Leagues vs tournaments

When you create an event, you choose between a league and a tournament. They share registration, scoring, and stats, but differ in structure.

League

A league is recurring, regular-season play. Use it for a weekly night or an ongoing series. Leagues support:

  • Round robin — everyone plays everyone.
  • Round robin + bracket — a round-robin group stage that seeds into a playoff bracket.

Leagues don't carry specific calendar dates the way tournaments do; they're meant to run over time.

Tournament

A tournament is a one-off, single- or multi-day event with a defined date (or set of dates) and start times. Tournaments support every schedule type:

  • Round robin
  • Single elimination
  • Double elimination
  • Round robin + bracket
  • Swiss (everyone plays the same number of rounds against players with a similar record)
  • Swiss + bracket

A tournament in a public club can have Public registration: anyone on Skoryd can find it and sign up without joining the club. In a public club, the box is already ticked on every new tournament. Untick it if the event is for members only.

Public tournaments are also listed on the public Tournaments page, as long as the club itself is public. If the club is switched to private, its tournaments come off that page until it's public again.

Picking one

If you want…Use
A weekly/ongoing seasonLeague
A bracket on a specific dateTournament
A group stage that feeds a playoffEither (both support RR + bracket)
To list it publicly across clubsTournament (public)

"Just for fun" events

When creating or editing either a league or a tournament, you can mark it Just for fun. The event still records everything — scores, standings, the bracket, and its own per-event stats page all work normally — but its results are left out of the club, season, and global leaderboards and out of every player's profile stats. Use it for one-off socials, warm-ups, or practice nights you don't want affecting anyone's record. See Stats & ratings for the full detail.

A just-for-fun event says so wherever it appears: Just for fun shows on the event's card in every listing, in the heading on the event page, and as a Stats row in the event information card spelling out what it means. Players can see before they enter that the night won't affect their record, and you can tell at a glance which of your events are marked.

After it's created

Completing an event

Heads up

Once an event is completed, its matches can no longer be scored. Make sure every score is final before you click Complete.

If any matches are still outstanding when you click Complete, you'll be told what they are before it goes through: how many haven't been played, and whether any are postponed, still being scored, disputed, or waiting for approval. It's a heads-up, not a block. You can complete the event anyway, because only you know whether that last night is ever getting played.

What it costs is exactly those matches, and nothing else. Every match you did finish still counts. Results are recorded per match, as soon as each one is approved, so an unfinished match never invalidates the rest of the event.

The one to watch for is a match that already has a score on it. It looks finished, but a score only becomes a result once someone taps Submit for approval and it's approved (both sides confirm it, or an organizer taps Approve as organizer). Until then it counts toward nobody's stats or standings. A game that was played to the end but never submitted is the easiest one to miss at the end of a night, so the warning calls it out.

If you marked it complete too early and some matches are still unfinished, a Reopen button appears on the event page. It moves the event back to Active so you can finish scoring, then you mark it complete again.

Correcting a finished event

Found a genuine mistake in a finished event? Any organizer of the club can correct it:

  • Edit still works on a completed event, for its name, dates, venue and other settings, and it stays completed.
  • For a wrong score, Reopen tournament to correct it (or league) moves it back to Active so the score can be fixed, then you mark it complete again.

Every correction is recorded and shown on the event page, so a change to a finished record is never silent. Organizers see who made it and when; everyone else sees a short note that the record was corrected and when. If you're a player and spot a mistake, ask one of the club's organizers.

Invite-only events

To decide exactly who can sign up, tick Invite-only in the Event restrictions card on the event's Edit page, once the event is created. The quickest way there is Edit sign-up restrictions under the rules in the Registration card (on the event page, or the Roster tab of the Control Center). Each setting in that card saves as soon as you change it; you don't need Save changes. Only players on your list can then register or join the waitlist themselves. Everyone else sees that the event is invite-only and is asked to contact you.

  • Tap + Invite players to add members of your club to the list.
  • Invited players get a notification. If registration isn't open yet, the invitations go out when you open it.
  • Turning invite-only on puts everyone already registered or waitlisted on the list, so nobody is shut out of an event they're already in.
  • Taking someone off the list doesn't remove them from the event. Use Remove players for that.
  • You can still add anyone yourself with + Add players. The list only limits who can sign themselves up.
  • Turning invite-only off keeps your list, so turning it back on restores it.

On a bundle that uses one registration for every event, these settings are on Edit bundle. In any other bundle, each event has its own, on that event's Edit page. See Restrictions on a one-registration bundle.

Limiting entry by stats

For a cornhole event you can also limit who signs up by their numbers. Tick Limit entry by stats in the same Event restrictions card and choose:

  • Stat: PPR, DPR, OPR or skill rating (SSR), with a Minimum, a Maximum, or both.
  • Games from: all time, the last 30, 60, 90 or 120 days, or one of your club's or organization's seasons. A skill rating is always the player's current rating, so it has no period. Only official games count. Quick Play and just-for-fun events are left out, the same as for bracket seeding.
  • Players with fewer than N games may or may not enter. This only decides whether they can register. Any number they do have still counts against the limit.

Each player is checked on their own, in every format, doubles included. Everyone sees the limit in the Registration card, and each player's number shows after their name in the registration list. A player who keeps their stats private shows a number only to themselves, to organizers, and to other members of your club when they are a member too. A player outside the limit sees why instead of Register. Players already in the event when you set a limit stay in, and the card lists any who are outside it. You can still add anyone with + Add players.

Limiting team pairings by stats

On a fixed-partner doubles event you can also keep teams even, without changing who can sign up. Tick Limit team pairings by stats in the Event restrictions card and choose:

  • Team combined (the two numbers added together, e.g. combined PPR 12 or lower) or Team average (the two players' average).
  • The Stat, a Minimum and/or Maximum, and Games from, the same as for an entry limit.

It's checked when a player picks their partner, and the partner picker greys out partners who would put the team outside it. It never stops anyone registering. A partner with no games adds nothing, so the team is judged on the other player's number. Everyone sees the limit in the Registration card, with each team's number in the Teams list. Teams already paired stay paired (the card lists any outside the limit), and Pair partners isn't limited.

Limiting entry by division

Once your players are in divisions (see Divisions & bundled events), you can open an event to some divisions only. Tick Limit entry by division in the Event restrictions card and tick the divisions that may sign up. The event uses your club's divisions, or the sanctioning organization's when the event is sanctioned and the organization has divisions for that sport.

  • Only players in the divisions you tick can sign themselves up, in every format, doubles included. To let lower divisions in too, tick them as well.
  • A player who hasn't been placed in a division counts as the lowest one.
  • Everyone sees which divisions are open in the Registration card, and each player's division shows after their name in the registration list, the same way as on their profile (a private player's club division shows to members of your club).
  • Each division of a new Skill divisions event starts open to its own division only. Tick more if you want stronger or weaker players to join it too. Events made before this setting existed are left as they are.

As with the other restrictions, players already in the event stay in (the card lists any who are outside the divisions), and you can still add anyone with + Add players.

Restrictions on a one-registration bundle

In a bundle where players register once for every event, they sign up on the bundle page, not on each event. So the Event restrictions card is on Edit bundle, and the invite list, stat limit and division limit apply to the whole bundle. Edit sign-up restrictions under the rules in the Bundle registration card takes you there. They work the same way as on a single event:

  • Players see the limits in the Bundle registration card, and anyone outside them sees why instead of Register. Each player's number and division shows after their name in the list.
  • If any event in the bundle has fixed partners, Limit team pairings by stats is offered too, even when the bundle also has singles events. It's checked when a player picks their partner on the bundle page, and again if they change their partner for one event, and it never affects registering. An entry limit always checks each player on their own.
  • A division limit works the same as on a single event: only the divisions you tick can sign up.
  • Invitations go out when you open the bundle's registration.

The events inside the bundle don't have their own Event restrictions card, because nobody signs up for them on their own. Their Edit page points you to Edit bundle.

Cancelling an event

If an event isn't going ahead — rained out, the venue fell through, not enough players — cancel it rather than deleting it. It's in the Danger zone at the bottom of the event page, above Delete. You can add an optional reason, which players see.

  • The event is marked Cancelled everywhere it's listed. A public tournament stays under Open & upcoming on the Tournaments page, marked Cancelled, until its date passes, so anyone planning to go can see it was called off. In your club's Events list it moves to Past.
  • Everyone registered or on the waitlist gets a notification.
  • Nobody is removed, nothing is deleted, and any games already played still count.
  • You can cancel an event that's open for registration, closed, or running. A draft hasn't been announced to anyone, so just delete it; a completed event can't be cancelled.
  • Changed your mind? Restore puts it back exactly where it was. Players aren't notified when you restore it, so let them know it's back on.

In a divisions bundle, cancel each division on its own page. The bundle shows as Cancelled once every division is.

Deleting an event

Deleting an event is deliberately awkward. It sits on its own at the very bottom of the event page under Danger zone, away from everything you use while running one, and it asks you to type the event's name before it will go through, because it takes every match, registration and score with it and there is no undo. The same is true of deleting a club, an organization, a region or a guest player.