When the internet drops
Every tournament platform says it works offline. This is the page that says what that means here — what keeps working, what does not, and what happens when two devices come back with different ideas about the same round.
You are offline. The console keeps running; everything else waits. When the venue wifi goes
It is generated from the software itself, so it cannot describe behavior the product does not have.
What the device keeps
- The console itself, so it loads with no network.
- The competition as it stood when the device last synced.
- Every action taken on this device since, whether or not it has been sent.
- The ruleset in force, so standings and tiebreakers are computed the same way everywhere.
What keeps working with no network
These are the things one person does to one player or one match. They merge on their own, so several devices can do them at once without coordinating.
- Record a result
- Works offline. Queued on the device and merged on reconnect.
- Correct a result
- Works offline. The value it replaced is kept, so the change is auditable.
- Check a player in
- Works offline. Checking in twice is the same as checking in once.
- Drop a player
- Works offline. If a check-in and a drop race, the later one wins and both are kept.
- Seat a late arrival
- Works offline. Two devices seating the same person produce one entry, not two.
- Write up a penalty
- Works offline. Two judges writing one up is two penalties, which is correct — and recording one never changes a result by itself.
- Agree with what the table reported
- Works offline. Three players confirming at once is three confirmations, which is what happened — they merge rather than racing.
- Say the table is wrong
- Works offline. The table stops for a judge and no result is recorded either way.
- Call for a judge
- Works offline. A retried call raises one, not two, and the wait is timed from when it was raised rather than when it reached the server.
- Take a judge call
- Works offline. If two judges claim the same call the first holds it and the second is told who — neither claim is thrown away.
- Resolve a judge call
- Works offline. Any extra time granted belongs to that table, so nothing about it depends on the room clock being reachable.
- Give a player a team
- Works offline. A round-one bracket seed can read a team, to keep teammates apart, but every pairing is decided once, the moment it is generated, and carried in that command rather than recomputed later — so a team given now can never rewrite a pairing that already exists. Two devices giving the same person a team merge the same way two judges writing up a penalty do.
What needs authority
These change the shape of the tournament, and two of them cannot be merged into one correct answer. There is no sensible way to combine two different pairings of round four, so one device holds authority at a time. It is claimed while online and then used offline for as long as you need it — and another device can take it over, which immediately makes the first one’s structural actions stale rather than silently competing.
- Pair a round
- Needs authority. Only the device holding the lease may pair, online or off.
- Start the round clock
- Needs authority. The time is set once and every device counts down to it.
- Close a round
- Needs authority.
- Cut to the bracket
- Needs authority. The seeding used is recorded, not recomputed later.
- Call last turn
- Needs authority. Called once, so every screen in the room says it at the same moment rather than each device deciding for itself.
- Move a player to another table
- Needs authority. It edits a pairing, so only the device holding the lease may do it — and a table that has already reported has to have its result reset first.
- Move a player to another pool
- Needs authority. It reshapes who pairs against whom for the rest of the qualifying stage, so only the device holding the lease may do it — sealed for anyone already in a pool once pool play has started, but a player with no pool yet can still be placed into one at any point.
- Finish the tournament
- Needs authority.
When two devices disagree
The rule is one sentence: nothing that decides who won is resolved quietly. Anything that only adds, or that means the same thing twice, merges on its own. Anything that changes a competitive outcome stops and asks a person. An organizer will forgive being asked. They will not forgive a round that was quietly re-paired.
| If this happens | This is what we do | Asks a person? |
|---|---|---|
| The same action reaches us twice | Applied once. Pushing again changes nothing. | No — it just merges |
| Two devices check the same player in | Checked in. It is a state, not a counter. | No — it just merges |
| A check-in and a drop for the same player | The later one wins, and both stay in the log. | No — it just merges |
| Two devices move the same match to a different table | The later one wins. | No — it just merges |
| Two different results for the same match | The first is kept and the second is preserved and shown to a head judge as a discrepancy. The match is flagged on the floor, and the signed slip decides it. | Yes |
| A result arrives after the round was closed | Accepted into the log and held as a correction. A head judge applies it or does not. | Yes |
| Two devices both paired the same round | Nothing is merged. Both are replayed read-only and shown side by side; a head judge picks one. The other is kept and marked abandoned, and the results recorded against it are moved onto the chosen one where they still apply. | Yes |
| A result refers to a match the chosen pairing does not contain | Held, shown, and never discarded. | Yes |
Paper outranks anything digital
A signed match slip is the record. If a device is lost, a round can be rebuilt from the slips; if two devices disagree about a result, the slip decides it, and the discrepancy view names which piece of paper to pick up. Printing is the one part that needs a connection — the paper it produces is what carries the round through an outage.