Event formats

When you create an event you pick singles or doubles, and for doubles you pick how partners are determined. This choice drives registration, scheduling, and stats.

Singles

Each player competes individually. Simplest to run and to seed.

Doubles formats

Two players per team. The doubles format decides how teams are formed:

  • Fixed partners — players register with a chosen partner (or the organizer pairs them) and they stay together all event. Both partners share one team name. By default players can pick their own partner after registering; turn on Organizer-only pairing in the event setup if you'd rather assign every team yourself (players then just see their assigned team).
  • Blind draw — players register individually and you draw the partners at random with Draw teams on the event's Roster tab. Those partners then stay together for the whole event, exactly like fixed partners — a blind draw decides the teams once, it does not re-draw them every game. Draw them before you generate a schedule (or, in queued play, before you start the event); you can re-draw as often as you like, and adjust a single pair by hand, until the first game is played.
  • Partner Switch — players register individually and rotate partners every round, so you play with many different people over the event.

Any doubles event can additionally be split into two groups, so that every team is one player from each — see below.

Teams (Crew Cup)

Cornhole events can also be played by teams rather than by individuals or pairs — 4, 6, or 8 players a side, with two teammates at each board. Players register individually and you draw or assign the teams afterwards. See Crew Cup (team play).

Partner Switch in depth

Partner Switch is great for social leagues — everyone partners with a variety of people. Skoryd uses a court-aware near-Whist rotation that aims for three things at once:

  1. Full partner variety — across the rotation you partner with every other player at least once.
  2. Opponent variety — you face everyone at least once.
  3. Court balance — no one is stuck on the same court all night.

Note

Skoryd ships hand-verified rotations for every event size from 4 to 32 players. Sizes that aren't a multiple of four work too — a few players take a short bye each round, and everyone still partners every other player at least once. If you're one player short of a multiple of four, the generator offers a ghost option so no one sits out and the event runs in fewer rounds — the player paired with the ghost plays both ends (throws for both sides of their team). Larger fields (33 and up) fall back to a solid classic rotation.

A true "everyone opposes everyone exactly twice" schedule can't keep courts balanced (it forces someone onto one court all event), so Skoryd relaxes it to "oppose at least once," which keeps courts fair.

Partner Switch is available for round robin and round robin + bracket formats. When the bracket starts you choose how it's seeded — from this event's round-robin results or any other source — just like any other event (see Brackets & seeding).

Split groups (mixed doubles and pro-am)

Tick Split the field into two groups on any doubles event and the field is cut in half, with one rule: every team is one player from each group, and nobody is ever paired inside their own group. That one mechanic runs several formats:

  • Mixed doubles — name the groups Women and Men.
  • Pro-am — name them Pros and Partners, so every team is one of each.
  • Anything else you want to keep apart: veterans and rookies, two clubs playing a friendly, left-handed and right-handed.

Name the two groups when you set the event up. The names appear on the event card while registration is open, which matters — a mixed-doubles night is a different proposition to a player deciding whether to enter. If you leave the names blank the card just says "Split Groups".

Assigning the groups

Groups are assigned on the event page, in the Groups panel under the roster. Players can see which group they are in but cannot change it — otherwise anyone could move themselves into the easier half.

Tap a player to put them in a group. There are also two shortcuts, both of which propose a split for you to review before anything is saved:

  • Split by gender — uses the optional gender field on each player's own profile. It is optional, so anyone who has not set it (or chose not to answer) is left for you to place by hand.
  • Split by skill — pick where the numbers come from and which number to use, and the stronger half goes to the first group. Anyone with no results yet is left unplaced rather than ranked last, because "no data" is not the same as "weakest player in the room".

You can still move anyone by hand afterwards, and Clear all starts over. Groups lock once the schedule is generated — the rotation is built from them, so changing a group afterwards would leave the panel disagreeing with the games. To rearrange them, delete the schedule, fix the groups and generate again.

What happens when you generate

What happens depends on how the event forms its teams.

Partner Switch rotates partners all event, so the two groups need to be the same size. If they are not, the generator adds a ghost to the smaller one — whoever is paired with a ghost plays that round solo, throwing for both sides of their team. It tells you how many before you generate.

A field of 8 and 8 plays 8 rounds, and you partner each of the other 8 exactly once — the schedule stops there rather than starting the partnerships over, so nobody ever gets the same partner twice. With an odd number in each group one team sits out each round, which means you partner all but one of the other group.

Blind draw draws the teams once, at random, across the groups — every team is one player from each, and those partners stay together for the whole event. The groups do not have to be the same size here, and no ghosts are used: if one group is larger, the spare players have nobody to pair with, so the generator names them and you can even the groups up or let them sit out.

Fixed partners — players pick their own partner from the other group, and you can still pair everyone yourself with Pair partners, which has a Random draw style that draws the teams across the groups for you. Either way a same-group pairing is refused.

Whichever you use, every registered player must be in a group. If anyone is still unassigned the generator stops and says so, rather than quietly leaving them off the schedule.

Brackets on a split field

A bracket built from individual players — a singles qualifier turned into a doubles bracket, or a Partner Switch event cutting to a bracket — pairs across the groups too, whichever pairing method you pick. The method decides the order within each group; the one-from-each rule is never broken.

Where this leads