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ITS Scoring
Rocketship Games
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Copy this workbook to your own Google Drive space to edit it for conducting your own event.
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IMPORTANT GENERAL RULE: Only enter data in white cells! All other cells are calculated and will trigger a warning if edited.
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For any questions or problems using this workbook, email contact@rocketshipgames.com
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REGISTRATION
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Enter each player in the Roster tab
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Code is any unique identifier for that player you wish to use; might be first name in a small group, first and last in a larger group, or a code name or code string you assign
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Name is the player's full name (purely informational)
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Faction is the Infinity faction they'll be playing (purely informational)
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(misc) is for miscellaneous uses, such as tracking who has paid
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PAIRINGS
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The Pairings section on the Roster tab helps with pairings, but it's still a manual process
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Pairings in the first round are assigned randomly
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The Seed column generates random numbers to be used for this
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These numbers change whenever the sheet is updated; if that's annoying, hide the column
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Sort all the rows of registered players by the Seed column
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Go down the rows and pair every two players, putting their respective opponents' player codes in the R1 column
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Pairings in the subsequent rounds are assigned by a Swiss system
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Sort all the rows of registered players in descending order by Tournament Points, then Objective Points, then Surviving Army Points
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Ties are broken by summing and comparing the total objective points of all previous opponents of each player, but this is unlikely to occur in most events
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Go down the rows and pair every two players, putting their respective opponents' player codes in the R# column where # is the round number
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The Err? column will note any duplicates; any such pairings must be manually adjusted
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The general rule is that the best player should fight the next best player and so on, skipping down to the second best player if the best and next best already played
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MATCH RESULTS
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Distribute a scoresheet to each pair each round and collect once completed
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Enter match results from the scoresheets in the Results tab
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Each match gets its own row; the order in which they're entered doesn't matter (by players or rounds)
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Enter the round number for the match in the left column
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Enter the players' codes and results in the scoring sections; it does not matter which player is entered on the left or right
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Check that the win and tournament points have been computed correctly
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Check that the players have been updated in the Roster tab
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TOURNAMENT STANDINGS
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Individual rankings may be found by sorting the appropriate columns in the Roster tab
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I.e., sort in descending order by Tournament Pts, Objective Pts, and then Surviving Army Points to find an overall winner
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PAINTING VOTE
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Distribute painting ballots to each player and then collect once completed
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Copy the player codes from the Roster to the appropriate column in the Painting tab
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Each ballot gets a numbered column in the Painting tab; the order in which ballots are entered doesn't matter
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For each ballot, find the row for the top preference and enter a 3, then the second preference and enter a 2, and the third preference and enter a 1
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Sort all the rows by the Sum column to find the top vote for painting/hobby
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NOTES
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The Notes tab is for general notetaking throughout the event
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It includes a simple tool for planning the event's schedule and monitoring it during execution
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Begin by entering basic data for the event
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First Round is the time at which dice should start rolling
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Round Duration is the amount of time allotted to play each round, e.g., 1:30 for one and a half hours
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Turnaround is the estimated amount of time to wrap up games, collect results, and determine new pairings, e.g., 0:15 for fifteen minutes
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# Rounds is the number of rounds to be played in the event
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A schedule will then be computed to the right; only the planned number of rounds will show
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Any special gap between rounds differing from the Turnaround should be entered in the Break column for the round it follows
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E.g., for a one hour dinner break after round 3, put 1:00 at the Break column in the row for round 3
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If a round begins early or late, put that time in the appropriate Actual Start and the remainder of the schedule will be adjusted
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