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Disciplines & Scoring

A discipline describes what is being played. Everything that scores a match — points, outcome types, MMR weighting — hangs off it, so it is configured once and reused by every bracket, championship and ranked season.

Disciplines and outcome types

A discipline is the game or activity being played — chess, foosball, a video game, anything. Admins configure a discipline once (name, icon, scoring instructions) and reuse it across every bracket, championship, or ranked season.

  • Team scoring mode — each discipline picks a team interaction mode that decides how a team’s result affects each teammate’s ranked MMR: Individual, Shared Resource, or Collaborative. See MMR Rating for exactly how each one plays out.
  • Outcome types — each discipline defines its own set of outcome types (there’s no fixed list — create “Normal”, “Forfeit”, “Walkover”, whatever fits). Every outcome type carries:
    • Points — its weight in championship standings (“victory quality”).
    • MMR multiplier — scales how much the official ranked MMR change is amplified or dampened.
    • Counts for MMR — a simple on/off switch. Turn it off for outcomes like a forfeit, and the match is recorded but nobody’s rating moves.
  • Outcome reasons — optional sub-labels under a parent outcome type, for finer record-keeping (e.g. “Forfeit” → “No-show” or “Injury withdrawal”). Reasons don’t carry their own scoring — they inherit whatever points, multiplier, and MMR toggle their parent outcome type has.

Championships and brackets also have a simple, flat points system (points per victory / draw / loss) for standings — separate from the per-outcome weighting above, and always available even without any custom outcome types configured.

Game rules pages

Admins write tournament rules with a full WYSIWYG editor and link them to any tournament. Players get a clean, always-current rules page — no more PDFs buried in a Discord channel.

Contextual rules engine

A configurable rules engine surfaces contextual messages and badges based on match and tournament state — delivered live over WebSocket, so players see what matters the moment it happens.

Badges are season trophies by default: each new season puts them back up for grabs, and a player’s profile shows how many times they have won each one and in which seasons. A badge meant to be earned once in a lifetime can be marked as such instead.

This feature is actively evolving and currently ships as beta: today it only reacts when a match is submitted (more triggers are planned), and editing a rule doesn’t instantly re-score past matches — badge recalculation runs as a nightly batch job rather than live.