The match queue, free tables, paused players and table restrictions. What the system weighs before it suggests anything.
September 10, 2026 · 2 views
During a tournament the organizer looks at one panel: who plays next, on which table, and why everyone else is waiting. The next-match suggestion is the heart of that panel. It is not artificial intelligence or a complex optimizer, just one predictable procedure worth knowing, so you know what to expect and when to decide for yourself.
A match enters the queue when it meets three conditions:
Candidates are put in one order, the same for the whole tournament, by four criteria applied in turn:
This order does not change during the tournament. If the suggestion points at a match lower on the list, it is only because the matches above it are held, not because the system judged their importance differently.
Walking down the queue from the top, the system checks for each match whether anything holds it. There are three hold reasons (plus the stale-phase label) and each is shown next to the match:
The first match from the top that nothing holds becomes the suggestion. It is paired with the first free and allowed table on the tournament's table list. If nothing on the list is ready and something is waiting because of tables, the panel says so plainly: players are ready, tables are missing.
The organizer can assign tables to a phase, to a specific group or to a specific bracket round. For example: groups A and B play on tables 1 to 4, groups C and D on tables 5 to 8, and the final on the TV table. The most specific rule wins: a group setting overrides the phase setting, and so does a round setting. No setting means no restriction.
Restrictions steer the suggestion, and when starting a match that nothing holds the organizer may pick any free table of the tournament, assigned or not; the suggested match itself starts on the table it was suggested with. A match waiting for an assigned table gets no start button, though: the way out is to change or clear the assignment in the settings. The hard rules when starting a match are different: the match must be pending, both players known, the table free (across the whole club, not just this tournament), neither player may be playing on another table at that moment, and the phase must be current.
A private tournament may have no venue assigned, and therefore no tables. Then matches are started without a table and the suggestion names only the match. This is deliberately distinguished from a tournament that has a club whose tables were taken back mid-event: there every match waits for a table, and the organizer sees that tables are the problem, not a lack of matches to play.
Besides the single suggestion, the panel shows the queue: the following matches in the fixed order, each with its hold reason, or with none if it is simply waiting for its turn. Every pending match is listed, not just the first few, because a row without its reason reads as unexplained. Players see the same thing from their side: on the tournament page a player sees their next match, the table once it is on one, and a warning if they are paused.
If a group table ends in a tie the criteria cannot break, a penalty shootout is created: a series of single shots for two or more players, unless the organizer switched the shootout off in the tie-break settings, in which case the group's draw order decides. In the queue it behaves like an ordinary match, only with more participants: it occupies a table and is held while any of its participants is playing elsewhere.
One could imagine a cleverer algorithm: one that predicts match durations, balances table load and minimizes waiting time. It is deliberately absent. The organizer at the desk must understand at any moment why the panel suggests what it suggests, and must be able to do otherwise with one action. A fixed order, three clear hold reasons and the first free table give exactly that. Everything that requires reading the room stays a human decision.