Strategy — host workflow阅读 14 分钟更新于:四月 2026
Strategy — Host workflow

Run a Tournament on Pokékipe

Pokékipe's tournament engine runs the full host workflow — bracket creation, seeding, check-in, match management, dispute handling, standings — without you leaving the site. This page is the end-to-end host workflow, in 12 steps, with the engine UI as the active tool.

Bracket types

Single-elim, double-elim, Swiss, round-robin

Cost

Free — no player count cap

Match flow

Auto-report + dispute → host-resolve

Audit

Full trail of host actions, transparent

A clean tournament feels boring to host: matches resolve themselves, disputes are rare, standings publish on schedule. That "boring" outcome is the result of disciplined setup. Spend 20 min configuring; save 2 hours of mid-tournament chaos.
The host's first principle

At a glance

Hosting a tournament is a 12-step workflow. The first 4 steps happen pre-tournament (configure, seed, check-in, start). The next 7 happen during play (match lifecycle, auto-report, disputes, host-resolve, deadlines, chat, standings). The last 3 close it out (grand final, edit/cancel, audit).

  • Pre-tournament (Steps 1-4)Configure → Seed → Check-in → Start
  • During play (Steps 5-10)Match lifecycle, auto-report, disputes, host-resolve, deadlines, standings
  • Close-out (Steps 11-12)Grand final (DE), edit/cancel, audit trail
  • Bracket typesSingle-elim, double-elim, Swiss (Pokémon Champions standard), round-robin
  • Match statespending → ongoing → finished | disputed | forfeited | bye
  • Dispute flowMismatched auto-reports → disputed → host-resolve final ruling

Step 1 — Create the tournament

Open the tournament engine, click "Create." The form has 8 fields — name, slug, format, visibility, bracket, max players, timer, description. Each one matters; spending 5 min here saves issues later.

The 8 fields

  • 名称玩家在中心和详情页看到的名称。3–80 字符,内容不限。
  • URL slug/tournaments/ 之后的路径部分 —— 小写字母、数字、连字符。从名称自动建议但可编辑。必须唯一。
  • 赛制/格式Gen 9 OU、VGC 2026 Reg H、Gen 8 Ubers…… 创建时固定,之后不可更改。
  • 可见性公开(在中心列出,任何人都可加入)或私人(通过生成的邀请码仅限邀请)。
  • 赛表类型单败、双败、循环赛或瑞士轮。权衡详见下一节。
  • 最大玩家数(可选)注册软上限。留空则无上限。双败至少需要 4 名玩家。
  • 比赛计时(可选)双方玩家确定后每场比赛允许的分钟数。截止时间过后,比赛会自动进入争议状态,主办方介入。
  • 描述(可选)规则、日程、队伍条款、奖金等自由文本。在锦标赛页面显眼展示。

Step 2 — Seed the bracket

Seeding determines who faces whom in round 1. Higher seed = better matchup against lower-seeded players. Pokékipe auto-seeds by ELO if available; you can also manually arrange.

默认按报名顺序分配种子 —— 首位报名者获得种子 1,依此类推。在没有天梯排名时最公平的无干预方式。

若想手动控制,主办方会在参与者面板看到编辑种子按钮(仅在草稿/报名阶段)。用 ↑↓ 按钮重排序,点击保存。启动时赛表生成会尊重新顺序。

Step 3 — Run check-in

Check-in is the window between "tournament published" and "bracket starts." Players confirm presence; no-shows get auto-removed. Skipping check-in = bracket starts with absent players, who get assigned forfeits.

签到是一个可选门禁,强制玩家在开始前确认出席。适合爽约常见的预定活动。

Check-in workflow

  1. 主办方在锦标赛页面点击开启签到(仅限草稿/报名阶段)。
  2. 已报名玩家看到签到按钮 —— 点击将状态从 registered 变为 checked_in。
  3. 当主办方点击启动时,任何仍处于 registered(未签到)的玩家会从赛表自动剔除。
  4. 主办方也可以随时关闭签到而不启动。

Step 4 — Start the bracket

Once check-in closes, click "Start." The engine generates round 1 matches based on seeds, notifies players, and starts the match timer. From here, the tournament is live.

准备就绪时,主办方点击启动锦标赛。该操作会:

What happens at start

  • 锁定报名 —— 无人可再加入。
  • 分配最终种子(尊重任何手动重排)。
  • 按所选赛制生成第 1 轮赛表。
  • 自动推进轮空(例如非 2 的幂人数)。

锦标赛状态由报名变为进行中,玩家可立即看到第 1 轮对手。

Step 5 — Match lifecycle

Every match in the bracket goes through a defined sequence of states. Knowing the states means knowing what action is required at each point.

每场比赛会经过一套明确定义的状态。便于调试为什么赛表没有推进。

The 6 match states

StateMeaning
pending已创建,等待双方玩家确定。
ongoing双方确认,Showdown 上比赛进行中。
finished胜者已记录,赛表已推进。
disputed玩家标记了该比赛(或截止时间超时)。主办方需要裁定。
forfeited玩家弃权(自我弃权)或被主办方判负。胜者记录 + 推进。
bye无对手 —— 玩家自动晋级。非 2 的幂赛表中常见。

Step 6 — Auto-report results

Auto-report is the standard match-resolution flow: both players submit the result; if reports match, the match auto-finalizes. Disagreement flips the match into disputed state for host-resolve.

核心功能 —— 你不用手动选胜者。双方玩家确定后:

Auto-report flow

  1. 在宝可梦 Showdown 上照常比赛。
  2. 结束时在 Showdown 点击 Save replay —— 获得回放 URL。
  3. 在 Pokékipe 中打开比赛间(在赛表中点击比赛),把 URL 粘贴到上报结果框。
  4. 我们拉取回放,验证双方与预期名字一致、赛制一致,从 Showdown 日志提取胜者,关闭比赛。赛表自动推进。

如果双方不是预期(回放错误)或赛制不匹配,上报会被清晰地拒绝 —— 不会更新任何内容。修正后可用同一 URL 重交。实时对战 URL 也能用,但需先让玩家在 Showdown 点击 Save replay。

Step 7 — Disputes & forfeits

When auto-report fails (mismatched results), the match goes into disputed. Forfeit is when a player no-shows or concedes mid-match. Both end up at host-resolve.

Disputes

如果比赛卡住(对手爽约、作弊嫌疑、服务器问题、结果有异议),玩家或主办方可点击争议。状态变为 disputed 并附所提供的理由,赛表停止推进直到主办方裁定。

Forfeits

当有人需要退赛或玩家未到时使用。两种形式:

  • 玩家弃权:只能将对手声明为胜者。适合自行退赛。
  • 主办方强制弃权:可选任一玩家为胜者。适合 DQ(违规、骚扰等)。

Step 8 — Host resolve

Host resolve is where the host (or co-host) makes the final call on a disputed match. Replay evidence, screenshots, witness reports — all considered, but the host decides. The decision is logged in the audit trail.

争议发生后,只有主办方可以关闭比赛 —— 通过比赛间的解决(主办方覆盖)。选胜者,可选附加回放 URL 记录,点击解决。比赛被标记为 finished,胜者晋级,并记录一条审计日志。

主办方也可直接解决未争议的比赛 —— 当自动上报不可用时很有用(例如在 Showdown 外通过截图完成的比赛)。

Step 9 — Deadlines & chat

Match deadlines and tournament chat are the two communication tools that keep play moving. Use deadlines aggressively (slow players slow the whole bracket); use chat to broadcast announcements.

Match deadlines

如果锦标赛设置了比赛计时,每场可开打的比赛会获得截止时间 = 当前 + 计时。比赛卡片和比赛间会显示倒计时徽章;30 分钟时变琥珀色,5 分钟时变红色。

截止时间过后,比赛会自动以理由 deadline_exceeded 标记为 disputed。主办方应予以解决(通常联系双方选择胜者,或双方 DQ 如果都无响应)。

Tournament chat

每场比赛都有专属聊天间,仅双方和主办方可见。用于协调时间、分享 Showdown 邀请、举报作弊等 —— 是赛表流程的一部分。

消息通过服务器发送事件(SSE)实时显示 —— 无需刷新。比赛结束后历史仍保留,争议始终有上下文。

Step 10 — Standings & publication

Standings auto-update as matches finish. Once the final match resolves, standings are locked and the tournament is closed. Publication makes the bracket + standings publicly visible (or private depending on config).

循环赛和瑞士轮锦标赛有一个始终实时的积分榜标签:

Standings columns

  • 胜 —— 赢得的比赛(包含轮空与收到的弃权)。
  • 负 —— 输掉的比赛(包含自我弃权与 DQ)。
  • 已赛 —— 已完成比赛总数(不含轮空)。
  • 待赛 —— 本轮还未进行的比赛。

Step 11 — Grand final (double-elim only)

In double-elim, the grand final is special: the upper-bracket finalist has bracket advantage. If the lower-bracket finalist wins game 1, the bracket resets — they must win twice. Pokékipe handles this automatically.

双败赛表以冠军赛结束,由胜者组(UB)冠军对阵败者组(LB)冠军。UB 冠军带着 1 场领先优势开始 —— 从未输过,LB 冠军输过。

如果 UB 冠军胜出,锦标赛结束。如果 LB 冠军胜出,系统会自动创建一个赛表重置比赛 —— 两人再打一场争夺冠军。LB 赢下第一场时,真正决定冠军的是这第二场。

Step 12 — Edit, cancel, audit trail

Tournaments aren't immutable post-creation — edits before start are free; mid-bracket edits are constrained. Cancellation is final. Every host action is logged in an audit trail for transparency.

Edit + cancel

锦标赛处于草稿或报名阶段时,主办方可在详情页点击编辑来调整名称、slug、描述、可见性、最大玩家、日期和计时。赛制与赛表类型在创建时固定 —— 报名期间不可更改。

Audit trail

主办方的每个操作(启动、解决、弃权、取消、编辑)都会记录到审计标签,仅主办方可见。在混乱事件后复盘或处理争议时有助于建立社区信任。

Where to go from here

Hosting is one half of the tournament loop. The other half is competing — see the player-side guides below.