Skip to content
Strategy, host workflow阅读 14 分钟
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 短链接, /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。

In practice

For competitive Pokémon tournaments, seed by recent ELO ranking from the relevant ladder. For invitational events, use last tournament results. For casual events, random seeding is fine, keeps it fun.

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。

In practice

签到默认关闭 -- 不开启的话,启动时所有已报名者自动入列。

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。

In practice

提示:任一玩家或主办方都可上报。先有效提交者获胜 -- 重复提交会安全忽略。

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)。

Format rule

Host-resolve rule, host calls are final within a tournament. Players who disagree can complain in chat but cannot override. This authority structure is what keeps tournaments runnable; ambiguity kills bracket flow.

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。

Worth knowing

Single-elim, Swiss, and round-robin don't have a grand-final special case. Standard final match decides.

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。

Format rule

除已结束的情况外,主办方随时可取消。不可逆地将状态设置为 cancelled -- 比赛冻结,不能再操作。参与者会看到说明取消的横幅。

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.