| # | Name | Team | Wins | Losses |
|---|
Please select the two competitors whose positions you'd like to swap. All changes are not finalized until the 'Apply Changes' button is pressed.
Each participant contributes points to their team equal to their wins - losses. For example, if your record was 2-2, you contributed 0 points to your team.
Open Timer Open Target Trainer
This software replaces classic fixed brackets with dynamic pairings by record. Undefeated competitors play undefeated; one-loss play one-loss, and so on. Within each loss group, competitors with fewer wins tend to be paired first so BYEs go to those who have fought the most. Team avoidance is prioritized but not guaranteed when constraints force it.
Single elimination (loss threshold = 1) naturally produces a finals pairing once only two undefeated entrants remain; any odd round assigns the BYE to the most battle-tested undefeated player to keep the bracket balanced. Double elimination (threshold = 2) keeps athletes alive until their second loss, tracks undefeated and one-loss brackets separately, and automatically promotes a lone undefeated into the one-loss pool if higher thresholds create a mismatch. When the field shrinks to two, the system schedules the decisive rematch; if a custom tiebreaker is toggled, a one-off playoff is generated without disturbing prior rounds.
Standard geometric brackets, like March Madness or mainstream sport use, rely on a season of round-robin like play to establish rankings/seeds. They then downselect to a number or participants/teams that is a power of 2, e.g. 2, 4, 8, 16, 32, etc.... For example, in a double elimination geomtric bracket with 16 participants exactly, at the end of the bracket there will be 4 teams with a record of 0-2, 4 teams with a record of 1-2, and 4 with a record 2-2, the top for positions are the only ones that will have unique win-loss records. Thus, without previously established rankings, it is impossible to assign places in a 16 participant bracket after 1st through 4th. With less than 16 participants, often times 3rd and 4th place will have identical win-loss records and are only distinguished in a geometric bracket by a prior rank. Geometric brackets are also designed inherently to give the highest ranked team the easiest path to victory where in the ideal outcome they face the second ranked team in the finals. For smaller matches without a season of rankings, this geometric approach is inherently flawed. This software utilizes random match-ups with each bracket (winners or losers). This randomization not only randomizes every participants path to victory, but it also becomes critical when a non-ideal number of participants are present. Byes are assigned only when necessary (odd number of participants in a pool) and no participant can get a bye twice (unless they are the last competitor in the winners pool).