Scoring & Tiebreakers
How points are calculated, tiebreaker systems, pairing algorithms, and elimination formats.
Pairing Algorithms
Standard (1v1) Swiss
Players are grouped by match points. Within each group, players are paired together. The system avoids rematches by swapping players between groups when necessary.
Multiplayer Algorithms
Random
Players are shuffled and placed into pods randomly. Best for casual events.
Swiss
Players sorted by match points, assigned to pods top-to-bottom with anti-rematch logic. Most common for competitive play.
Power Pods
Players ranked by points, assigned sequentially: top 4 form pod 1, next 4 form pod 2, etc. Creates pods of similar skill. Anti-rematch swaps between adjacent pods.
Bubble Pods
Sliding window approach β considers nearby players in the ranking to minimize point spread within each pod. Creates the tightest competitive pods.
Power Pairings (Last Round)
For the last Swiss round, the #1 player faces the highest-ranked opponent they haven't faced yet, then #2, and so on. Creates decisive final matches.
Bye Selection Modes
- Random Among Lowest β Random player from those with the lowest points. Default.
- Absolute Lowest β Always the lowest-ranked player.
- Highest Ranked β Highest-ranked player (rare, for special formats).
- Manual β Organizer pre-assigns byes.
Scoring Systems
Standard Scoring (Constructed / Draft)
| Result | Default Points |
|---|---|
| Win | 3 |
| Draw | 1 |
| Loss | 0 |
| Bye | 3 |
Multiplayer Scoring Systems
MMTA (Multiplayer Magic Tournament Association)
Standard multiplayer scoring. Default: 5 pts/win, 1 pt/draw, 0 pts/loss, 5 pts/bye. Point values are editable for house rules. Uses opponent match win percentages and opponent average match points as tiebreakers. Recommended for competitive multiplayer events.
Hareruya
Wager-based system. Each player starts with points (default: 1000). Each round, every player wagers a percentage of their score (default: 7%). The pod winner takes all opponents' wagers. Draws split the pool equally. Creates dynamic scoring where early wins compound.
Tiebreakers
When players have the same match points, tiebreakers determine ranking. For Constructed and Draft phases, organizers can drag-and-drop to set priority. Multiplayer phases use a fixed tiebreaker chain (see below).
Constructed & Draft Tiebreakers
Available tiebreakers (add, remove, and reorder via drag-and-drop in phase settings). Default: OMW% β GW% β OGW%.
OMW% (Opponent Match Win %)
Average match win percentage of all opponents faced. Measures strength of schedule β a higher OMW% means you faced tougher opponents. Each opponent's MWP is floored (default β ) to prevent early-round losses from distorting results. Used in Magic: The Gathering, PokΓ©mon TCG, and most competitive TCGs.
OMW% = avg(max(opponent_MWP, floor))
GW% (Game Win %)
Percentage of individual games won across all matches. In Best-of-3 formats, a 2-0 win is worth more than a 2-1 win. Rewards decisive victories and differentiates players who won their matches convincingly vs. narrowly.
GW% = max(games_won / total_games, floor)
OGW% (Opponent Game Win %)
Average game win percentage of all opponents. Combines strength of schedule with individual game performance β measures how well your opponents performed at the game level, not just the match level.
OGW% = avg(max(opponent_GWP, floor))
MP (Match Points)
Total match points earned: 3 per win, 1 per draw, 0 per loss. This is the primary ranking metric. When used as a tiebreaker, it differentiates players who may have the same win record but different draw counts.
OOMW% (Opponent's Opponent Match Win %)
The average OMW% of all your opponents β a third-level strength of schedule metric. Asks: "How strong were the opponents of my opponents?" Useful when OMW% alone doesn't break a tie.
OOMW% = avg(opponent_OMW%)
CMP (Cumulative Match Points)
Running total of match points earned after each round, summed together. A player who wins early rounds accumulates more than one who loses early and wins late. Rewards consistency throughout the tournament, not just final record.
CMP = sum(points_after_round_1 + points_after_round_2 + ...)
MLP (Match Loss %)
Percentage of matches lost. Lower is better. Used to penalize inconsistent players β two players with the same wins but different loss counts will be ranked by who lost less.
OMLP (Opponent Match Loss %)
Average match loss percentage of all opponents faced. A lower value means your opponents lost fewer matches overall, indicating a stronger schedule.
OCMP (Opponent Cumulative Match Points)
Average cumulative match points of all opponents. Combines schedule strength with consistency β favors players who faced opponents that were winning early and often.
Wins (Number of Wins)
Simple count of match wins, ignoring draws and opponent strength. Used in Yu-Gi-Oh and PokΓ©mon TCG. Two players with the same points but different win-draw splits will be separated by this metric.
Direct Encounter
Head-to-head result between tied players. If two tied players played each other during Swiss rounds, the winner of that match ranks higher. No visible column in standings β applied automatically during sorting. Used in PokΓ©mon TCG and FIDE chess.
Buchholz (BH)
Sum of the final match points of all opponents you faced. A pure strength-of-schedule metric borrowed from FIDE chess. If you faced opponents who all performed well, your Buchholz score will be high.
BH = sum(opponent_match_points)
Buchholz Cut-1 (BH-C1)
Buchholz score minus the lowest-scoring opponent. Removes the weakest pairing from the calculation, which is often a Round 1 opponent who dropped early. Reduces variance from a single weak opponent.
BH-C1 = sum(opponent_match_points) - min(opponent_match_points)
Median-Buchholz (BH-M1)
Buchholz score minus both the highest and lowest-scoring opponents. The most robust Buchholz variant β removes outliers from both ends. Preferred when the tournament has a wide range of player skill levels.
BH-M1 = sum(opponent_match_points) - max(opponent_mp) - min(opponent_mp)
MWP (Match Win %)
Match Win Percentage β your wins divided by total matches played. Similar to OMW% but for the player themselves. Used primarily in multiplayer scoring as a tiebreaker.
MWP = max(match_wins / total_matches, floor)
OAMP (Opponent Avg Match Points)
Average match points of all opponents. Multiplayer strength-of-schedule metric β measures how many points your opponents averaged, giving weight to schedule difficulty in multiplayer formats.
OAMP = avg(opponent_match_points)
Tiebreaker Floor
- ⅓ (33%) β Magic: The Gathering standard.
- ¼ (25%) β Pok\u00e9mon standard.
- 0.20 (20%) β Multiplayer default.
- 0 β No floor.
- Custom β Enter any value between 0 and 1.
Multiplayer Tiebreakers
Multiplayer phases use a configurable tiebreaker chain (default below). Organizers can customize the order in phase settings, just like 1v1 phases:
- MMTA β Match Points β Match Win % β Opponent Avg Match Points β Opponent Match Win %. Floor: 20%.
- Hareruya β Hareruya Score β Match Wins. No percentage-based tiebreakers.
Elimination & Top Cut
Top Cut
After Swiss rounds, the organizer can advance only the top players to elimination. Configured by rank (Top 4, 8, 16...) or minimum match points.
Single Elimination Bracket
Standard seeded bracket. #1 vs lowest seed, #2 vs second-lowest, etc. Each loss eliminates.
Swiss Elimination
Swiss-style pairings but any loss eliminates. Useful when bracket size isn't a power of 2.
Double Elimination
Two brackets (Winners + Losers). Must lose twice to be eliminated. Grand Final between bracket champions, with bracket reset if the losers champion wins.
Multiplayer Elimination
Uses pods instead of 1v1. Snake seeding creates balanced pods. Each round, pod winners advance. Valid cut sizes: 4, 10, 13, 16, 40, 64.
Late Enrollment
Players joining after the tournament starts receive retroactive results for missed rounds:
- Missed rounds = Byes β More generous. Late player gets bye wins for missed rounds.
- Missed rounds = Losses β More competitive. Late player starts with losses.