Scoring & Tiebreakers
How match points, tiebreakers, and the Hareruya wager system are calculated -- for 1v1 Constructed/Draft phases and for multiplayer pods.
1v1 points (Constructed & Draft)
Every Constructed or Booster Draft phase awards points for each match result. You set these in the phase's "Points" field when you create or edit the phase -- the defaults match the official Magic: The Gathering model:
| Result | Default Points |
|---|---|
| Win | 3 |
| Draw | 1 |
| Loss | 0 |
| Bye | same as Win (3) |
All four values are editable per phase, from 0 to 10. If you leave "Bye" blank, it always follows whatever you set "Win" to -- so raising Win to 5 also raises Bye to 5 unless you type a different value.
Late enrollment A player who joins after the tournament has started needs a result for the rounds they missed. In the same Advanced Options panel, "Late Enrollment Penalty" lets you choose: "Missed rounds = losses" (the default -- 0 points per missed round) or "Missed rounds = byes" (full bye points per missed round, more generous).
Byes
A bye is an automatic result given when a player has no opponent in a round (an odd number of players, or a player advancing past a smaller field). A bye:
- Earns the phase's Bye points (Win points by default).
- Counts as a win for the player's record, but is excluded from Match Win % and Game Win % denominators the same way a real match would be, so it neither inflates nor deflates those percentages beyond the points it awards.
- Credits the games a real match win of that length would need (for example 2 games in a Best-of-3), so Game Win % stays consistent.
- Never creates an opponent -- a bye round is not counted in anyone's Opponent Match Win % or Opponent Game Win % list.
- Never gets a toss. See Toss (Play / Draw) for how play/draw is decided in Swiss rounds.
Multiplayer points (MMTA)
Multiplayer phases (pods of 3-5 players, e.g. Commander/EDH) use a different scoring system, chosen in the phase's "Scoring System" toggle: MMTA (Multiplayer Magic Tournament Association) or Hareruya (see below). MMTA is the default and awards fixed points per result:
| Result | Default Points |
|---|---|
| Win | 7 |
| Draw | 1 |
| Loss | 0 |
| Bye | same as Win (7) |
Win / Draw / Loss / Bye are all editable per phase, 0 to 20.
Tip: 7 points per win is the current MMTA default -- it used to be 5 in an earlier version of the platform. If you organized multiplayer events before and remember "5/1/0", check your phase settings: existing phases keep whatever they were created with, but a brand new phase now starts at 7.
Hareruya wager scoring
Hareruya is an alternative multiplayer scoring system: instead of fixed points per result, every player starts with a score and wagers a slice of it each round. It rewards early momentum -- winning compounds your score, which raises what you can win (and lose) in later rounds.
How a round is scored
- Every player in the pod wagers Wager % of their current score, rounded down. Default: 1000 Starting Points, 7% wager.
- If there is a winner, every other player in the pod loses their own wager, and the winner gains the sum of all of those wagers. Their own wager is not put at risk.
- If the pod draws, every wager is pooled and split evenly across the pod (any leftover cent-equivalent goes to one player) -- so a draw between equal scores leaves everyone unchanged.
| Player | Before | Wager (7%) | After |
|---|---|---|---|
| A (winner) | 1000 | 70 | 1210 |
| B | 1000 | 70 | 930 |
| C | 1000 | 70 | 930 |
| D | 1000 | 70 | 930 |
A wins the pool of 3 wagers (3 x 70 = 210); B, C, D each simply lose their own wager. Total score in the pod never changes: 1210 + 930 + 930 + 930 = 4000.
Byes under Hareruya
Choose a "Bye Method" per phase:
- Fixed Wager (wager x 2) (default) -- the player wagers their usual percentage and gains twice that amount, as if they had beaten an opponent who wagered the same.
- Average Performance -- the bye is worth the player's average points gained per real (non-bye) game so far, floored at 0 so a losing streak never makes a bye cost you points.
Round Shuffling
Because wagers are a percentage of a moving score, the order rounds are played in can slightly change the outcome (winning round 1 first compounds differently than winning it last). The "Round Shuffling" toggle removes that bias by averaging every player's score across every possible ordering of the completed rounds (or a large random sample once there are more than 8 rounds). Off by default.
Ranking under Hareruya
Standings sort by Hareruya Score, then by number of match wins as the only tiebreak. None of the percentage-based tiebreakers below apply -- there is no Match Points column to tie on.
Tiebreaker catalog
Standings always sort by Match Points (or Hareruya Score) first. When two or more players are tied, the tiebreaker chain configured on the phase decides the order. In Advanced Options you can drag to reorder, and add or remove tiebreakers with the dropdown next to the list:
OMW% -> GW% -> OGW% is the default order for Constructed and Draft phases -- the official Magic: The Gathering model.
16 tiebreakers are available for 1v1 (Constructed / Draft) phases. Multiplayer phases can only use the 6 marked "multiplayer" below -- the picker hides the rest for a multiplayer phase.
OMW% (Opponent Match Win %)
multiplayerAverage match-win percentage of every opponent you faced. A higher OMW% means you faced tougher opponents. Each opponent's own MWP is floored before averaging, so one opponent's bad round doesn't crater your score.
OMW% = avg(max(opponent MWP, floor))
GW% (Game Win %)
Percentage of individual games won across all matches (a Best-of-3 win 2-0 counts more than 2-1). Rewards decisive victories.
GW% = max((game wins x 3 + game draws) / (total games x 3), floor)
OGW% (Opponent Game Win %)
Average game-win percentage of all your opponents. Combines strength of schedule with performance at the individual-game level.
OGW% = avg(max(opponent GW%, floor))
MP (Match Points)
multiplayerTotal match points earned. Adding it explicitly to the tiebreaker list is mostly a no-op since points are already the primary sort -- it exists for completeness.
OOMW% (Opponent's Opponent Match Win %)
Average OMW% of your opponents -- a third level of strength-of-schedule, for when OMW% alone does not separate two players.
OOMW% = avg(opponent OMW%)
CMP (Cumulative Match Points)
Your running match-point total, added up again after every round (so a player who was ahead the whole way scores higher than one who caught up late with the same final points). Rewards consistency.
CMP = sum(points after round 1 + points after round 2 + ...)
MLP (Match Loss %)
multiplayerPercentage of matches lost. Lower is better -- separates two players with the same wins but a different number of losses (draws affect the two differently).
OMLP (Opponent Match Loss %)
Average match-loss percentage of your opponents. Lower is better -- your opponents losing less overall points to a stronger schedule.
OCMP (Opponent Cumulative Match Points)
Average cumulative match points of your opponents. Combines schedule strength with consistency.
Wins (Number of Wins)
multiplayerSimple count of match wins, ignoring draws and opponent strength.
Direct Encounter
Head-to-head result between the two tied players, applied only when they actually played each other during the phase. No visible column -- it just re-orders the two rows during sorting.
Buchholz (BH)
Sum of the final match points of every opponent you faced. A pure strength-of-schedule number.
BH = sum(opponent match points)
Buchholz Cut-1 (BH-C1)
Buchholz minus your single lowest-scoring opponent -- removes one weak pairing (often a round-1 opponent who dropped early) from the sum.
Median-Buchholz (BH-M1)
Buchholz minus BOTH your highest and lowest-scoring opponents. The most conservative Buchholz variant.
MWP (Match Win %)
multiplayerYour own match-win percentage -- wins divided by matches played. This is the primary tiebreaker for multiplayer standings.
OAMP (Opponent Avg Match Points)
multiplayerAverage match points of everyone who has ever shared a pod with you. The multiplayer strength-of-schedule metric.
Per-game conventions The default order (OMW% -> GW% -> OGW%) and the 1/3 floor match Magic: The Gathering's official rules, and most games on the platform ship with the same order. A few communities traditionally lean on other combinations -- for example Yu-Gi-Oh! and Pokemon TCG often favor OMW% -> OOMW%, and Flesh and Blood players often favor cumulative match points instead of percentages. These are not switched automatically based on the game you pick -- set the order and floor yourself in Advanced Options if you want to match a specific convention.
Tiebreaker floor
Match Win % and Game Win % are floored -- capped at a minimum value -- so a single very weak opponent (or a rough first round) cannot crater someone's OMW%/OGW% for the rest of the event. The floor only ever raises a percentage up to the minimum, never lowers it.
1v1 (Constructed / Draft)
Configurable per phase in Advanced Options, next to the tiebreaker list:
- ⅓ (33%) (default) -- the Magic: The Gathering standard.
- ¼ (25%) -- Pokemon TCG convention.
- 0.20
- 0 -- no floor.
- Custom -- any value between 0 and 1.
Multiplayer -- derived, not configurable
Multiplayer phases do not expose a floor selector -- the floor is always computed as 1 divided by the phase's Win points, per the MMTR (the multiplayer tournament rules the platform follows):
floor = 1 / Win points
At the default of 7 points per win, the floor is 1/7 (about 14.3%). If you set Win points to 5, the floor becomes 1/5 (20%) automatically.
- A player's own MWP is never floored -- only an OPPONENT'S MWP is capped at the floor before it is averaged into your OMW%. Your own record always reflects exactly what you played.
- If a round paired you into a smaller-than-target pod (for example a pod of 3 in an event running pods of 4), the missing slot counts as one extra "phantom" opponent at the floor value for your OMW% -- so playing a short pod never inflates or deflates your schedule strength.
Standings freeze once a bracket starts
The moment an elimination phase (single or double elimination, or a multiplayer Top Cut) generates its first round, the cumulative standings table locks at its end-of-Swiss view. Bracket wins and losses stop changing rank, Match Points, or tiebreakers on the standings table -- they only ever decide who advances.
Bracket performance shows up a different way: as a badge next to each player's name once the event finishes -- Champion Finalist Top 4 Top 8 and so on.
On the Standings tab, a banner explains the freeze:
Note: Standings are frozen since the bracket started. Each pill above is the snapshot recorded at the end of that round.
A row of round pills lets you flip through what the standings looked like at the end of each past round, plus a "Current" pill for the live view. If you ever need to force a full recalculation from scratch (for example after fixing a mis-entered result on a past round) --