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Scorekeeper Guide

For scorekeepers and head judges: how to run rounds from Quick Entry and the Pairings page — generating pairings, collecting results, controlling the timer, and advancing phases.

Role and Toolset

A Scorekeeper holds the same permission set as a Head Judge — pairings, standings, and results are fully in your hands. Three tools do almost everything:

  • Quick Entry — a dedicated page for fast result entry by keyboard, scanner, or manual input.
  • Pairings page — the full admin view of the round: visibility toggles, editing, exports, and the phase controls.
  • Timer widget — the round clock, always in the top bar once a round is active.

Quick Entry Tour

Quick Entry is the fastest way to get results in. It is not a sidebar link — open it from the Pairings page:

Quick Entry

The page has three areas:

  1. Top bar — player counts, round tabs, the timer, a "reported/total reported" counter, and an Actions dropdown.
  2. Two panels — "Not Reported" (amber) and "Reported" (green), each with its own search box. The Reported panel is sortable by Tbl, Player 1, Score (by report time), or Player 2, and shows who reported each result and when.
  3. Entry bar — at the bottom: a mode selector (Hotkey, Scorelock, Manual, Barcode) and the input area for that mode.
Hotkey Scorelock Manual Barcode

Hotkey is the default mode. Pick whichever fits your setup — a keyboard, a scanner, or plain clicking.

Note: When every round of a phase is done, a phase panel appears: "All rounds completed for this phase." with a "Complete Phase" button, or "Advance to :name" when another phase follows.

Hotkey Mode

The fastest method once you know the grid — built for a keyboard or numeric keypad.

How it works

  1. Type the table number and press Enter.
  2. The matchup card appears with both players.
  3. Press a key from 1 to 9 to apply the matching outcome.
  4. The result is submitted instantly, the input clears, and focus returns for the next table.

The outcome grid

The grid is laid out like a numeric keypad — the keys 7, 8, 9 map to the top displayed row, and 1, 2, 3 map to the bottom row. For a Best-of-3 tournament:

1-0-0 7
0-1-0 8
LL 9
0-2 4
1-1-1 5
0-0-1 6
2-0 1
2-1 2
1-2 3

Small numbers show the key. "LL" records a double loss; the outcomes vary with the tournament's Best-of setting.

Keys

  • 1-9 — apply the matching outcome.
  • Enter — select the typed table number.
  • Escape — deselect the current pairing and clear the input.
  • Tab — only used in Manual mode, to move between fields — it does not select a table here.

Warning: If the table already has a result, you are asked "Table N already has a result. Overwrite?" before anything is replaced.

Scorelock Mode

Lock one outcome, then apply it to a run of tables — useful when many tables finish the same way.

How it works

  1. Click an outcome chip to lock it — it highlights in accent color.
    2-0 2-1
  2. Type a table number and press Enter.
  3. The locked outcome is applied automatically — no second step.
  4. The input clears, ready for the next table number.

Warning: The same overwrite confirmation appears if the table already has a result.

Barcode Mode

A barcode scanner acts as a keyboard feeding a text field — there is no camera scanning in this mode. The system recognizes two barcode formats.

Table barcode (draw)

Scanning a table barcode applies a draw to that table. Format: {tournamentId}D{tableNumber}

Player barcode (winner)

Scanning a player barcode applies a locked winner score to that player. Format: {tournamentId}P{playerId}

  1. Pick a "Winner Score" first (for example 2-0 or 2-1).
  2. Scan the winning player's barcode.
  3. The system detects whether the scanned player is Player 1 or Player 2 and applies the score accordingly.

An inline amber warning — "This table already has a result — submitting will overwrite it." — appears before you overwrite an existing score. A barcode that does not match this tournament shows "Barcode not found or wrong tournament."

Tip: Print Match Slips with barcodes for each table and player from the Actions menu. Players circle the winner and bring the slip to be scanned.

Manual Mode

For a non-standard score or when you want full control of every field.

How it works

  1. Select the table.
  2. Fill in the three fields:
    P1 2
    -
    P2 1
    -
    D 0
  3. Press Enter from any field, or click the checkmark, to submit.

Tab moves between P1, P2, and D.

Entry Bar Extras

A few things work the same way across every mode.

  • Once a pairing is selected, the player names in the entry bar are clickable and open a player card. Each name also carries a small inline drop action, confirmed with "Drop <name>?" — you can drop a player without leaving the entry bar.
  • Both panels have their own search box, and the Reported panel can be sorted by table, player, or score.
  • The counter "X / Y reported" tracks progress at the top of both Quick Entry and the Pairings page.

Round Workflow

The full loop for running a round, in order.

1. Generate the round

On the Pairings page, generating is a standalone button whose label follows the round it will create, for example "Generate Round 3" — it falls back to "Generate Next Round" when no specific label applies. It is not inside a dropdown there. The same action also exists as a literal "Generate Next Round" item inside Quick Entry's Actions dropdown.

Generate Next Round

2. Control visibility

On the Pairings page, pairings and standings visibility are state-labeled toggle chips:

Pairings: Visible Pairings: Hidden Standings: Visible Standings: Hidden

Quick Entry's Actions dropdown offers the same toggle as plain "Show Pairings" / "Hide Pairings" and "Show Standings" / "Hide Standings" items.

3. Start the timer

The round clock lives in the top bar, not the sidebar — see Timer Management below.

4. Collect results

Use Quick Entry as results come in. The "Not Reported" panel shrinks as the "X / Y reported" counter climbs.

5. Complete the round

Complete Round is always available while the round is active — it starts as a ghost outline and turns solid once every table has a result. A green banner, "You can now complete this round.", confirms you are ready. The server still checks for missing results before it lets the round close.

Complete Round

6. Repeat, or move to the next phase

Generate the next round, or, once every planned round of the phase is done, complete the phase and move on:

Complete Phase Complete Phase & End Tournament Advance to :name

"Complete Phase & End Tournament" replaces the plain "Complete Phase" button when the phase you are closing is the last one.

Note: Once a tournament is marked completed, pairing and result actions lock — an amber "completed — read-only" banner appears with a "Reopen tournament" action for whoever needs to make a further change.

Floor-Control Banners and Filters

The Pairings page surfaces problems as banners and filters so nothing gets missed before you close the round.

Filters

Filter chips let you jump straight to the tables that need attention: missing, disputed, rematch, and dropped — plus a pod filter for multiplayer events.

Disputed results

A red banner reads "N disputed result(s) require attention" whenever players report conflicting scores.

Rematch notice

An amber banner warns you when the pairer had to repeat a matchup, and points you toward Edit Pairings to fix it by hand if you want to.

Round-1 no-show banner

If players dropped during round 1 of the very first phase, a red banner lists them — "1 player dropped in round 1" or "N players dropped in round 1" — with attribution for each ("Self-drop", "Dropped by <name>", or "Dropped by staff") and a checkbox per player. You can act on the list or dismiss it:

Unenroll all these players Unenroll selected (N) Ignore

Unenrolling takes a genuine no-show out of the player count and the metagame entirely — nothing here happens automatically, you choose per player or in bulk.

Actions and Exports

Round management options are split across two menus, one per page.

Pairings page

Standalone buttons sit in the toolbar: Quick Entry, Complete Round, and Edit Pairings (shown in purple with a badge counting unpaired players). A "More" icon button — tooltipped "Export, print, recreate, delete round, and more" — opens the rest:

ItemDescription
Recreate PairingsDelete and regenerate every pairing of the round. Use with caution.
Delete RoundRemove the whole round. Use with caution.
Match SlipsA printable view of match slips, barcodes included.
Export Round (Excel)Download this round's pairings and results as a spreadsheet.
Export Round (CSV)Same, as CSV.
Export All Rounds (Excel)Every round of the tournament, as a spreadsheet.
Export All Rounds (CSV)Same, as CSV.

A "Purple Fox" button on the same toolbar copies a formatted result summary to your clipboard, and a Snapshots panel keeps earlier round snapshots you can review or restore.

Quick Entry's Actions dropdown

Everything above, plus two entry-focused tools:

  • Random Scores — fills every pending table with a random result. A testing tool — never use it on a live tournament.
  • Remove All Results — clears every reported result for the round.

Time extensions from the Pairings page

The Pairings page has its own extension modal, mirroring the one judges use: quick chips, an optional note, and a history of every extension granted to that table.

Timer Management

The round clock lives in the top bar of every tournament-admin page whenever a round is active, with a small mm:ss readout also shown next to the sidebar link.

Controls

Open the widget's dropdown for:

Pause Resume Stop

Stop asks "Stop the timer?" before ending it. A "Set Timer" field lets you type a duration in minutes — the default is 50. A "Timer Board" quick link opens the standalone display view for a store screen or projector.

Color coding

Round starts in 5:00
42:30 More than 10 minutes left.
07:15 10 minutes or less — also amber, pulsing, while paused.
-03:12 5 minutes or less, or time has run out (shown as a negative count).

The clock is synchronized live over WebSocket to Quick Entry, the Player Portal, the Judge View, and the Mirror Display.

Multiplayer Pods

EDH and other multiplayer tournaments use a separate multiplayer pairings admin page instead of the 1-versus-1 Pairings page. Result entry and pod editing work differently there.

Result entry

Each pod card reports per player: a Win, a Tie for the whole pod, and an L button that records a loss for a single player without touching the rest of the pod's results.

Pick-up and drop pod editing

In edit mode, click a player to pick them up, then click where they should go: "Move <name> here" on another pod with a free seat, "Give bye to <name>" on the Byes panel, or unassign them entirely. Empty pod cards can be filled the same way, or removed outright when no longer needed.

The round's status badge doubles as its control — click it to Reopen Round or Complete Round, the same way the 1-versus-1 Pairings page works.

Penalties, extensions, and the W / Tie / Reset actions on a pod work the same as in the Judge View's multiplayer pods.

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