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.
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
- 主办方在锦标赛页面点击开启签到(仅限草稿/报名阶段)。
- 已报名玩家看到签到按钮 —— 点击将状态从 registered 变为 checked_in。
- 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。
- 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
| State | Meaning |
|---|---|
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
- 在宝可梦 Showdown 上照常比赛。
- 结束时在 Showdown 点击 Save replay —— 获得回放 URL。
- 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。
- 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.
- Tournaments FAQ — /faq/tournaments for the entry-point Q&A on the engine (what is it, can I use it, public vs private).
- Bo3 strategy — Bo3 Tournament Strategy for how to PLAY (vs. host) a Bo3.
- Match preparation — Match Preparation Workflow for player-side prep.
- Pokémon Champions — Pokémon Champions Era covers where Reg M-A community tournaments run.
- Live tools — Tournament engine, Pokémon Champions hub, your account.