
Help
Straight answers about how RoundsUp actually behaves, written for a director mid-league-night. For rule questions at the machine, your admin area has the Rulings assistant with verbatim IFPA citations.
Getting started
How do I set up my league?
Create your league from the homepage (Create a league). That gives you an admin dashboard at your league address.
Add your regulars under Players and your machines under Machines, then create your first meet from the dashboard. A meet starts in setup, where you draw groups and assign starting machines (auto-assign can pick balanced machines for you), and goes live when you start it.
Nothing about running a night is paywalled. The free tier runs full league nights and tournaments; paid tiers add branding (Pro) and a members-only league chat (Operator), never formats.
Can I bring my past seasons in?
Yes. The importer lives in your admin area under Tournaments. Give it a link to a series you already ran somewhere else and it stages everything first: you see a reconciliation preview that splits players into confident matches and ones that need your confirmation before anything is written.
Imported events keep their standings and become part of your league record. Nothing is committed until you approve the preview.
League night
How do players enter scores without accounts?
Every active meet has a live scoring surface (League Night). Anyone at the venue can open it and enter their group’s scores, exactly like writing on the paper sheet, with no account and no sign-in.
If you want it locked down, mark the meet members-only in its settings; then score entry requires a signed-in league member. Every score write is audited and reversible from the cockpit either way.
Someone walked in late. How do I get them into tonight?
Open the add-player drawer from the cockpit. You can seat them in any group that still has room and has not started scoring, or create them as a new roster player on the spot.
Removing a player from a group that has not started scoring also frees a seat. Groups that are already scoring are protected: their results stand.
A score went in wrong. How do I fix it?
Tap the score in the cockpit’s score table and enter the correction. Every edit is written to the audit trail with what it replaced, and recent edits can be undone from the same surface.
Corrections recompute points for the whole game automatically, so standings are always derived from the current scores, never stale.
What happens if the venue wifi dies mid-meet?
Score submissions queue on the scorekeeper’s phone and send automatically when the connection returns. The tray at the bottom of the scoring screen shows what is pending. The queue lives on that phone, in that browser: keep the scoring tab open and do not clear site data until the tray says everything synced.
The cockpit and TV keep polling and tell you plainly when they are degraded rather than showing stale data as fresh.
Scoring
How are points scored each game?
The default is the IFPA table: 7/5/3/1 in a four-player group, 7/4/1 in a three-player group, 7/1 head-to-head. Ties pool the tied positions’ points and split them evenly.
Your league can pick a different scheme in Settings: 4/2/1/0 (4/2/1 for three players), Pinburgh 3/2/1/0 (3/1.5/0 for three players), Only winner 1/0/0/0 (1/0/0 for three players), Bonus 5/3/2/1 (5/3/1 for three players), or a custom table the director writes. Each meet freezes the scheme it was created under, so changing it later never rescores a played night. Matchplay tournaments pick their scheme per event.
What does a DQ do to the scores?
By default a disqualified player takes last-place points for that game and keeps them (the IFPA convention). Some leagues instead score a DQ as zero and rescore the rest of the group as a smaller game; that variant is a per-league setting.
Players marked out for the night are automatically scored by the same rule for the games they miss.
What does a forfeit (FF) do to the scores?
A forfeit means the player did not play that game. By default they score 0 and the others are scored as a game of one fewer player: in a four-player group under 4/2/1/0 the other three score 4/2/1, under IFPA 7/4/1.
A league can instead give a forfeit the last-place points, so the others keep their places (7/5/3 and 1 under IFPA). Forfeit scoring is a league rule set by your director. The director picks it in Settings, and the league rules page shows it with the real numbers. Like the scheme, each meet keeps the rule it started with.
How do season standings and dropped meets work?
Season standings rank players by their adjusted total: the sum of their per-meet points, minus their lowest N meets if your league sets a drop count (Settings; the default is no drops). A player never drops their final counted meet, so playing more can only help.
The standings table shows which meets were dropped, and ties on the adjusted total share a rank.
How do I record an extra ball?
There is an EB toggle on the score entry card. It records that an extra ball was earned so the meet surfaces show it; it does not change the points math. On the rule itself: the unified PAPA/IFPA baseline is simply that extra balls are DISABLED as a machine setting. When a machine cannot disable them, or your league allows them, how a live extra ball is handled - plunge-only, one flip, or play it out - is a house policy, not rule text. A common tournament convention is plunge-only with no flipping. Whichever you run, write it into your league rules and announce it before play, never mid-dispute. Your Rulings assistant carries the full citation.
Tournaments
Which tournament format should I pick?
Single and double elimination are classic brackets with player self-reporting. Strikes redraws players into groups of 3 or 4 each round (or 1 vs 1 pairs, set under Group size in the tournament’s Settings), the lower finishers take strikes, and too many strikes knocks a player out. Round robin plays everyone head to head on a fixed schedule. Matchplay is a dominant league-tournament shape: Swiss-paired group rounds, then a cut of the top qualifiers into a finals bracket. Flip Frenzy is continuous queue-based match play: win, stay moving; a central line feeds new pairings. High Score is the arcade format: everyone posts their best game per machine, top total wins.
Every format is creatable on every tier. If you are unsure, group match-play qualifying followed by a cut is a common local shape - group finals for the traditional four-player finish, or a head-to-head bracket for a faster one.
How does each tournament format score and rank players?
Each format at its default settings. Your event can change some of these in its settings, and its public page shows the rules with the event’s own settings.
Card: Each card has 5 games on different machines. The best 3 games count. A player may play up to 3 cards. Only the best completed card counts toward standings. Play the fixed list in pool order. Each game earns points by rank against other players on its machine: 100, 90, 85, then down by 5 to a floor of 5. Equal scores earn the higher tied place points. Break equal card totals using dropped games, best first, then share a place. Player score suggestions wait for desk approval. Incomplete cards do not count. The director closes the event; a unique leader with a completed card becomes champion.
Single Elimination: Head-to-head matches in a bracket: win and you move on, lose once and you are out. When the field does not fill the bracket, the top seeds get first-round byes. Each match is one game.
Double Elimination: Head-to-head matches in a bracket with a second chance. A loss in the winners bracket drops you to the losers bracket; a second loss puts you out. When the field does not fill the bracket, the top seeds get first-round byes. The grand final is the winners bracket champion against the losers bracket champion. If the losers bracket champion wins it, one more match decides the title. Each match is one game.
Strikes: Each round the players still in are drawn at random into groups of 3 or 4. Finishing near the bottom of a game earns strikes, and 3 strikes puts you out. Play goes on until one player is left. Random pairing · Standard strikes. Players are drawn at random every round. In a group of four, 3rd and 4th take 1 strike each. In a group of three, 3rd takes 1 strike. In a two-player game, 2nd takes 1 strike. Players who tie on a game share the strikes for the places they tied for, split evenly, so a strike can be a fraction. A player disqualified from a game takes the strikes for last place. Players are placed by how long they lasted: players still in rank first, then later exits above earlier ones. Players who went out in the same round are separated by fewer strikes, then better finishes, then total machine score.
Round Robin: Everyone plays everyone once, one game head to head. With an odd number of players, one player rests each round, and a rest scores nothing. Each game pays 7 points to the winner and 1 to the loser. Players who tie on a game share the points for the places they tied for, split evenly. A player disqualified from a game takes last place on it. The most total points wins. Equal points are separated by most game wins, then by total machine score.
Matchplay: Qualifying is 5 rounds. Each round draws players into groups of 4; when the field does not split evenly, some groups are a different size. Each group plays 1 game per round. Round 1 is drawn at random; later rounds are drawn from the standings and from who has already played whom. After qualifying, the top 8 move on to a single elimination finals bracket. This event scores IFPA 7/5/3/1, the IFPA standard. Four players: 7/5/3/1. Three players: 7/4/1. Two players: 7/1. Players who tie on a game share the points for the places they tied for, split evenly. A player disqualified from a game takes last place on it. Players are ranked by total qualifying points. Equal points are separated by most first places, then most second places and so on, then by total machine score. A tie at the cut line is settled by your director.
Flip Frenzy: Everyone waits in one line. Whenever a machine is free, the player who has waited longest plays a one-game, head-to-head match against the next player in line who was not their last opponent. After the game both players rejoin the back of the line, the winner first. The event ends when your director calls time. The most wins ranks first. Equal wins are separated by the better win percentage, then by fewer games played; players still level share the place.
High Score: Post your scores on the machines; your best score on each machine is the one that counts. Those best scores are added up, and the highest total wins. Equal totals are separated by the higher single best game; players still level share the place.
Pingolf: Each machine on the course is a hole with a target score. Your strokes on a hole are the balls you needed to reach the target. The machines play 5-ball games, and a hole where you never reach the target counts 6 strokes. The lowest total strokes wins, and players on the same total share the place. While play is on, a hole you have not played yet counts as 6 on the leaderboard, so nobody moves ahead on holes they have not played.
Ladder: Challenge a player up to 3 places above you. A winner climbing the ladder takes the higher place and moves players in between down one. One game per challenge. Replay tied games. Wait 15 minutes before challenging the same player again. Starting order: seeded. The desk ends the event. Finish or cancel open challenges before ending. The highest active player is champion. The desk creates challenges and approves player requests and game suggestions. Challenges wait for a free machine. Withdrawn players leave the active ladder.
Group Finals: Rounds of four-player groups. Every round the groups are drawn from the original qualifying seeds, never from results so far. Each group plays 3 games, the top two in each group advance, and the field halves until one final group decides the champion. Games score IFPA 7/5/3/1, the IFPA standard. Four players: 7/5/3/1. Players who tie on a game share the points for the places they tied for, split evenly. A tie that decides who advances is settled by points carried from earlier rounds, then by original seed, and is flagged for your director.
Do I have to enter every tournament result myself?
No. Every tournament has a shareable player link (with a QR code) that lets players report their own results from the machine, with no accounts. The link is scoped to that one tournament and every report is logged in the event feed with its source, so you can always see who entered what.
You can still enter or correct any result from the run view; your entries are unconditional.
How does sign-up work before a tournament starts?
A scheduled tournament’s public page takes zero-account sign-ups while registration is open. You can cap the field; with a waitlist on, overflow sign-ups queue in order and are promoted automatically when a spot frees.
The field is drawn from registrations when you launch, and you always control the final entrant list and seeding.
Players
What is My Night, and do players need accounts?
My Night is each player’s personal live view: their group, their machine, their race, on their own phone. A player picks their name once and the phone remembers; no account is ever required to play, score, or follow a night.
Players who want their record to travel across devices can additionally claim it with an account; you approve claims from your admin area, and approval grants identity only, never any admin access.
Can I give a co-director or scorekeeper access?
Yes, from Settings, by email invite, with two tiers. Admins can do everything. Scorekeepers get the live cockpit and score entry only: no settings, no roster management, no danger zone.
There is no in-place promotion between tiers; remove and re-invite at the other tier instead. The last admin of a league can never be removed.
Accounts and billing
What actually costs money?
Running pinball never does. Meets, tournaments, every format, every player surface: free, with no player caps.
Pro adds league branding and appearance extras on top. If a paid subscription ever lapses, your data and your nights keep working; only the extras turn off.