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Schedule

Appears: Whenever a format needs scheduling — labelled Block, Swiss or Match schedule to match; hidden if every competition is Flexible Swiss

What this section does

The schedule places every block match on a lawn at a time, within the rules you set. It has three views along the top: Plan (the settings), Schedule (the result, editable), and Adjust (per-competition overrides — covered in Schedule adjustments). Set the plan, press Generate schedule, then fine-tune by hand.

Plan

Block play from / to

Plan — dates, lawns in play, the day, games and rest.
Plan — dates, lawns in play, the day, games and rest.

The days block play runs, within the event dates — end block play early and the remaining days are free for a knockout, with its own times on the Knockout schedule. Finish blocks by (optional) is a time on the last day of block play that the solver must finish by.

Lawns in play

Which of the event's lawns block play uses. The lawn list itself lives in Details; this just picks from it. Two folds cover per-day exceptions: ▸ Different lawns on some days here, and ▸ Different times on some days under the day settings.

The day

Day start, Day end · latest start — the end time is the latest a game may start, not finish — and an optional lunch window the solver keeps clear.

Games and rest

  • Game slot — minutes of lawn time each match is given. Pick it from the match format: a best-of-3 needs a bigger slot than a single 13-point game.
  • Min rest between games — the minimum gap any player gets between their matches.
  • Max games in a row — how many back-to-back matches a player can be given before the solver must rest them. This is enforced at placement, not checked afterwards.
  • Games per player per dayAt least (a reporting floor: the Player days report names every day a player falls below it) and At most (blank = no cap).
  • Lawn sharingSingle-banked (one game per lawn), Double-bank if needed, or Always double-bank, with a Stagger in minutes for the second game.
  • Balance players across lawns — spread each player's games over different lawns rather than parking them on one.

Printed output

How times appear on printed sheets and the public page: Printed times (every game timed), Times — first game of day only (players get a report time, then follow the order), or Order of play only (no times at all). Printed times are a guide to the running order — the schedule is the order of play, not a set of appointments.

Order of competitions

When competitions share lawns: Interweave mixes every competition's games to finish as early as possible (the default); In order runs them one after another, with per-row control over which competitions run together and which wait.

Generate schedule

Builds the whole schedule from the plan with live progress; anything it had to compromise on is listed under The solver had things to say. Re-generate schedule replaces placed games — including ones you moved by hand — so hand-tune after the last generate, not before.

Schedule (the editor)

View By lawn, By time or By player, filtered by competition, block or player; ⛶ Full screen for a big board. Click and drag a game to move it; drop it on another game to swap them. By player shows one player's day with the gaps between games, and the Player days card below the editor flags days that fall below the minimum-games floor.

The schedule by lawn — drag to move, drop on a game to swap; Player days verdict below.
The schedule by lawn — drag to move, drop on a game to swap; Player days verdict below.
  • Versions — snapshot the whole schedule (Save current as version) and roll back anytime. Take one before experimenting.
  • Conflict checks — on by default; Save changes is blocked while conflicts exist. Pause checks to make a multi-step move — saving needs them turned back on and the board clean.

Gotchas

Re-generate replaces hand-moved games. The generator solves from the plan; it doesn't know which placements were deliberate. Save a version first if you're regenerating a schedule you've touched.

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