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Strategy, host workflow閱讀 14 分鐘
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

  • 名稱, 玩家在中心和詳情頁看到的名稱。3–80 字元,內容不限。
  • URL 短連結, /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。

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.

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

  1. 主辦方在錦標賽頁面點擊開啟簽到(僅限草稿/報名階段)。
  2. 已報名玩家看到簽到按鈕 -- 點擊將狀態從 registered 變為 checked_in。
  3. 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。
  4. 主辦方也可以隨時關閉簽到而不啟動。

In practice

簽到預設關閉 -- 不開啟的話,啟動時所有已報名者自動入列。

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.

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

StateMeaning
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

  1. 在寶可夢 Showdown 上照常比賽。
  2. 結束時在 Showdown 點擊 Save replay -- 獲得回放 URL。
  3. 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。
  4. 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。

In practice

提示:任一玩家或主辦方都可上報。先有效提交者獲勝 -- 重複提交會安全忽略。

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)。

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。

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

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。

Format rule

除已結束的情況外,主辦方隨時可取消。不可逆地將狀態設定為 cancelled -- 比賽凍結,不能再操作。參與者會看到說明取消的橫幅。

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.