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Simple Boffer Tournament Organization

Simple Tournament Formats

Sometimes you need to run a tournament – I’m looking at you, first-time Champion of a Shire. See my previous article for an broad overview on types of tournaments. Herein, I will explain some relevant basic vocabulary, and then a few strategies for running tournaments that require minimal logistics and planning experience.

 

Vocabulary

Bouts vs Eliminations

A single instance of two fighters hitting each other a bunch is a bout. We usually describe it as “Best X of Y”, e.g. “best 2 out of 3”, meaning, we fight until someone has won twice, and simultaneous kills count as nothing – winner of 2 advances. That is a whole bout. It is normal for most bracket-based tournaments to be best-2-of-3 for most bouts, and best-3-of-5 of final for the final 1 or 2 rounds. An X-elimination format means you must be defeated in X bouts to be eliminated from the entire tournament.

Reeves, Heralds, Marshals, Bean Counters

A Reeve (Amtgard), Herald (Belegarth/Dagorhir), or Marshal (SCA) is a referee who (1) knows the rules, (2) can stand next to a fight and go “no, you got hit there, you died”, and (3) often wears yellow or carries a long striped stick. Those titles are largely interchangeable, though I will often default to Reeve. A bean counter is someone who does not necessarily actually judge fights, but records results of bouts on paper and does addition.

Rings

A ring is a spot where people fight a bout. You probably will not actually mark a ring on the ground, nor have hard boundaries to the fighting zone. It may not even stay in the same place (but it’s helpful if it does). Each ring should have a reeve or set of reeves that control the fight and report the score to the tournament organizer. The number of rings is usually the bottleneck to tournament seed – two rings means twice as many fights as one ring.

Seeding

When it is known that a number of entrants are of high skill, common practice is to strategically place them on a constructed bracket. In other words, they are “seeded” at specific intervals in the list. Places with advanced history may calculate “seed points” based on previous tournament performance, or just consider previous wins at the same annual tournament. Places which can remember scaling awards for fighting prowess (Amtgard) can also simply count the people with the biggest number. Different tournament formats will do different things to seeded players.

Easy Formats

Other common formats, such as Texas Two-Step or Swiss, have logistical or administrative challenges that require significant setup or organizer effort. Traditional brackets are the easiest to administer.

Seeded Single Elimination

Structured brackets function by putting two players in a bout, and one player leaves. Each round eliminates half the players. For this reason, fully structured brackets must be of a power of two size, e.g. 8 or 16 starting slots. A tournament with a different number of entrants (most tournaments) must use  bracket of the next larger size, and fill the remaining slots with “byes”. When an player’s opponent is a bye, the player automatically “wins” and proceeds to the next round. Generally, byes should be assigned either randomly (if the overall seed assignment is random) or to the top seeded players, i.e. treated as if the bye is a lowest seed.

Fully Seeded

Usually, seeding is for placing high-skill players at specified points in a tournament bracket. If all of your players are of a specific known level – which is usually the case during the second stage of a tournament where the first stage creates the seeding – you can seed the entire bracket.

Fully seeded, 8 person bracket

Fully seeded, 8 person bracket

Partially Seeded

Many times, however, you only know that a few players are far ahead of the others. You can partially seed a bracket by placing the few high-skill players as per normal seed rules, then just filling up the rest of the bracket with the rest of the names in no particular order.

8 person bracket, partially seeded with 3 top players

8 person bracket, partially seeded with 3 top players

In this case, 3 of the players were known to be higher skill than the other 5, so they were seeded into the bracket far from each other according to normal seed rules. Then, the other 5 players were arbitrarily assigned seed spots.

Arbitrarily Seeded

If you don’t wish to seed any players by number – either to simply avoid the emotional/administrative labor of ranking players by skill, or because the whole field is of roughly equal skill or simply unknown to you – you can simply fill in all the boxes with names. Even though the seeding is arbitrary and pseudorandom, it is useful because everyone’s names and the bouts are written down from the start. You have created an instructional guide for yourself – just call up the next pair of names when a ring is open. Players can wander off and mingle between fights, and you won’t lose track of who still needs to fight whom.

8 person, arbitrarily seeded bracket with no clear outliers.

8 person, arbitrarily seeded bracket with no clear outliers.

Notice that I filled in the same names in a different pattern than above. It is good to not fill in the names the same way if you are running multiple brackets with the same group of people in one day. It is more interesting for the players to not fight the same people in the same order every time.

Unseeded Single Elimination

You can also opt to not do any seeding at all. Rather than fully diagramming out the progress of the tournament from start to finish, you will virtually create the structure of a bracket in your mind. The advantage of this strategy is that you do not need to do any upfront administration: counting players, drawing a bracket on paper, getting everyone’s names, etc. It also allows you to easily ignore players who leave partway, or choosing exactly who gets a bye in a round. The disadvantage of this format is that it requires you to keep all the players in place, and it is much more difficult to track intermediate results.

Instruct the entrants to stand in a line, and stay in line (the head of the line is in front of the tournament organizer). Simply grab the two players at the front of the line, and send them to the next available ring. Winner goes back to the end of the line. Loser leaves. Repeat until the line is empty. If your tournament requires you to track placements, such as 1st through 3rd, you will need to stop the line when there are 4 people remaining, and explicitly set up, record, and direct the players. Usually, the number of rings will reduce so more reeves can watch the fewer, but more important fights. 

Overhead view of unseeded single bracket. Players A-H (red) are lined up before tournament organizer (green) O, who directs them to one of two rings with reeves (blue) R1 and R2. Bracket below shows the equivalent bracket being approximated by the queue.

Overhead view of unseeded single bracket. Players A-H (red) are lined up before tournament organizer (green) O, who directs them to one of two rings with reeves (blue) R1 and R2. Bracket below shows the equivalent bracket being approximated by the queue.

Essentially, this creates a bracket that goes straight down the line, with byes assigned to players at the end of the line at the end of every round.

Double Elimination

A double-elimination tournament is like a single-elimination tournament except players have to be eliminated twice. The advantage of this is that everybody gets to fight at least twice. The disadvantage is that you now have to organize twice as many fights and think harder half way through. You should construct the actual bracket when running a double-elimination tournament, because there is much more to keep track of than a single-elimination tournament. It is possible, but not recommended, to skip writing it all down by making your players stand in two lines.

In this format, the “winners bracket” (the standard bracket everyone starts in) is accompanied by the “losers bracket”. Losing a bout in the winners bracket sends you to the losers bracket. Losing a bout in the losers bracket sends you out of the tournament. Losing a bout in the later rounds of the winners bracket essentially seeds you forward directly into the later rounds of the losers bracket.

Most of the way through the tournament, you will have your tentative 1st place “no losses” winner of the winners bracket. This person will stand by. Shortly thereafter, you will have your tentative 2nd place “1 loss” winner of the losers bracket (as well as your 3rd and 4th, who were the last people eliminated from the losers bracket). These two people will fight the final round for real first place. The tentative 1st, who has not lost a bout yet, enters this fight “with Advantage”; they must be defeated twice to be knocked down to real 2nd place. Crucially, this means the tentative 2nd may face a player they have already lost to. They are not knocked out despite the previous loss, but have the opportunity to challenge for 1st place by winning two bouts.

Example of double-elimination bracket with 8 starting players. Players who lose in the winners bracket (upper, names in red) are knocked down to the losers bracket (lower, names colored according to round).

Example of double-elimination bracket with 8 starting players. Players who lose in the winners bracket (upper, names in red) are knocked down to the losers bracket (lower, names colored according to round).

Rounds of the winners bracket must be played before the corresponding round of the losers bracket. Losers of round #R of the winners bracket are seeded into round #R of the losers bracket. It is best to alternate rounds – play round 1 of the winners bracket, then round 1 of losers bracket, then round 2 of the winners bracket, then round 2 of the losers bracket…and so forth. This method minimizes the amount of time players must sit around waiting for the losers bracket to start – players eliminated from early rounds of the losers bracket know that they may safely leave.

It is possible to run a double-elimination tournament without writing the brackets out. Similar to an unseeded single-elimination tournament, you must simply have losers of the winners line stand on the other side of the field, forming a losers line. This is not recommended, because it is much easier to make mistakes, requires keeping everyone standing in place, and players must stand around for a long time waiting for the second stage to begin.

Running the Tournament

Now that the theory of simple tournaments has been explained, I will describe the practical steps of running a tournament.

Early Prep (1 week to 1 hour before)

  1. Announce tournament rules and categories (e.g. Facebook post)
  2. Recruit reeves – 2 per ring is ideal (one on each side of the fight), 1 works in a pinch. If there are 8 or fewer entrants, 1 ring is sufficient. Usually, at least 2 rings is ideal. Rarely is it practically useful to have more than 4 rings; the field gets too widespread to manage.

Stage (last hour)

  1. Confirm location is suitable. Clear terrain, or move if necessary. Decide where you will stand, where rings will be, and where players can wait between bouts.
  2. Confirm reeves are ready and willing.
  3. Recruit entrants; put out a notepad and demand players sign up. It is around this time that you need to make a decision on tournament format, if you were holding multiple options depending on the number of players.
  4. Make a firm decision on start time and repeatedly announce it to the crowd. They will forget.

Start (10 minutes before)

  1. Close signups. Count entrants. Draw your bracket and assign seeds, if applicable.
  2. Call fighters to the field. Remind them what the format of the tournament is, and the order of categories, if applicable.
  3. Introduce your reeves; call their names and have them raise their hands. Introduce your rings; say the name and point to the spot. Either way, you need to name locations so when you go “First two fighters, go to Rachel!” or “Alice and Beth, you’re fighting in ring 1!”, they know where you are telling them to go.
  4. Tell them where to stand in line, if applicable.

Repetition

  1. Call the next 2 fighters to the open ring. Repeat if there are multiple open rings.
  2. When no open rings are left, call the next 2 fighters up as “on deck”.
  3. Look at your paper to make sure you’re not missing anything.
  4. When a bout ends, the reeve(s) of that ring should announce the results. “Alice defeats Beth” is the ideal way to do it; “Her” points, “I won” fighter keeps walking, “Alice.”, etc., can all be ambiguous. Explicitly stating the winner and the loser reminds you exactly which bout that was and whose names go where on your paper, or who you need to call upon to give instructions or ask clarifying questions. Record results (on paper or by sending people to the appropriate line).
  5. Repeat from step 1 until the lines are empty or your paper is full. As players run out in the last 2 rounds or so, winners of bouts will be thrown directly into another fight. It would be courteous to give them a short break in between bouts.

Wind down

  1. If that’s the only set, announce results.
  2. If there’s more sets – call a 5 to 10 minute break. Get water, do math, eat a pickle, etc. Announce time and category of next set.
  3. Look at your paper to make sure you’re not missing anything.
  4. Repeat Repetition section.
  5. At the end of the last category, do whatever multi-category victory-point math is necessary to determine overall placements. 4|2|1|0.5 points for 1st|2nd|3rd|4th place would be normal. Announce results. Remember to write it down so you can post it on the internet later.

Boffer Tournament Formats – Competitive Amtgard Belegarth and Dagorhir

Boffer Tournaments

For as long as nerds have been hitting each other with sticks, they have also been competing to see who is the best at stick hitting. Here, I will describe different types of tournaments and some of the words used to describe them. This is not an in-depth guide on how to run a tournament; it is a basic primer on different formats.

Note: typically, Amtgard tournaments will be an individual event of a single format,  consisting of multiple categories, each run back to back. For example, the Single Short, Florentine, Sword and Board, Open, and Great Weapon categories will all be run in sequence, with approximately the same people, and all of them together are considered one whole tournament. Performance in each category will provide a number of “victory points” (4/2/1/0.5 for 1st/2nd/3rd/4th is typical), and the fighter with the most total victory points wins the whole tournament. In Belgarth and Dagorhir, each weapon category is typically considered its own tournament, i.e. first is the Single Blue tournament, then the Florentine tournament, and the Green Tournament, and then the Greatsword (Red, under 66 inches)…and so forth, with each one being distinct.

Vocabulary

First, I shall rigorously define certain terms, so we can be certain that we are all using them the same way.

Bouts vs Eliminations

A single instance of two fighters hitting each other a bunch is a bout. We usually describe it as “Best X of Y”, e.g. “best 2 out of 3”, meaning, we fight until someone has won twice, and simultaneous kills count as nothing – winner of 2 advances. An X-elimination means you must be defeated in X bouts to be eliminated from the entire tournament.

Simul (Simo)

A simultaneous kill, “simul” for short – sometimes pronounced simply as “simo” – is when two fighters hit each other at the exact same time, or so close that we can’t tell the difference. This include shots that are “in time”, i.e. “already in motion”. For most formats, these count as nothing; fighters reset and try again. It is not “SIMO” – a purported backronym for “Shot In MOtion”. Simul is short for simultaneous.

Brackets (Categories)

In the strictest sense, a bracket is the simplest form of tournament structure, where fighters fight, winners advance to the next round, and eventually only 1 person remains. Since many multi-stage tournaments have a final section where the winner is decided with a bracket, or multi-category tournaments have distinct brackets for each weapon type, we often also use “bracket” to mean “category”, in the sense that each category gets its own bracket. For example, question: “How many brackets are there?” – answer: “3 brackets – we’re doing sword-and-board, greatsword, and open, today.”

Open

A type of category – usually denoting one where there are no restrictions on the type and number of weapons allowed. Contrast with “restricted”. Since most tournaments are open to all players, “open” usually does not refer to tournaments with no restriction on entrants.

Restricted

A type of tournament – usually denoting that entrants (not weapons) are restricted to a certain demographic; e.g. non-men (aka Valkyrie tournament), newbies/newcomers (below a certain number of years in game, or level of award for fighting prowess) , etc. Usually, a tournament category for a specific set of weapons is just named for that weapon (e.g. Sword and Board Tournament, Florentine/Two-Stick Tournament), rather than described as “restricted”.

Seeding

When it is known that a number of entrants are of high skill, common practice is to strategically place them on a constructed bracket. In other words, they are “seeded” at specific intervals in the list. Places with advanced history may calculate “seed points” based on previous tournament performance, or just consider previous wins at the same annual tournament. Places which can remember scaling awards for fighting prowess (Amtgard) can also simply count the people with the biggest number. Different tournament formats will do different things to seeded players.

Reeves, Heralds, Marshals, Bean Counters

A Reeve (Amtgard), Herald (Belegarth/Dagorhir), or Marshal (SCA) is a referee who (1) knows the rules, (2) can stand next to a fight and go “no, you got hit there, you died”, and (3) often wears yellow or carries a long striped stick. Those titles are largely interchangeable, though I will often default to Reeve. A bean counter is someone who does not necessarily actually judge fights, but records results of bouts on paper and does addition.

Tournament Formats

Now, I briefly describe different formats of tournaments.

Straight Bracket (Single Elimination, Double Elimination)

The simplest format of tournament is a straight bracket. You gather the names of all the players; put them in a list; then they fight, winners against each other, until one is left.

Tournament Brackets Stock Illustrations – 39 Tournament Brackets Stock Illustrations, Vectors & Clipart - Dreamstime

Simple 4-person single elimination bracket.

For a bracket, bouts should usually be best-2-out-of-3, increasing to 3-out-of-5 for the final.  In a double elimination bracket, you must be knocked out twice to be eliminated. Whomever loses their first bout is sent to the losers’ bracket, where they fight other players whom have already lost once. Players who do not lose for the first time until late in the original bracket are seeded into later rounds of the losers’ bracket. Eventually, you will have your first winner (who has not lost once), and the winner of the losers’ bracket (lost once, and won every bout since). The winner of the losers’ bracket challenges the first winner – and must defeat the latter twice (because it is double elimination). The first winner needs only win 1 bout, which would be the other player’s second elimination, to secure 1st place.

Each bout of a bracket needs only 1 reeve, with a single central organizer to keep track of winners and losers on the bracket. One can run as many simultaneous bouts as there are reeves.

For straight brackets, seeded players are seeded away from each other, so they meet as late as possible. This is to prevent the top fighters from knocking each other out in early bouts, when they should theoretically be able to prove themselves good enough to reach the latest rounds.

Straight brackets are the logistically easiest tournament format to run. You do not even need to actually construct a bracket – just write all the names in a list (or make them all stand in a line), and call them out two at a time, crossing out the loser. Very few tools and foreknowledge is required to run a bracket.

Texas Two-Step, aka Pits-to-Brackets, aka Ironman-to-Brackets

Formerly known as Warlord-style, this format happens over 2 sections: the ironman (aka pits), and the bracket.

The ironman section sees all players sent into a field, with a small number of designated fighting pits, and line(s). At each pit, two players fight a bout of a single kill. The winner stays in the pit (and restores wounds), and the loser returns to the line, and is replaced by a new player. This can be organized with a single line feeding all pits, with an official directing players to pits as space opens up; or with each pit having its own line, and players free to join whichever line they wish. The ironman portion of the format continues for a predetermined time: 8-12 minutes is typical, 15 for sword-and-board; time tends to scale up with number of players. The goal is to simply rack up the greatest number of kills. At the end of time, a predetermined number of players advance to the second stage. Typically, this is the top 8 by total kills – scale this up and down to fit the number of entrants, but always keep it a power of 2 to fit a straight bracket.

Example field layout for a Texas-Two-Step tournament. Artist: Heron Lamana of Northern Lights.

Example field layout for the ironman stage of a Texas Two-Step tournament. Note the 4 pits, and line for each pit. Each pit also has a dedicated bean counter for counting kills. Desk at the bottom for a central mathematician/tournament organizer. Artist: Heron Lamana of the Northern Lights.

When fighters simul in the pit, you have 3 options: (1) let all simuls reset without limit, (2) let the first simul reset, and after that, both fighters are out and the pit gets 2 new fighters, or (3) all simuls are both out and pit gets 2 new fighters. Removing simuls from the pit minimizes the amount of time that specific fighters linger in the pit, allowing other fighters the opportunity to fight more. One can also run an optional “mercy” rule: when a fighter reaches a certain killcount, they are instantly removed from the ironman. Removed fighters are automatically placed at the top of the rankings for the second stage. This mechanic pulls obvious frontrunners out of the pits early, to give other fighters better opportunity to fight.

Each pit typically has 1 reeve and 1 bean counter. Fighters are encouraged to call out their name (or number) after they win a bout, so the bean counter knows whose name to put a tick next to on their paper. The central tournament organizer may act as a reeve or bean counter, or to direct fighters from the single line, or stand somewhere else/walk around organizing in other ways. When time is called (by the central organizer), bouts finish, then the bean counters convene to add up all the kills.

At the beginning of the ironman section, seeded players are typically placed in separate pits. If the number of strong frontrunners is known beforehand, some organizers deliberately have 1 fewer pit than the number of strong fighters, in order to force them to fight each other, and cycle the pits.

Diagram of a blank 8-person seeded single-elimination bracket.

8 person seeded bracket. Numbers on the left indicate seed number – notice 1 and 2 are seeded far away from each other.

The second stage of a Texas Two-Step is the bracket. Take the top players and seed them into a single elimination bracket. See the figure above for a traditional seed structure – the player with the most kills from the first stage is matched against the 8th most, the 4th against the 5th, and so forth. If tiebreaks are necessary, e.g., the top 7 are clear, but 3 players tied for 8th, then sort out your top players before constructing the bracket. For a 2 person tiebreak, this is typically a best-2-of-3. For 3 or more, this can be done as a round-robin. For very large tiebreaks, e.g. 5+, this can be a best-of-1 single elimination, for speed. During the bracket stage, there will typically be 2 reeves per bout. Bouts will be best-2-of-3, and 3-of-5 at least for the final.

For large, multi-category tournaments, such as an Amtgard Weaponmaster, one can immediately run each bracket, or save all brackets for the end. These styles can be referred to as “pits-brackets-pits-brackets”, or “all-pits-all-brackets”, respectively.

Texas Two-Step tournaments require a medium amount of infrastructure, due to the relatively large amount of kill-tracking and addition. However, there is only a small amount of initial setup, since bean counters begin counting only when players win in their pit. One advantage of this format is that since nobody is knocked out of the first round (bout losers just go back in line), players are guaranteed a certain amount of fight opportunity (though a potentially-large proportion of that time is spent waiting in line).

Just Ironman

A Texas Two-Step, Ironman/Pits-to-Brackets is not the same as a tournament just called “Ironman”. An ironman tournament is one that has no bracket stage. In a pure ironman tournament, there is 1 or more pit(s), and the winner is simply the person with the most total kills. Do not refer to a 2 stage, Texas Two-Step, pits into brackets tournament merely as “Ironman”.

 

Round Robin and Swiss

A round robin tournament is one where every player fights every other player. Since everyone fights everyone else and no one is knocked out, no seeding is relevant. However, since the number of bouts required rapidly increases as more players enter, this format is not feasible for large, or even medium, tournaments.

Swiss

A variant of the round robin is the Swiss tournament, popularized by competitive chess. Swiss is like round robin, with no knockouts, however, it is run only over a limited number of rounds (typically 5 or 6, more required for tournaments with more than 32 players). Scores are tracked with points assigned for victory in previous rounds, and players are matched with other players of similar scores – with a bias towards not repeating opponents. If seeded, players with high strength are matched against each other in the first round (when everyone’s score is zero). A Swiss tournament reduces the group to a definite ranking in as few rounds as a single-elimination bracket. Since no one is knocked out, however, players are guaranteed the same amount of fights. Since players who lose earlier bouts can continue to win points in later rounds, it is like a multi-elimination bracket with no strict limit.

Individual bouts in the rounds of a Swiss tournament are typically best-2-of-3, 1 reeve per fight. Typically, the central organizer will not reeve fights, but only record scores and call new matches.

The major advantage of a Swiss tournament is the guaranteed fight time for all entrants, but taking much less overall time than a full round robin. However, Swiss tournaments are mathematically very complex, virtually requiring computer aid. All players must be known beforehand to set up the system, and it is difficult to remove (walk-offs) and impossible to add (walk-ons) players partway through.

Tournament runners may also choose to run a second stage with a single elimination bracket, using the top players from the result of the Swiss rounds. Players will be seeded, in the normal way for brackets, based on their score from the Swiss stage.

Pools

A pools-system is a multi-stage tournament, where a large field of entrants is first divided into a number of small pools. The players of each pool will then fight amongst themselves using a different tournament format, and the top players from each pool will advance to the next stage. Typically, this will be pools of around 8 competing in a best-of-3 round robin, with the top 2 from each pool advancing. For example, 60-100 total players could be separated into 8 pools of 7-13 players each, from which the top 2 of each pool advance into a 16 person double elimination bracket. Seeded players are distributed equally throughout the pools. This system is useful for reducing a very large entrant group into smaller, relatively fast stages – which individually happen more quickly while still giving every player a guaranteed number of fights. Conversely, this is not useful with a small group, since you could simply run the other tournament format directly instead of separating into pools first.

A pools system requires a large amount of initial setup and a medium amount of administration. Each pool should have a dedicated bean counter, who is individually responsible for fewer people than a typical ironman pit. Each pool should have at least 1 on-demand reeve (not necessary for every single bout, but available).

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