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OPEN PLAY · LIVE QUEUE

Open play

Good games start with a fair queue.

Connecting…Organizer check-in · Live player view
On court0
In the queue0
Longest wait—
Games completed0

Courts 2

0 active · 2 available
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Announcements play on this device. Offline speech needs an installed voice.

READY WHEN YOU ARE

Your next great session starts here.

Check in your players, choose their level, then send a balanced match to an open court.

Scan to view the live queue

Pickle Puff · Players can view courts and the waiting queue. Ask the organizer to check you in.

Check in a player

Help me choose a club level

2.0–2.5: learning the rules and building consistency. 3.0–3.5: sustaining rallies and placing shots. 4.0–4.5: using reliable placement and strategy. 5.0: advanced competitive play. These are club assessments, not official ratings; choose a level together.

Choose a level together. Learning players only match with others who choose Learning. No automatic promotions.

Session settings

Mixed social games pair one Beginner/Novice (2.0–3.0) with one Intermediate/Advanced/Pro (3.5–5.0) on each team. Team level totals differ by at most 0.5. By enabling this, the organizer confirms participating social players are comfortable with mixed games. Same-level games remain available to balance rotation.

Tell social players before allowing a wider spread. Competitive and learning games always use a maximum 0.5 spread.

Turning requests off closes check-in. Turning them on creates a new request token.

Open this session online on this device before arriving, and wait for Offline ready. You can continue here if signal drops; player queues cannot update until you reconnect. Keep one organizer device active. Sign-in and check-in requests need internet. Offline access expires seven days after verification. Download a backup before switching devices.

Fair play, explained

  1. Prioritize eligible players who are behind on games, counting active games as assigned. Then prioritize waiting time.
  2. Late arrivals begin at the current rotation round; rests pause entitlement so returning players do not monopolize catch-up games.
  3. Keep play preferences together. Competitive and learning groups use a maximum 0.5 level spread. Social games use the selected spread.
  4. If the organizer allows mixed social games, pair one 2.0–3.0 player with one 3.5–5.0 player per team, with at most 0.5 difference between team totals.
  5. Balance teams and reduce repeat partners where possible. Preview the suggested four before starting on a free court.
  6. Choose Team 1 wins or Team 2 wins to finish immediately and return players to the queue. Use Undo to correct a selection. A no-result game does not add a win or loss.

Breaks pause waiting credit. Returning players keep the wait they had earned. Players who leave and check in again join the back.

Too few compatible players? Discuss another preference or level with the player before editing their entry. Fair matches may mean waiting longer.

Change player

Change this court’s lineup now. The other three players keep their places.

Resting players return through Players → Ready again. Queue for next game places the player at the back of the waiting queue. A swap adds no game, win or loss; only the final four players receive the match result when it is finished.

Confirm

Rename court

Plan session capacity

Estimate only: assumes full courts, compatible groups and no transition delays. Actual game counts vary with arrivals, breaks and match lengths.