off the working roster so they stop appearing in pickers. Their history stays exactly where it is, and Including archived brings them back. Use it when somebody has stopped coming.

    ⚠️ The two Archives are different objects. Archive member is about a login and what it can see; Archive on a player is about a name on the roster and where it appears. Somebody can be either, or both, or neither.

    ⚠️ And a fourth that is easy to reach for by mistake: Remove on a tournament's Signing up list. That takes somebody out of one tournament and nothing else. None of the three above will do it — a sign-up belongs to the roster name, not to a login, so moving a login or removing a membership leaves the person in the tournament exactly as they were.

    ⚠️ None of these removes a person's record. The only thing that makes a roster row stop existing is a merge, and that moves everything onto the row you keep first.

    To undo any of them, invite them. Players → Open → Invite link. Accepting the link matches their name again and puts a removed member back to active. They do not need to sign in again — none of these three touches their account.

  • 7.5Somebody changed their name — how do I load their old records?

    The order matters, and it is the only thing that does. Put the old names on their row before you import, and everything lands as one person. Do it afterwards and you are merging by hand.

    Say Cindy plays as Cindy Joe now, and your old sheets have her as Cindy Baker and Cindy Smith.

    1. Players → Open on Cindy Joe. The name boxes at the top stay as they are — that is her current name, and it is the identifier every result is filed under.

    2. Press Former names and put `Cindy` / `Baker`. Press + Add another former name and put `Cindy` / `Smith`. Save.

    3. Now import the history. The sheet's Cindy Baker and Cindy Smith both find her row, and every tournament — old and new — ends up under Cindy Joe.

    She never appears as three people, and there is nothing to merge.

    ⚠️ If you have already imported, adding a former name does not reach back and fix what is loaded. Either merge the rows by hand, or add the former names and import the same records again.

    Merging records the old name for you. Fold Cindy Baker into Cindy Joe and her row keeps Cindy Baker as a former name, so the next import finds her without you doing anything.

  • 7.6The dashboard says somebody is on the roster twice.

    Two cards, and neither merges anything until you press. The app spots the names; whether they are one person is yours to say.

    Duplicate player records on the club roster — two rows with exactly the same name. Both are listed with what each has played, and the one with more is already picked. Choose the name to keep and press Merge into one person: everything both have played ends up under it. Several names at once, or one name three times, and the card sends you to Merge under Players instead.

    Two names look almost alike — a letter or two apart, like Chloe Mebb and Chloe Webb. Quieter, because it could be a typing slip or two people. Look at them under Players takes you to the merge. It only shows once there is no exact duplicate waiting.

    Two different people? Press No need to merge and the card goes for that pair, in this browser. Or give every one of them a different Nickname (Players → Open → Nickname): that settles the same-name card on every device, because the nickname travels with the league. And two names that have played in the same tournament are never raised again — nobody sits at two tables.

    ⚠️ Both of these names have played tournaments, in red on the card, means be sure. If they are two people, merging puts one person's results under the other's name and there is no way back.

  • 7.7How do I invite somebody?

    The surest way is a link tied to their name. Players → Open on the person → Invite link. Send them the link and they sign up through it; their account lands on that exact roster row, with their history already on it. Nothing for them to pick from a list and nothing for you to approve.

    Use this for anybody who has played before. On Players, a name with tournaments beside it and No account under Account has a record waiting for them. Those are the names worth working down.

    The email box on the invite is optional and is never checked. It is only your own note of who you sent it to.

    ⚠️ A link is whoever holds it. The page names the person before the button — You are Cindy Joe, 9 tournaments — so somebody sent it by mistake can see it is not them. It expires, and making a new link stops the old one working.

    ⚠️ Opening the link yourself shows you your own record, not theirs. A link acts as whoever the browser is signed in as, so testing one from your admin browser meets This invitation is for … but this browser is signed in as …, with a Sign out button under it. Nothing is broken and nothing is spent — the link still works for the person you sent it to.

    If one is accepted by the wrong person: Players → Open on their row → Is this the wrong …? and move them to their own name, then send the right person a fresh invite. Nothing of theirs is lost.

    The join code is the other door, for people arriving on their own:

    On The Club page there is Send this link, and under it the Club code with a QR code beside it. The link is the best of the three: it carries the code, so whoever taps it only has to make an account — nothing to type, and they are in the club the moment it is made. The square does the same thing for somebody standing in front of you — they point a camera at it instead of typing six characters.

    Tell them to sign up with their real first and last name. That is the name you will match to the roster, and a single word will not be accepted.

    Somebody who was sent the tournament link instead can ask to join from there — they will see I'd like to play in the next tournament, and pressing it asks you to add them. They never need the code.

  • 7.8How do I invite a whole list to a tournament?

    The Invite players card, on the tournament's own page while it is being set up. It goes once the tournament starts. The Invite link on a player is for one person joining the club; this card is for telling a crowd about one tournament.

    Every name has two boxes. The left one puts them in this batch; the right one says they have been sent to already. Tick the next 20 picks twenty nobody has sent to yet, and Tick everyone not yet answered picks the lot. A tag beside each name says where they stand: playing, signed up, waiting list, can't make it, no contact and so on.

    The card writes the message for you, with the tournament's day, time, place and sign-up link in it. Change the words if you like; Reset wording puts them back, and Copy message copies them.

    Texts come in groups of 20 so a phone will send them: Copy numbers on each group, then Mark texted. Emails go all at once: Open in email puts every address in the Bcc line, and Mark emailed when you have sent it. Mark these sent does the whole batch in one press.

    Nothing is sent by the app, and nobody is added to the tournament by it. People still say yes through the link, and their tag changes when they do.

    The sent boxes are shared, so another admin working down the same list sees who you have already done.

  • 7.9There are several ways to get somebody onto the roster and I don't know which one I want.

    There is a whole screen for exactly that question — the Player management guide, on the button at the top of Players. It is the one to read before you start, rather than this page.

    It is laid out by the situation you are in rather than by the button: you have just started your first club, you loaded historical results before running a tournament in the app, or something has gone wrong. Read the one that is yours and ignore the rest.

    This page answers the question you already know you have. That one answers the question a new admin does not yet know to ask, which is why it lives on the roster screen where the job is being done.

  • 7.10How do I get the field's phone numbers or email addresses to send something round?

    Email addresses and phone numbers, a card on the tournament's own page, under the sign-up and invite panels. It lists everybody in that tournament ready to paste into a group text or the address line of an email.

    Nothing is sent from here. The app has no mailer and does not text anybody — this is your list, for you to paste somewhere else.

    Show them reveals the two lists and there is a copy control on each. The card does not appear at all until somebody is actually playing.

    ⚠️ It names who it cannot reach. Anybody on the field with no number and no address on this device is listed as Not on this device, rather than quietly left out of a list you are about to treat as everybody.

    It stays after the tournament is over, because the messages that go out afterwards — who won, who owes what, when the next one is — go to the same people.

  • 7.11What does The Doorman mean?

    Not the club door — that is open. Anybody who makes an account from your link, code or QR square is a member the moment they do, and is matched to their name on the roster on the way in; see *How does somebody join the club?* under Getting people in. The Doorman is about the next question: who gets a seat at a particular tournament.

    The Doorman is also the name of the setting that decides what happens after they are in, when they ask for a seat at one tournament. Open any tournament, press Check with the Doorman, and it is the first thing in the panel, under the door icon:

    When Club members ask to play, they go straight in. No approval required. — anybody you have let into the club takes their own seat, and you do nothing. Two things still hold somebody up, and both are set on the same panel: if the tournament is full they go on the waiting list, and past the sign-up deadline they ask you like anybody else.

    Admin approves every player including members — everybody asks and you say yes, your own regulars included. Slower, and the right answer when the room has a hard limit or you want to see who is coming before you commit.

    The line under the button always says which one is in force, so you can read it without opening anything.

    Why the club door used to be yours too, and is not now. The code once left everybody waiting for you, because the app could not tell a returning player from a namesake and would have split records. Every account now carries a birthday, a ZIP code and a secret word, and those tell the two apart — so the code lets people in and matches them itself, and you only hear about the case it will not guess: two unclaimed rows with one name.

  • 7.12When exactly do sign-ups close?

    Last day to sign up takes a date, an hour and a time zone. Leave the date blank and sign-ups run until the tournament starts.

    The hour defaults to 11:59 PM, which is what a bare date has always meant — change it if you want names in by six.

    Whichever comes first wins. If the deadline you set lands after the tournament begins, sign-ups close at the start instead, and the screen says so. Pressing Start the tournament closes them there and then, however early that is.

    Past the deadline the door is not locked: a player can still ask for a place and you accept or turn them down. Past Start, they cannot — tell them to speak to you.

    The same three fields are in three places, and they are the same setting: on the setup form, under Check with the Doorman, and on the RSVP by row of a tournament's details.

  • 7.13Can I run a tournament that only some of the club can see?

    Yes. Open the tournament and press Keep it to the players in it on the Who can see it row, under the details. From then on it is only on the club page, the card and the calendar of the people you have put in the field. Everybody else's club page carries on as if it did not exist.

    Putting somebody in the field is the invitation. There is no second list to keep: tick a name into the set-up and they can see it, take the name out and they cannot. Anybody with a sign-up row on it, whatever they answered, can see it too.

    Three things it leaves alone. Staff always see it. The public link still works for anybody you send it to — that is what the link is for. And once it is played, the result counts in the standings, the season and everybody's record like any other tournament; what stays hidden is the card announcing it.

    Show it to the whole club on the same row opens it up again, at any point.

  • 7.14I changed the sign-up setting and my queue is still there.

    That is correct, and it is worth knowing. Changing the setting only affects people who ask after the change. Anybody already waiting stays waiting, and you still accept them by hand.

    So if you switch to When Club members ask to play expecting the queue to clear, it will not. Look at the queue once after you change it.

    Nobody already accepted is ever un-accepted by a change of setting.

  • 7.15They joined the club but still cannot put their name down.

    They have no name on the roster yet. Being a member and being somebody on the roster are two different things, and it is the second one that lets them play.

    Fix it on Players: the card at the top offers the match, and so does Open on their row under Members. If they have played with you before, match them to the name that already holds their history — never a new one, or their record ends up split across two rows.

  • 7.16They are brand new. There is no name on the roster to match them to.

    Use Add to roster on their row in the members list. It makes the roster entry and matches them to it in one press, using the name on their account.

    It only appears for somebody with no name claimed at all. If their account name is a single word it will refuse — add them by hand instead, with a first and last name.

  • 7.17Somebody says they asked and nothing happened.

    Check The Club page. Joining the club needs nobody's yes — the account is what makes somebody a member — so the only join that waits is somebody you removed asking to come back, and that shows in the members list as pending. A request to play in a tournament shows in that tournament's Signing up panel under waiting on you. They are two different queues.

    The app does not tell them anything yet. There is no email and no notification, so somebody waiting on you finds out by opening the link again and reading the page. Until that is built, a text message from you is the whole of the notification system.

8.Running the club

Admins, owners, and not losing the club.

  • 8.1What is the difference between an admin and the owner?

    An admin does the day-to-day: approves members, fixes the roster, confirms who is who, and sends a tournament up to the club. Any number of people can be admins.

    The owner is one person, and three things are theirs alone: handing the club over, choosing a co-owner, and deleting the club. The owner and the co-owner can make somebody an admin. Everything else about running it, an admin can do.

    That matters for cover rather than for day to day. An admin can carry a season on their own, but they cannot appoint a second admin. That is what a co-owner is for.

  • 8.2What is a co-owner?

    A co-owner is a second person who can do almost everything the owner can. They make and unmake admins and look after the club's billing, so the club keeps going if the owner is away or can't be reached.

    Three things stay with the owner: deleting the club, handing it over, and choosing the co-owner. The owner is still the one the club's bill goes to.

    To name one, make them an admin first. Then the owner presses Make co-owner on their row. A club has one co-owner at a time.

    To undo it, the owner presses Make admin, not co-owner on the co-owner's row. A co-owner can step down the same way on their own row. Either way they stay an admin.

  • 8.3Why should I make somebody else an admin?

    Because one login is one point of failure. A club holds the roster, the tournaments, the money and every claim — and if the only person who can reach it loses their password or changes their email, the club's own history is up there with nobody able to get at it.

    Two admins costs nothing and removes that entirely. On The Club page, find them under Members and press Make admin.

  • 8.4Something has happened to me — how does another admin take over a tournament?

    They press one button, on whatever device they are holding. On their dashboard, an admin whose device has no league sees Bring in the club's copy. It pulls the roster, the tournaments and the seasons out of the club and onto that device, over the internet. It works on a phone.

    There is no file, and nothing has to come from you. They do not need a backup, a link or anything you send them. Their own login and that button are the whole of it.

    What they get is the club's copy — which is the tournament as it stood at the last sync, plus every score the players have entered themselves, since those are written straight to the club. What is missing is only what the running device typed and has not sent up.

    So the habit that decides how much survives is syncing at the start and the end of every tournament, not who is holding what in advance.

  • 8.5Should everybody hold a copy of the league, just in case?

    No. A copy taken in August and left alone is worse than one taken today: it is months out of date, and the first thing that device does is reconcile two leagues that have drifted apart instead of simply downloading a current one.

    One device runs the league, everybody else reads the club's copy. Any admin can take the wheel in a minute on the day it matters, which is the point — the door does not need to be opened in advance.

  • 8.6Can two of us run the club at the same time?

    Yes for the club. Approving members, matching names, editing the money — two admins can do all of that at once, because it happens on the club rather than on a device.

    Yes for the door of a tournament, too. One of you can work the Check-in Station on a phone — ticking people in, taking the money — while the other runs the rounds on a laptop. Every tick carries the moment it was pressed, so when the two devices sync, each person's arrived and paid ticks come from whichever of you pressed them last. The same goes for sign-ups and for the scores: they are merged person by person, and nobody's work erases anybody else's.

    The shape of a tournament is still one device's. The draw, a reshuffle, the number of rounds and hands, a substitution, the entry fee and the places paid, the setup — those are decisions about the whole tournament, and whichever device synced it most recently wins them. So one device runs the tournament; a second one works the door and looks things up. Different tournaments are always safe: you edit last week's while somebody else runs tonight's.

    Scores the players enter themselves are safe either way. Those are written to the club directly and never travel through anybody's device.

    The door phone sees the room catch up when it looks. Every act on a tournament page sends itself up and brings the other device's changes down; so does opening the page again after the phone has been in a pocket. Sync on the dashboard does the same thing with a press.

  • 8.7How do I hand the club to somebody else?

    Make them an admin or your co-owner first — the club can only be handed to somebody already trusted with it. Then their row, under Their account, shows Hand over the club, and it asks once more — Really hand over — before it does anything.

    Afterwards you are an admin. Standing down is not leaving: you keep everything you did day to day, and only lose the ability to hand the club on. Getting it back is the new owner's to give.

  • 8.8The owner can't be reached. How does an admin take over the club?

    Ask to become the owner. At the foot of the club page, open The owner has gone quiet? Ask to become the owner, and press Ask to become the owner. Any admin or co-owner can ask.

    The owner is emailed and has 30 days to say no. A card at the top of the club page shows the owner who asked and the day it hands over, with Say no and Hand it over now. If nobody says no, you become the owner on that day and the old owner stays in the club as an admin.

    Only one request at a time, and you can take yours back from the same card. If the owner is still around, ask them to hand the club over instead. That happens at once.

    If nobody in the club can ask, email us. We can make somebody the owner.

  • 8.9Somebody needs a different email address.

    The app can't change the email on an account, so a new address means a new account, and you move their record to it. Every result stays with the name, not the login, so nothing is lost.

    The member asks first. On Your record they press the pencil beside their email, then Need a different email?, type the new address, and press Send to my admin. You get a notification, and a card at the top of Players says they want to move.

    Then they sign out and make a new account with the new address. No link is needed: the new account comes straight into the club, because the request says which club. The card sees them arrive and offers Move … to the new account. One press archives the old account and matches their name to the new one. Not needed puts the card away without moving anything.

    If they joined with the new address without asking, do the same by hand: on Players, open the old account and press Archive member, then open the new account under Members, pick the name from Match their name from the roster… and press Match.

    Unless it is you, the owner. Archiving your old account would take the club with it. Make an account with the new address, join with the club's link, make that account an admin, then use Hand over the club on its row. The Player management guide on Players has the same steps.

  • 8.10Somebody left the club. How do I remove them?

    On the Players page, open their row and press Archive member. It asks twice.

    Their results stay. Removing takes away their access, not their history — every placing, payout and point they ever earned belongs to their name on the roster, which is untouched.

    It can be undone. They stay on the Members list, greyed out and marked removed, with Let them back in beside them.

    They can ask to come back. Their own screen says they were removed and offers Ask to be let back in, which puts them in the same waiting list as somebody who typed the join code. Nothing happens until you say yes.

  • 8.11Wrong name, Archive member, Let them back in — which is which?

    Is this the wrong …? (Players → Open on their row) moves somebody's login from the wrong name on the roster to the right one. They stay in the club. Use it when an account is matched to the wrong name.

    Archive member (Players → Open on their row) takes somebody out of the club entirely. It also takes their login off their name. Use it when they have left.

    Let them back in (tick Including archived, then open their greyed row) undoes it. They are a member again straight away and do not have to do anything at all — no join code, no re-registering.

    ⚠️ None of the three ever touches a result. Every placing, payout and point belongs to the name on the roster, and all three of these are about which login stands next to that name. The history cannot be lost this way.

  • 8.12I let somebody back in, but their record is gone.

    It is not gone — it is on the roster where it always was. What is missing is the link between their login and their name, because archiving somebody lets go of it and letting them back in deliberately does not take it back.

    Why not automatically: in between, somebody else may have claimed that name. Re-linking on a button press meant to fix a mistake is how one person's history ends up on another person's account, and there is no undo for that.

    The one-press fix: on their row under Members you will see they have no name on the roster, with a picker beside it. Pick them from Match their name from the roster… and press Match. Their whole record comes back and they do not have to do anything.

  • 8.13If the price goes up, when does my club pay it?

    At your next renewal, never in the middle of a year. The price you start a year at is the price you pay for the whole of it. If a rise is announced while you are part-way through, nothing changes until your year turns.

    An example. Your year turns in February 2027, so you pay that day's price through to February 2028. A rise announced in March 2027 does not touch you in the meantime — you meet it at your February 2028 renewal.

    How much warning that gives you depends on when your year turns. A club that has just renewed gets nearly a full year; one whose renewal is a few weeks away gets a few weeks. What every club gets, whatever the timing, is a year it has started and paid for at a price that cannot move.

    Nothing renews by itself and no card is kept on file. The bill is met at the first tournament after the year turns, so a club that has stopped playing has simply stopped paying.

  • 8.14We are running a tournament for sixty people or more. What does it cost?

    Two dollars a player, paid by whoever runs the tournament, in one go. At sixty players or more every player costs two dollars — member or not, first tournament or hundredth — because a field that size is an event rather than a club night.

    Under sixty costs nothing at the door. However many new faces are in it, an ordinary club night is paid for by its members' five dollars and the club fee, and by nothing else.

    Being a member does not exempt anybody. Their five dollars is their year in the club; the two dollars is the door on the night. A player inside their own first 30 days has not paid the five yet, and the door money is all they cost.

    A club's first 30 days do not exempt it. The trial covers the club fee, not the door: a brand-new club running a two-hundred-player event in its first week still pays four hundred dollars. The club fee itself falls due the next time you run a tournament after those thirty days.

    Worked through: a club night of forty-five costs nothing at the door. A sixty-player tournament costs a hundred and twenty dollars, a ninety-player one costs a hundred and eighty, and a two-hundred-player open costs four hundred, whoever is in the room.

  • 8.15I started my club with one big tournament. What do I owe next month?

    Month one costs the door money and nothing else. At sixty players or more it is two dollars a player, billed to whoever ran it after the tournament, for the people who actually played: two hundred players is four hundred dollars. No club fee, because a club's first 30 days cover that.

    Month two is where the club fee falls due, after your next tournament past those thirty days. It is read on your members, not on everybody who walked in: if your club is twenty regulars, that is the 20 to 39 band, forty-five dollars, not the hundred-plus band.

    The two hundred who came once do not count. A tournament of sixty or more never makes anybody a member, so they were covered by the door money on the night and cost you nothing after it. Somebody who comes back to your ordinary nights counts from then on, which is your club actually growing.

    Your members' five dollars is not your bill. Each player pays their own membership in the app, by card. The club never collects it, and only pays it if you switch on paying your players' memberships: two dollars a player a tournament, until each reaches five dollars for their year.

    Nothing more until your anniversary. Growing during the year is not billed straight away. On the anniversary of your first bill your active members are counted again: if you grew into a higher band, the year just ended is topped up to it, and the year ahead is billed at that band. A big tournament never counts, because nobody becomes a member at one.

  • 8.16Who counts as a member for my club fee?

    The ones who came back. Somebody counts from the first time they play more than 30 days after their own first tournament — that single act is what makes them a member, and it is the only test there is.

    So a one-off visitor never counts. Somebody who came to one big tournament and never returned has no second date to cross the line with. They were covered by the door money on the night, and they do not put your club in a bigger band.

    ⚠️ And a tournament of 60 or more never makes anybody a member, however many years they come back to it. At that size every player costs $2 at the door and that is the whole of what they cost you, so an organiser whose only tournaments are big ones pays the door and nothing else.

    Counting is not paying. The count sets your club's band and nothing more. Each member pays their own $5 in the app; the club pays only its fee.

    ⚠️ That is about your bill, not about who is in the app. Everybody who plays has an account — it is how they sign themselves up and enter their own scores, and there are no anonymous players. Somebody who came once is registered, is on your roster, and their result is in your history and your records for good. The only thing they are not is somebody counted towards your club fee.

    And a name on an old roster never counted either. Rosters are not the meter — a club that imports ten years of history arrives with sixty names and eighteen players, and it pays for the eighteen. You never have to tidy a roster to get your price right, which is deliberate: archiving is for your own screens, not for your bill.

    They stop counting twelve months after they stop turning up. No leaving date to record and nothing to mark — somebody who moved away last spring simply falls out of the count on their own.

    ⚠️ Nothing here is a judgement call and nothing is yours to mark. The app reads it off who played and when, which is the same data your standings come from. That is why the figure on your dashboard cannot disagree with your own records.

  • 8.17What does my club owe right now?

    Your dashboard says so. Under the backup card there is a line reading *What your club pays* with the year's figure on it. Open it and you get the working: the club fee, which band you are in and how many members it was read on.

    It counts your own tournaments, so there is nothing to fill in. The members it counts are everybody who has played in the last twelve months past their own first thirty days, and it tells you separately how many are still inside their thirty days and how many have passed them without coming back.

    The club fee is paid once a year. It is read after your first tournament past the thirty days and holds for the whole year, even if you grow. When this year's fee differs from today's band, the card says so. A tournament of sixty or more adds two dollars a player, billed after it for the people who played.

    Your members' five dollars is theirs, not yours. Each player pays their own membership in the app, and a player in more than one club pays one membership, not one for each club.

    ⚠️ Nothing is collected from the club in the app yet, so the card is a statement and not a demand. There is nothing to do about it today, and it says so at the foot.

    Working it out for a club you have not started yet? The calculator on euchreclubhouse.com does that from a headcount: how many play with you, and whether you run a tournament over sixty.

  • 8.18Somebody owes their $5. Can I let them play anyway?

    No. After their first 30 days, a member pays before they play. Everybody pays a buy-in for a tournament anyway, and the $5 is much less than that. There is no free pass.

    At the check-in station, a member who owes shows in red under their name: $5.00 is due before playing. They can't put their own name down, and Start the tournament stays greyed out while they are in the field.

    The way through: a card payment on their phone clears it at once. Otherwise, take them out with the ✕.

    A tournament of 60 or more is different. Everybody plays on the club's $2, so there is nothing to let them through for.

    Never charging somebody at all is not an admin's press. That is a comp, and it is Euchre Clubhouse's decision, because it is our money rather than your evening.

9.Your phone and the club

What lives where, and how it gets from one to the other.

  • 9.1What are All time and Recent results on the club board?

    Two ways to read the same boards, under Set your own bar. They only change your screen — nobody else's board moves, and nothing is saved to the club.

    The same control is on a player's record card, both on your own under Your record and on anybody's when you open it from Player Admin. It moves that one card and nothing else.

    All time is every tournament a player has ever played, with a slider for how many they need before an average ranks them. This is the original, and it is what everybody sees who never touches the control.

    Recent results averages each player's last few tournaments instead — their own last few, not the club's, so somebody who missed the last three months still shows how they were doing when they were coming.

    Everything moves together: averages, wins, money and points all read the window. That is on purpose — a page that averaged the last five and totalled all thirty would be answering two questions at once.

  • 9.2What is the Power score?

    One number for how strong a player is, out of 100, on the club's statistics page. It is the four boards under it weighed against each other, so the club has one answer instead of four.

    Finishing is half of it — the share of the room they beat, which is average placing with the size of the field divided out. Points per round is 30%. Euchres taken is 20%, and counts against them.

    Each part is a place in your club, not a raw figure. The best finisher here scores full marks on that part and the weakest scores nothing, whatever the numbers happen to be — so a club scoring to 10 and a club playing accumulation read the same, and the score says where somebody stands among the people they actually play.

    100 is the strongest player in the club and 0 the least, on the players your career minimum ranks. Anybody short of that bar has no power score, the same as the three average boards.

    ⚠️ A club that has never recorded a euchre is not marked on them. That part is dropped and the other two are scaled up to fill the 100 — the line under the board says so when it happens. Nought euchres on a sheet means nobody wrote them down, not that nobody was euchred.

  • 9.3What do Euchres forced and Loners against count?

    Both are boards on Club stats, beside Euchres suffered and Loners won, and both count the whole of a player's time in the club.

    Euchres forced is every euchre a player's pair put on the other pair: the times they defended and the callers took fewer than three tricks. It is the other side of Euchres suffered.

    Loners against is every loner made against a player: somebody across the table went alone and took all five tricks. The loner goes on both defenders' count.

    Only tournaments scored in the app count. An imported tournament brings its final scores and no hands, so it adds nothing to either board.

    Singles and doubles are counted separately, like every board on the page.

  • 9.4Why can't I set the bar and Recent results at the same time?

    Because the two together produce a board nobody can read, in both directions.

    A bar of 9 over a last 5 qualifies nobody — no window can hold nine tournaments, so every average goes unranked and the page looks broken.

    A bar of nothing over a last 5 is worse because it looks fine: somebody who has played twice gets ranked on two results against everybody else's five, and comes out on top of people with far better records.

    So the window is the bar while Recent results is on. Last 5 means you need 5 to be ranked on 5. Anybody short still appears, beneath the ranked players, with their real count beside their name.

  • 9.5What is the difference between backing up and syncing?

    Where it goes. Back up everything saves a file onto this phone — your Downloads folder. Nothing leaves the device, nobody else can see it, and the app cannot read it again until you hand it back with Import from file. It is the copy that survives a lost phone or a cleared browser.

    Sync with the club, on your dashboard, reconciles this device with the club on the server — both ways. Edits made in either place survive. It is the step that makes your results visible to everybody else.

    The short version: back up to protect yourself, sync to publish to your club. A backup is yours alone and nobody else can see it; syncing is the only thing the club sees.

  • 9.6I entered the scores but nobody in the club can see them.

    Scores sync by themselves: every change you make is sent to the club, and a tournament's page syncs every 30 seconds while it is being played. If the hall had no signal, they are saved on the device — press Sync with the club on your dashboard once you have one.

    The dashboard tells you when you owe one — an amber line at the top saying how many finished tournaments the club has not got. If that line is there, the board everybody else is looking at is out of date.

  • 9.7Does the app need to be online to run a tournament?

    No. Your device works alone for the whole tournament — the rotation, the scores, the standings and the payouts are all worked out on the phone itself. The connection is only needed to sync with the club afterwards, and that can wait until you are home.

    Players' phones cope too. Somebody who fills their card in with no signal gets an amber note saying the round is saved on their phone and has not reached the club yet. It goes up on its own when the signal comes back, even if they closed the app. They should not type it in again.

    The one thing that does not survive is a card somebody was half-way through typing when the signal went and never pressed Save on. Pressing Save is what makes it safe.

  • 9.8Replace the club's copy says it does not match this club.

    Deliberate, and worth reading before you work around it. That button replaces the club's league with this device's. When nothing on the phone matches what the club holds — not one player, not one tournament — that is almost never a newer copy of the same league.

    It is usually one of two things: this phone is holding a different league (a backup somebody imported, or a tournament run for another group), or you are signed in to the wrong club. Both are fixed before pressing anything, which is why the button refuses rather than asking you to be sure.

  • 9.9How does somebody join the club?

    In The Club there is Send this link with a Copy link button — it copies the address and nothing else, so it pastes straight into a text or an email of your own words. Under it is the six-character Club code you can read out, with a QR code beside it for anybody who is in the room — the link carries the code, and so does the square, so they never have to type it. They make an account, and that is it: the account is what makes them a member. Nothing waits for you.

    Somebody who signs in without the link is let in too, if you have typed their email on their row on Players (Open → Contact). The email only tells the app which club; their name is matched the same way the link matches it. Without an email on their row, they need the link or the code.

    Their roster name is sorted out as they come in. If the name on their account is already on the roster with nobody matched to it and no tournaments behind it, they are matched to it. If it is not there, a new name is added for them, and either way they can put themselves down for a tournament straight away. A name with tournaments behind it waits for you, on the card at the top of Players — a history is the one thing a stranger with the same name could walk off with. An Invite link skips the card, because you chose the name when you sent it.

    Two people with one name are told apart by three things every account gives when it is made: month and day of birth, ZIP code, and a secret word of their own. A second John Smith whose three differ is a different person and gets his own name. The same three is the same person signing up twice, and the app refuses rather than making a duplicate. Nobody at the club sees the three, you included.

    A name the roster holds more than once is yours to settle. Two Carl Weathers with history, and a third Carl makes an account: the app will not guess which row is his, and it does not let him pick either. A card at the top of Players says *Carl Weathers has created an account*, shows the birthday and ZIP code from that account beside the two records — each with its tournaments and recent placings — and This is Carl on the right one completes the match. Give one of them a Nickname if the two need telling apart in lists.

    Load your history first. Matching can only find a name that is already there, so if you have results to import, do that before you send the link — otherwise your regulars come in as new names and you have a merge to do later.

    A player is not a login. Every name on the roster has its history whether that person ever installs anything, so matching links an existing name rather than creating a new player. And if the wrong person took a name, Is this the wrong …? on their row on Players moves them onto their own; nothing on the roster is lost.

  • 9.10Why does making an account ask for a birthday, a ZIP code and a secret word?

    So that duplicates are rare, and the rare one is caught. The first John Doe to make an account is not handed a name with tournaments behind it — the card at the top of Players shows you his details beside the record, and you say whether it is him. When a second John Doe comes in, his birthday, ZIP code and secret word are not the same, so he is added as his own name rather than landing on the first one’s record. If they are the same, it is the first John Doe signing up twice and the app refuses. The one case left over — the roster already holds the name twice — is put in front of you on the card at the top of Players, and you choose.

    To tell two people with one name apart. A name on its own cannot: your club can have two John Smiths, and one of them might be somebody who played with you for years before the app existed. The month and day of birth, the ZIP code and a secret word of their own are three things a namesake almost never shares, so the app can say *different person* — or *same person, second account* — without asking anybody a question.

    They are not a password. The secret word is stored scrambled and cannot be read back, not even by you. The birthday and ZIP code appear to the person themselves on Your record, behind the pencil next to their phone number — and to you, only on the card on Players that asks which of two same-named records is theirs.

    Members who signed up before this was asked have nothing on file. Until they add theirs on Your record, the app cannot compare them to a newcomer with the same name and falls back to the old rule — a name that is already somebody's is somebody else's. Worth a line in your next message to the club.

    Signing up twice by mistake is refused at the door. Somebody who already has an account under their name with the same three is told so and pointed at Forgot your password? rather than given a second account to get confused by.

  • 9.11A member's app looks different from mine.

    It should. A member's phone holds no league — theirs is a window on the club — so they get a welcome screen and one The Club button. Create a season, New tournament and Player Administration are for the device that runs the tournaments.

    It is the device that decides this, not their role. Nothing is hidden from them as a punishment; there is simply nothing on their phone for those buttons to act on.

  • 9.12My phone shows the members' screen and I am the admin.

    The league is not on that device — usually after Clear this device, a new phone, or a second one being set up.

    On that screen you will see Bring in the club's copy. It copies the roster, the tournaments and the seasons back from the club, and the header returns to normal. Nothing already on the phone is lost — a tournament you ran offline survives it — and the club keeps its own copy.

  • 9.13What does Clear this device do?

    Forgets this phone's copy of the league, and nothing else. Your club is untouched — the board, the money and the members are all still there, and you can still open them from The Club button.

    It offers a backup file first and does not force one: somebody clearing a club they were handed has no use for a copy of somebody else's history.

  • 9.14There is no New tournament button on this phone.

    Starting a league on a fresh device is switched off for now, until how much running a club costs is settled. It is a decision that has not been made yet rather than anything broken.

    A device that already holds a league is unaffected — the full set of buttons is there and tournaments run as normal.

  • 9.15Can I run more than one club?

    Yes. Start another club is on the club page, and Create another club on your account screen leads to it.

    Once you have two, a chooser appears at the top of the club page under the name of the one you are reading, so it is always clear which club a screen is about. One login can belong to several clubs as a member as well as running its own.

10.Things that catch people out

Rare, and much better read before the tournament than during it.

  • 10.1There is no signal at the hall.

    Carry on. Your device never needed the connection, and players' phones hold what they type until there is one. Everybody fills their card in as normal; each phone shows an amber note saying the round is saved on it and has not gone up yet.

    The rounds send themselves the moment any of those phones finds a signal — in the car park, at home, the next morning. Nobody has to remember to do anything, and nobody should type a round in twice.

    The one thing to know is that your screen will look behind while it lasts. Rounds people have entered on held phones have not reached you, so the Rounds tab will show them as short. That is the app telling the truth about what it has got, not scores going missing.

  • 10.2The signal died in the middle of the tournament.

    Nothing is lost, on your device or theirs. Yours was never relying on the connection. Theirs start holding rounds from the moment it goes, and send them when it returns.

    The one thing that does not survive is a card somebody was half-way through typing and never pressed Save on. Pressing Save is what makes a round safe, so it is worth saying out loud to the room if you know the signal is going.

    If you would rather not wait, collecting the scores yourself under Rounds still works and always will. The number you type is the one that stands — a phone still holding that round is turned away when it sends it later, and that player's card says you entered it. Worth a word to anybody whose score you enter for them.

  • 10.3Every table has put its scores in except one, and nobody can start the next round.

    Everybody is stuck, and that is the rule doing its job: no round can be scored until the one before it has every score in, because a missing score cannot be recovered later. An hour on, the only copy of what happened at that table is in four people's heads.

    You are the only person who can move the room on. On the Rounds tab you will see which table it is and the names of the four people sitting at it. Find them and get the number in, and the next round opens by itself.

    If they have gone home, or their phone has, press Carry on without them. Play continues and the round stays open — the score can still be entered whenever it turns up, and the tournament will not let itself be finished until it is.

  • 10.4Can the app end up with a hole in it that I do not know about?

    Not silently. A round short of a score announces itself on the Rounds tab, naming the round, the table and the people — and a tournament missing any score refuses to be finished, so it cannot quietly become a result.

    The money follows the same rule. Payouts stay locked while a round is incomplete, so nothing gets paid out against a total that is not final.

    One thing genuinely does get past the round order, and it is worth knowing. A round held on a phone with no signal is accepted whenever it finally arrives, even if the rounds before it are still short — refusing it would throw away the score, which is the thing the rule was written to prevent. So at a tournament with bad signal, rounds can arrive out of order. They are all still counted, nothing is short that the Rounds tab does not name, and the tournament still will not finish over a gap.

    What the app cannot see is a score that never reached it at all — a number on a scrap of paper, or one somebody meant to type and did not. That is what the warning on the Rounds tab is for, and it is worth a look before you finish the tournament rather than after.

  • 10.5A tournament has disappeared.

    It is not gone. A deleted tournament keeps everything — every score, every player, the money — and this app never actually throws one away. Go to History & backups and look at Recently deleted at the top: if it is there, press Put it back, then sync. Anybody the deletion took off the roster comes back with it, and the note under the button names them.

    ⚠️ Do this rather than restoring a backup. Restoring brings the tournament back on this device only, and the next sync from any device that still thinks it was deleted will remove it again — which looks exactly like the fix not working. Put it back is the one that travels and sticks.

    If it is not on that list, another device deleted it. Look at Recently deleted on your other phone or laptop, put it back from there, and sync that device. The tournament then returns everywhere, including here.

  • 10.6A player's phone says a round couldn't be filed.

    Their phone held that round while it had no signal, and by the time it got through the club would not take it — nearly always because the tournament was finished in the meantime, or a reshuffle moved them out of that round.

    The numbers are printed on their screen. That is deliberate: the app will not throw a score away without showing you what it was. Read them off and put them in yourself under Rounds, and if the tournament is done, Reopen the tournament first — reopening loses nothing.

    Once you have it, they can press I've told them to clear the notice. Nothing else on their phone is affected.

  • 10.7Can I stop everyone seeing the result before the end?

    Yes. On the tournament, switch on Save the finish for the end. The club's scoreboard then stops at the second-to-last round, with a note telling members the finish is still to come.

    Scoring carries on as normal. Players enter the last round exactly as they always did — this hides the standings, not the scorecard.

    When you are ready to announce it, press Reveal round 4 (or whichever the last one is) and the whole board goes up.

    Revealed it too early? Switch Hold it back off and on again to hide it once more.

  • 10.8Everybody put their scores in and the club board has not changed.

    Two different things, and this is the one people mix up. Players entering scores on their phones updates the tournament; the board everybody browses only moves when you sync.

    Scores sync by themselves: every change you make is sent to the club, and a tournament's page syncs every 30 seconds while it is being played. If the hall had no signal, they are saved on the device — press Sync with the club on your dashboard once you have one.

    Your dashboard tells you when you owe one, in an amber line at the top saying how many finished tournaments the club has not got yet.

  • 10.9Something looks like it is stopping the tournament.

    Almost nothing does. A tournament that is running always runs. These are the ones that look like a wall on the night and are not:

    Somebody owes their $5. After their first 30 days they pay before they play: the check-in station shows it in red under their name. A card payment on their phone clears it at once.

    Your club's own bill is overdue. Tonight runs. The amber notice above Start the tournament is about the next one: another tournament cannot be scheduled or started until it is paid.

    The Start card lists problems in amber — not checked in, not paid, still waiting on an answer, payouts that don't add up. None of them stops you starting, except a member who owes their $5: they pay before you can start.

    Start is greyed out. Another tournament of the same kind, singles or doubles, is already being played. The amber line names it.

    A player can't enter the next round. Rounds go in order, and a table hasn't put the last one in. You can move everybody on.

    Partners typed different scores. Neither counts until one of them corrects theirs. Both cards say so in amber.

    Finalize tournament, or the Bracket tab, is grey. A table still has no score; Finalize says how many are left.

    Somebody walks in with no account. Every player has one. It takes a minute with the club's code or the QR square on the club page; then add them to the tournament.

    There is no signal. A round saved on a phone is held there and goes up by itself when the signal comes back. Nobody types it in again.

    The tournament has 60 players or more. Nobody needs to have paid their $5. The club pays $2 a player instead.

11.The playoff bracket

Cutting the field to a knockout after the rounds.

A bracket is optional. Without one the standings decide the tournament, exactly as they always have.

  • 11.1What is the playoff bracket, and where do I set it up?

    A knockout played after the rounds. The rounds run as normal; then the top of the standings is cut to a bracket, the teams play each other off, and the last four play a final table.

    On the tournament — Details, then Playoff bracket, then Set up. It is on the new-tournament form too, so you can settle the format before the tournament exists.

    Do it before you start. Saving locks your choices. They can be unlocked and changed right up until the tournament begins, and not after — so the format cannot move in the middle of a round.

  • 11.2How many players go through?

    You choose, on the Bracket tab, with the standings in front of you. Not before: the cut is made from the finished standings, so every table has to be scored first.

    Only sizes that halve cleanly — 2, 4, 8, 16, 32, 64 teams and upward — so the field halves evenly every round and nobody sits out waiting.

    In singles a team is two players, so a 64-team bracket is the top 128 players. In Doubles Mode the team is the pair already, so 64 means 64 pairs.

    With four players there is no knockout at all. They go straight to the final table.

  • 11.3Two players are tied. What decides which one goes through?

    Points first. Then your tie-breakers, in the order you put them: most games won, best point difference, most loners made, fewest times euchred.

    Point difference is your points minus your opponents', added up over every table you played. Win 10–6 and then 10–4 and it is +10. It is the figure carrying a + in the qualifying list.

    If two are still tied after all four, the app stops guessing. Move up appears beside the lower of the two — press it if your club's tie-break went their way.

  • 11.4There are two Move up buttons. Which is which?

    In the bracket settings, Move up reorders the tie-breakers themselves — whether point difference is asked before loners or after.

    In the qualifying list on the Bracket tab, Move up swaps two players who are tied on points and on every tie-breaker. It shows in no other case.

  • 11.5How are the teams made, and where do they land in the bracket?

    Step 1 pairs the players. 1st with 2nd and 3rd with 4th makes the strongest teams; 1st with last and 2nd with second-last makes evenly matched ones; or draw them from a hat.

    Step 2 places those teams. From the standings, so the best team plays the weakest; drawn at random; or placed by you.

    Whichever you pick, you can still swap players on the Bracket tab. Nothing is fixed until the bracket starts.

  • 11.6How long is a knockout match?

    One game, played by this tournament's own scoring — the same target and the same loner value as the rounds. There is no best-of-three; it is shown on the settings rather than chosen, because it is already decided.

    Lose and you are out. There is no third-place game.

    Every match carries a table number, so you can tell people where to sit, and a tied game is settled by you.

  • 11.7What is the final table?

    The knockout stops when two teams are left. Those four players play three games, each partnering each of the others once.

    All four start at zero. Points from the rounds and from the knockout matches do not carry in — everybody who reaches it starts from nothing.

    Most points wins. A tie goes to your bracket tie-breakers, in the order you set for the cut, and after that you choose.

    Loners and euchres are asked for with each game when those tie-breakers are on. Games won and point difference never split a tie here: two players tied on points have always won one game each against the other, so only loners and euchres can separate them.

  • 11.8Do the playoff's points count towards the season?

    No. They decide who advances, round by round, and stop there. They never reach career totals or the boards.

    The reason: a playoff field is the top of the club playing more games than anybody else, against each other. Letting those points into the season would pay the same players twice — once for qualifying, and again for the reward of having qualified — and would put a permanent gap between a club that runs a playoff and one that does not.

  • 11.9Who wins the tournament, and what does the prize table pay?

    The playoff decides the top places. The final table first, then everybody knocked out, latest round first, then everybody who did not make the cut, in their standings order.

    The prize table pays by place, exactly as it always has. Nothing about the money changes because a bracket was played.

    The board holds still until the playoff has a winner, so the standings do not jump about while the bracket is being played.

  • 11.10Where is the Bracket tab?

    It appears beside Money once a bracket is chosen in the setup. No bracket chosen, no tab: open Edit setup (or the Playoff bracket row on Details) and pick one.

    Every table has to be scored first, because the bracket is made from the finished standings. Until they are, the tab says so — and shows who would go through if the rounds ended now, which changes with every table scored.

12.Glossary

What a word on a button means. Search above to jump straight to one.

  • 12.1Is this the wrong …?

    Moves a login off a roster record that isn't theirs and onto the right name on the roster, in one press. The tournaments, placings and money all stay on the record it leaves, and their account and email go with them.

    On Players — Open on their row. The repair for an account matched to the wrong name. Not a merge: a merge joins two records of one person; this moves a login between the records of two people.

  • 12.2Remove (a member)

    Takes away somebody's access to the club. Their account still exists and their roster record is untouched; they simply stop seeing the clubhouse.

    On The Club page, in the members list. Inviting them again puts them back.

  • 12.3Remove (from a tournament)

    Takes somebody out of one tournament, from the Signing up list on that tournament's page. Nothing about the club, their account or their record changes — they are simply not playing this one.

    ⚠️ This is the one that catches people out. A sign-up belongs to the roster name, not to a login, so moving a login or removing a membership leaves them in the tournament exactly as they were. If somebody should not be playing, this is the only button that does it.

    That separation is deliberate: a walk-in with no account at all still has to be able to play.

  • 12.4Archive (a player)

    Takes a person off the working roster so they stop appearing in pickers and on boards. Everything they have played stays on the row, and ticking Including archived on the Players page brings them back.

    For somebody who has stopped coming, not for a mistake.

  • 12.5Merge

    Joins two roster rows into one person. Everything both names have played ends up under the one you keep, and the other row stops existing.

    The only thing in the app that makes a roster row disappear — and it moves the history across first. Players → Open → Merge

  • 12.6Invite link

    A link tied to one roster name. Whoever opens it and accepts becomes a member matched to that exact record — no list to pick from and nothing for you to approve, because you answered the question when you pressed Invite.

    The page names the person before the button, so somebody sent it by mistake can see it is not them. It expires, and making a new link stops the old one working.

  • 12.7Claim

    Retired. A member never picks their own name now. The club code matches them to an empty name as they come in, and every case it cannot settle — a name with tournaments behind it, a name the roster holds twice, an account name that is not a first and a last — goes to the admin, on Players. Until then their record page says *Your admin is matching you to your record*.

    The admin's presses are This is Carl on the card at the top of Players and Match their name from the roster on the row under Members. Is this the wrong …? on their row is the undo.

  • 12.8Nickname

    Big John, Smitty. It shows in brackets wherever somebody picks a player, and it is searchable. Players → Open → Nickname.

    It is how a club says it really does have three John Smiths. Name all of them differently and the duplicate warning settles.

  • 12.9Former names

    Names somebody used to go by, such as a maiden name. Old sheets written under them still find the right person when history is imported.

    ⚠️ Add them before importing. Adding one afterwards does not reach back and fix records already loaded.

  • 12.10Guest

    Somebody who came in through a tournament link rather than joining the club. They get their own sign-up and their own scores, and nothing else — not the board, the money, or anybody's record.

  • 12.11Sync

    Reconciles this device with the club, both ways. Edits made in either place survive; nothing is thrown away.

    Deletes travel on a sync too, which is why a tournament deleted here keeps showing on the club until you press it.

  • 12.12Replace the club's copy

    Replaces the club's whole copy with this device's. Not the same as Sync — anything the club has that this device does not is lost.

    For putting a club right when its copy is wrong and this device is the good one. After an ordinary tournament use Sync, which merges both ways and cannot lose anything.

    The first time, on a club with nothing in it yet, the same panel reads Move your league in instead — that one has nothing to overwrite.

  • 12.13Seeding

    Pairs the strongest player with the weakest, using average finishing placement over the last few tournaments, and staggers the pairings each round.

    Greyed out at a club that has not finished a tournament yet — there is nothing to rank anybody against.

    Red, on a club that has history, when nobody in this tournament's field is in it. Seeding ranks the players in front of you, so four newcomers at a fifteen-year-old club is a shuffle rather than a seed. Choose Randomize the rotation instead, or play the tournament and seed the next one.

    One tournament on record is enough to be ranked. Only somebody the record says nothing at all about is unranked, and they are seeded into the middle of the field rather than last — an unknown player is an unknown quantity, not a weak one. Their names are amber in the seed order, which lists everybody's record before you generate the rotation.

    A player whose tournaments are all older than the window is amber too, and that one has a lever: raise Rank seeds for how many past tournaments? until it reaches them.

  • 12.14Spread partners across tournaments

    One of three choices on the seeding card, beside Randomize the rotation and Seed the rotation, so a tournament goes one direction. With it chosen, the draw remembers who has partnered whom over every tournament the club has on record and pairs you with the person you have partnered least, and least recently, so nobody gets the same partner again until they have been round the field. It is a preference, never a promise: when the numbers will not work the draw says so, the same as it does tonight.

    Tournaments the app ran count on their own. A tournament you brought in from a sheet knows only the totals, so on its Leaderboard tab there is a Load partners button that takes a partner grid — names across the top and down the side, points in the cells, as an Excel file or a CSV — and checks it before saving anything.

    On the Rounds tab, a pairing that has happened before says so underneath, with the last tournament it happened at. The Paired Partners Side Pot still seeds round one on its own; the rule draws the rest. In Doubles Mode it does nothing, because the partners are the point.

  • 12.15Doubles Mode

    The same two players partner the whole way through. The leaderboard ranks pairs and each paid place pays a pair.

    The Paired Partners Side Pot does not apply — everybody is already partnered.

  • 12.16Euchre jar

    Money charged per euchre, per partner. Both players in a pair pay for every euchre the pair takes, whoever called it.

    It becomes either the whole booby prize or an even top-up across the paid places, whichever the tournament was set to.

  • 12.17Loner

    Going alone. Called and won are two separate facts, and only the player who called it records that they did.

    A loner won is worth 4 points — 5 where the tournament is set to Enhanced — and it is one of the sums the app uses at the end of a round to check the scoring adds up.

  • 12.18Booby prize

    What last place gets. Funded from the euchre jar when the tournament is set that way.

  • 12.19Most euchres in a tournament

    A record held by a tournament, not a player: every euchre the whole room took that day, added together.

    A high one is a tournament where everybody was calling on nothing. It is not a mark against anybody — the people it happened to are counted in it too.

    A tournament imported from a spreadsheet has no rounds, so nobody wrote its euchres down and it cannot hold this record. That is why a club can have played for years and have no figure here yet.

  • 12.20Biggest euchre jar

    The most the euchre jar has ever held at one tournament — every table's euchre money that day, added together.

    Not the same tournament as the most euchres, and the two are worth having for exactly that reason: a busy one at 25¢ a euchre holds less than a quiet one at a dollar.

    Only tournaments that charged for euchres have one. Where the money went — the booby, or spread over the paid places — makes no difference to how big it got.

  • 12.21Lowest booby score

    The fewest points anybody has ever finished a tournament on, counting only the tournaments that actually paid a booby prize.

    Gated that way on purpose: a booby is a tournament position. Round a kitchen table there is a last place and no such prize, and a club that spreads its euchre jar over the pot never pays one.

  • 12.22Season

    A run of tournaments the club counts together. It exists from the moment you name it, before any tournament has been put in it.

    A champion is yours to crown — the app never picks one.

Anything the app refuses to do, it refuses on purpose and says why. If something here does not match how your club plays, the club is right — these are the rules this app was built to, not the only way to run a tournament.

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