Scoring a cornhole match
Skoryd scores cornhole bag by bag, round by round, using standard cancellation scoring. This page covers how points work and how to use the scoring screen.
Cancellation scoring
Each round, every bag counts:
- In the hole = 3 points
- On the board = 1 point
- Off = 0 points
Then the two sides cancel: only the higher-scoring side scores the round, and only by the difference. If both sides earn the same, the round is a wash (0–0).
Example: you get 2 in the hole and 1 on the board (3 + 3 + 1 = 7). Your opponents get 1 in the hole and 2 on the board (3 + 1 + 1 = 5). You score the difference: 2 points this round; they score 0.
Reaching the target
The default game is to 21. By default there's no win-by-two requirement. If your league uses a bust rule, going over 21 sends you back to a set value (commonly 11) instead of winning. Organizers set the target, bust, and win-by-two when they create the event, so the exact rules follow the event's config.
Round limit
Organizers can also cap the game at a set number of rounds (for example, 10). When a round limit is on, the game ends as soon as either a side reaches the target or that many rounds have been played — whichever comes first. If the limit is reached first, the side with the higher score wins, even by a single point (the limit is a hard stop, so it overrides win-by-two). If the score is exactly tied at the limit, you keep playing extra rounds until one side leads. The scorer shows your progress as "Round 3 of 10" so you always know how many rounds are left.
Timed play
An event can also be put on a clock. When timed play is on, the scorer shows a "Start timer" button in the top bar — tap it once, right before the first bag is thrown, and the countdown begins. Scoring is locked until you start the timer, so you can't enter a round before the clock is running. Everyone scoring the match (both phones and a scoring kiosk) sees the same time tick down, and it keeps going even if someone reloads.
When the clock runs out you finish the round you're on, and then the side with the higher score wins — even by a single point (like the round limit, the clock is a hard stop that overrides win-by-two). If the score is exactly tied when time expires, you keep playing until one side leads. Timed play works alongside the points-to-win target and the round limit — whichever happens first ends the game. Tapped Start too early? Use "Restart timer" in the ⋮ menu to reset it. (Timed play is available for detailed cornhole scoring, not the simple score-only mode.)
The scoring screen
The cornhole scorer takes over the full screen. Each round you tap 0–4 for each side's bags in the hole (3 pts) and on the board (1 pt), then save — there's nothing to type. The 0–4 buttons sit right under the running score, and past rounds appear in a history table with Edit / Del on each row. After each round the running score updates; to fix a mistake, reopen the round from the history (its Edit) to change or delete it.
Choosing a layout
The scorer comes in three layouts, and you can switch any time from the ⋮ menu in the scorer's top bar:
- Classic (the default) — the numbered-box entry described above, with a history table below the running score.
- Scorecard — two big tappable score cards (one per side), each with a strip of past rounds. Tap a side's score to open the round card and enter that round's bags. The round card has its own Boxes / Grid switch at the top, so you can enter with the 0–4 boxes or the single-tap grid (below) right there.
- Grid — each side gets a grid of every possible round outcome. Each button shows the points it's worth, and buttons that include bags in the hole are marked (e.g. a small 2in) so a 6 from two bags in the hole is a different button than a 6 from one in the hole plus three on the board. Tap each side's outcome once, then Save — no separate in-hole/on-board step. (You'll find the same Boxes / Grid switch on a kiosk tablet.)
Pick Switch to Grid (or Scorecard, or Classic) from the ⋮ menu; your choice is remembered for your next match. Every layout records the exact same bags, so your stats are identical — use whichever you find fastest on your phone.
Simple score-only mode
If your group doesn't want to log every bag, there's a simple score-only scorer that just tracks the running total. Each side gets a big score; tap a team and add the points they earned that round (quick +1 through +12 buttons). Two corrections live in the top bar: Undo steps back the last add, and Edit opens both totals so you can fix a mistake from any number of rounds ago — just set each team's score to the right number. Target, bust-back, and win-by-two still apply, and the match finishes with the same two-sided confirmation as always.
You choose this per event (and per Quick Play session), not as a personal setting — because both teams and any kiosk score the same match the same way:
- Quick Play — pick Just the score under Scoring detail when you start the match.
- Events — an organizer turns on Simple score-only in the event's Scoring settings when creating or editing it.
Note
Simple-scored matches have no per-bag stats. They still count toward wins, losses, win rate, and points, but because no bags are recorded they don't produce production stats like PPR, OPPR, OPR, or four-baggers. Use Full bag stats mode if you want those.
Note
On a kiosk the scorer becomes a big landscape board — built for a shared tablet dedicated to a board (or set of boards) for the whole event. No one logs in; anyone at the court scores the current match right on the tablet, and it auto-advances to the next match on that board. It's the same scoring, sized for a shared tablet at the lane.
Note
Everyone scoring the match stays in sync. The running score and each saved round update live on every device that has the match open — so both teams (and a kiosk tablet) see the same thing in real time. Only one side needs to actually enter the bags; everyone else just watches it update.
Doubles: ThrowTrace
For 2v2 cornhole, partners alternate rounds — so each player throws every other round. The first time you open a doubles match, Skoryd asks "Who throws first?" (you pick the pairing and who leads). From then on, each round's bags are credited to the player who actually threw them, which is why your individual doubles stats can differ from your partner's.
Note
A partner who didn't throw in a given round correctly shows no production for it — in doubles a non-scoring round for one partner is expected, not a bug.
Doubles: tandem
Some events run tandem doubles, where both partners throw from the same board, each throwing 2 of the 4 bags, every round. Because both partners throw every round, there's no single thrower to credit, so ThrowTrace is turned off: Skoryd doesn't ask who throws first. You score exactly the same way — tap each side's bags in the hole and on the board for the round — the running score and the winner work identically.
Note
Tandem has its own stats, kept separate from singles and doubles. Because both partners throw every round, a bag can't be credited to one of them — so each partner is credited with the side's full production. That's a different measurement from standard doubles, so it's never mixed in: tandem games get their own Tandem and Tandem Teams leaderboards, and they don't change anyone's singles or doubles record, PPR, or OPR.
Tandem still doesn't feed seeding or skill ratings — those compare individuals, and tandem can't separate the two partners.
Organizers turn this on with the Tandem doubles toggle in the event's Format settings (cornhole doubles only). Standard doubles, where partners alternate on opposite boards, uses ThrowTrace as described above.
How to tell before you register: a tandem event reads Tandem Doubles wherever it's listed — the club's Events tab, the club home page, the public tournaments list, a division inside a bundle — and on the event page itself, next to Format.
Teams: Crew Cup
Some events are played by teams of 4 (or 6 or 8) rather than by individuals or pairs — two teammates at each board, each throwing 2 of the team's 4 bags a round. It's still one ordinary cornhole game and you score it the same way. See Crew Cup (team play).
Finishing
When a side reaches the target — or the round limit is reached, or the clock runs out, if the event uses one — submit the match for approval. The score isn't final until both sides confirm — see Confirming & disputing scores.