BeatKhana Development

Bracket system

A public guide to BeatKhana bracket formats, seeding, byes, advancement and validation.

BeatKhana represents a bracket as connected matches. Each completed match can send its declared winner—and, where the format requires it, its loser—to a later match. This page explains the visible behaviour organisers should expect.

Before generating

Decide and publish:

  • the participating division and final team list;
  • seeding method and tie-break rules;
  • bracket format and number of rounds;
  • best-of or score limit for each stage;
  • how byes are awarded;
  • whether a double-elimination grand final resets;
  • which map pool and match flow applies to each stage;
  • when a result becomes official and who may correct it.

Generate only after the team count and format are stable. Structural changes after play begins can invalidate advancement links and public expectations.

Single elimination

A team leaves the bracket after one loss. Winners move toward the final; the final winner wins the bracket. When the team count is not a power of two, byes fill the incomplete opening round. Review which seeds receive those byes before publishing.

Double elimination

Teams begin in the winners side. A first loss moves a team to the losers side; a second loss eliminates it. Matches therefore need both winner and loser destinations. BeatKhana uses those connections when propagating declared results.

The tournament rules must state whether the grand final can reset when the losers-side finalist defeats the undefeated finalist. If a reset is required, include and label the reset match before the bracket goes live.

Round robin

Teams meet according to the generated round schedule. Standings depend on the tournament's published ranking and tie-break policy, not merely the visual order of matches. Confirm the number of rounds, whether every pairing occurs, and how forfeits affect standings.

Round robin is useful for groups or stages where every team should play several opponents. It usually feeds a later elimination bracket rather than declaring the entire tournament winner by itself.

Swiss

Swiss pairs teams across a fixed number of rounds while avoiding a full all-play-all schedule. The tournament must publish how pairings, repeat opponents, byes, standings and tie-breaks are handled. Review each generated round before making it operational, especially after withdrawals or manually corrected results.

Seeding and team order

Seed teams before relying on a generated layout. A consistent seed order determines opening opponents and byes. If staff change team assignments manually, record why and verify every affected match. Team order can also affect sides shown in coordination and overlays, so confirm it before the match starts.

Byes

A bye advances a team without a played result. Make sure the resulting destination contains the correct team and does not wait for a result that can never exist. Public rules should say how byes are allocated—normally through seeding—and whether a bye counts toward any standings statistic.

Advancement and declared winners

When automatic propagation is enabled, saving a declared winner fills the connected destination match. In formats with a loser path, it can also fill the loser destination. Scores and live telemetry help staff verify a result but do not themselves declare the winner.

Before declaring a result:

  1. Confirm the correct teams and side order.
  2. Confirm every played map, replay and penalty decision.
  3. Check that the points agree with the published win condition.
  4. Verify the intended winner and loser destinations.
  5. Declare the winner, then check the next matches immediately.

If a declared result must be corrected, pause downstream matches, correct the result with authorised staff, and re-check every affected team placement.

Match identifiers and display order

Use clear match numbers and labels that agree with schedules, staff callouts and broadcast graphics. Display order controls presentation; advancement connections control behaviour. Changing a label does not repair a wrong connection.

Map pools and match flows

The bracket determines who plays whom. A map pool determines which maps are available, while the match flow determines the ordered picks, bans and tiebreak steps. Assign both before coordination starts. Different rounds may use different pools or flows, but those changes must match the rulebook.

Validation checklist

  • Every active team appears in the intended opening match or has a deliberate bye.
  • Every non-final winner has exactly the intended destination.
  • Double-elimination loser paths are present and lead to the correct round.
  • No advancement connection points backward or creates a cycle.
  • Finals and any reset match are clearly labelled.
  • Match score limits, pools and flows agree with the rules.
  • Scheduled times leave enough room for earlier matches and disputes.
  • Staff have tested one result through every type of advancement before publication.
  • Public bracket visibility and broadcast views show the same structure.

See Brackets and matches for day-to-day setup and Coordinating matches for operating an individual match.

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