For whoever runs it
Running a tournament, start to finish
From the empty dashboard on the night to the results on the club board.
- 1
Start on the dashboard
Everything for your tournament management begins here.

- 2
Set the tournament up
All the details your tournament will feature: the place, the players, the date, the format and the money.

- 3
What people are turning up to
The tournament details captured. You can edit these as needed.

- 4
Open it up to sign-ups
Decide who has to be approved before the invite goes out.

This is an important step to manage player sign ups. This is especially useful with large tournaments.
- 5
Generate the invite
Generate the invite, then send it out to your club and to new members.

- 6
Tell people it's happening
What the press in the last step produced: Telling people about it, beside the addresses to send it to. Copy link puts the invitation on your clipboard; paste it into a text, an email or a Facebook post. Check for sign-ups brings the replies onto this device.

Nothing is sent from here — what goes out goes from your own phone or mail, in your own words. Stop sharing closes the invitation again.
- 7
What it will pay
What is in the pot and where the money is being allocated to.

The payouts are defaulted to split evenly. You can modify the numbers at any time as needed.
- 8
Check people in
Players arrive and get checked in. This is the last point where the players can change without reshuffling the player assignments. If your club plays with player numbers, give them out once the room is in — the key names who it is for, and the numbers appear beside the names on the list.

Numbers are for this tournament only and are set once the tournament starts. Redraw the numbers shuffles them, and asks first.
- 9
Save the finish for the end
Hold the last round's scores back, so nobody knows who won until you say.

- 10
Enter the scores as rounds finish
The scores entered by the players.

The admin can overwrite the scores. This is common when a player's phone isn't working or for players that are not adept with using a phone or a tablet.
- 11
Settle the money
What came in, what the euchre jar took, and who gets paid.

- 12
Send it to the club
Syncing publishes the tournament details to the club board.
