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
- 名稱 — 玩家在中心和詳情頁看到的名稱。3–80 字元,內容不限。
- URL slug — /tournaments/ 之後的路徑部分 —— 小寫字母、數字、連字號。從名稱自動建議但可編輯。必須唯一。
- 賽制/格式 — Gen 9 OU、VGC 2026 Reg H、Gen 8 Ubers…… 建立時固定,之後不可更改。
- 可見性 — 公開(在中心列出,任何人都可加入)或私人(透過產生的邀請碼僅限邀請)。
- 賽表類型 — 單敗、雙敗、循環賽或瑞士輪。權衡詳見下一節。
- 最大玩家數(可選) — 註冊軟上限。留空則無上限。雙敗至少需要 4 名玩家。
- 比賽計時(可選) — 雙方玩家確定後每場比賽允許的分鐘數。截止時間過後,比賽會自動進入爭議狀態,主辦方介入。
- 描述(可選) — 規則、議程、隊伍條款、獎金等自由文字。在錦標賽頁面顯眼展示。
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.
預設按報名順序分配種子 —— 首位報名者獲得種子 1,依此類推。在沒有天梯排名時最公平的無干預方式。
若想手動控制,主辦方會在參與者面板看到編輯種子按鈕(僅在草稿/報名階段)。用 ↑↓ 按鈕重排序,點擊儲存。啟動時賽表產生會尊重新順序。
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.
簽到是一個可選門禁,強制玩家在開始前確認出席。適合爽約常見的預定活動。
Check-in workflow
- 主辦方在錦標賽頁面點擊開啟簽到(僅限草稿/報名階段)。
- 已報名玩家看到簽到按鈕 —— 點擊將狀態從 registered 變為 checked_in。
- 當主辦方點擊啟動時,任何仍處於 registered(未簽到)的玩家會從賽表自動剔除。
- 主辦方也可以隨時關閉簽到而不啟動。
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.
準備就緒時,主辦方點擊啟動錦標賽。該操作會:
What happens at start
- 鎖定報名 —— 無人可再加入。
- 分配最終種子(尊重任何手動重排)。
- 按所選賽制產生第 1 輪賽表。
- 自動推進輪空(例如非 2 的冪人數)。
錦標賽狀態由報名變為進行中,玩家可立即看到第 1 輪對手。
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.
每場比賽會經過一套明確定義的狀態。便於除錯為什麼賽表沒有推進。
The 6 match states
| State | Meaning |
|---|---|
pending | 已建立,等待雙方玩家確定。 |
ongoing | 雙方確認,Showdown 上比賽進行中。 |
finished | 勝者已記錄,賽表已推進。 |
disputed | 玩家標記了該比賽(或截止時間超時)。主辦方需要裁定。 |
forfeited | 玩家棄權(自我棄權)或被主辦方判負。勝者記錄 + 推進。 |
bye | 無對手 —— 玩家自動晉級。非 2 的冪賽表中常見。 |
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 —— 你不用手動選勝者。雙方玩家確定後:
Auto-report flow
- 在寶可夢 Showdown 上照常比賽。
- 結束時在 Showdown 點擊 Save replay —— 獲得回放 URL。
- 在 Pokékipe 中開啟比賽間(在賽表中點擊比賽),把 URL 貼到上報結果框。
- 我們拉取回放,驗證雙方與預期名字一致、賽制一致,從 Showdown 記錄提取勝者,關閉比賽。賽表自動推進。
如果雙方不是預期(回放錯誤)或賽制不匹配,上報會被清楚地拒絕 —— 不會更新任何內容。修正後可用同一 URL 重交。即時對戰 URL 也能用,但需先讓玩家在 Showdown 點擊 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
如果比賽卡住(對手爽約、作弊嫌疑、伺服器問題、結果有異議),玩家或主辦方可點擊爭議。狀態變為 disputed 並附所提供的理由,賽表停止推進直到主辦方裁定。
Forfeits
當有人需要退賽或玩家未到時使用。兩種形式:
- 玩家棄權:只能將對手宣告為勝者。適合自行退賽。
- 主辦方強制棄權:可選任一玩家為勝者。適合 DQ(違規、騷擾等)。
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.
爭議發生後,只有主辦方可以關閉比賽 —— 透過比賽間的解決(主辦方覆蓋)。選勝者,可選附加回放 URL 記錄,點擊解決。比賽被標記為 finished,勝者晉級,並記錄一條稽核記錄。
主辦方也可直接解決未爭議的比賽 —— 當自動上報不可用時很有用(例如在 Showdown 外透過截圖完成的比賽)。
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
如果錦標賽設定了比賽計時,每場可開打的比賽會獲得截止時間 = 目前 + 計時。比賽卡片和比賽間會顯示倒數徽章;30 分鐘時變琥珀色,5 分鐘時變紅色。
截止時間過後,比賽會自動以理由 deadline_exceeded 標記為 disputed。主辦方應予以解決(通常聯繫雙方選擇勝者,或雙方 DQ 如果都無回應)。
Tournament chat
每場比賽都有專屬聊天間,僅雙方和主辦方可見。用於協調時間、分享 Showdown 邀請、舉報作弊等 —— 是賽表流程的一部分。
訊息透過伺服器推送事件(SSE)即時顯示 —— 無需重新整理。比賽結束後歷史仍保留,爭議始終有上下文。
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).
循環賽和瑞士輪錦標賽有一個始終即時的積分榜標籤:
Standings columns
- 勝 —— 贏得的比賽(包含輪空與收到的棄權)。
- 負 —— 輸掉的比賽(包含自我棄權與 DQ)。
- 已賽 —— 已完成比賽總數(不含輪空)。
- 待賽 —— 本輪還未進行的比賽。
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.
雙敗賽表以冠軍賽結束,由勝者組(UB)冠軍對陣敗者組(LB)冠軍。UB 冠軍帶著 1 場領先優勢開始 —— 從未輸過,LB 冠軍輸過。
如果 UB 冠軍勝出,錦標賽結束。如果 LB 冠軍勝出,系統會自動建立一個賽表重置比賽 —— 兩人再打一場爭奪冠軍。LB 贏下第一場時,真正決定冠軍的是這第二場。
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
錦標賽處於草稿或報名階段時,主辦方可在詳情頁點擊編輯來調整名稱、slug、描述、可見性、最大玩家、日期和計時。賽制與賽表類型在建立時固定 —— 報名期間不可更改。
Audit trail
主辦方的每個操作(啟動、解決、棄權、取消、編輯)都會記錄到稽核標籤,僅主辦方可見。在混亂事件後覆盤或處理爭議時有助於建立社群信任。
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.