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How to Run a Tournament

The essence of go is competition, and tournament plays takes that rivalry to its highest level. Running a tournament will strengthen your club, you will get to know new players from your area, and you may even build your club's treasury!

Organizing a tournament is probably easier than you think, especially if the word "tournament" conjures images of dozens of players waiting impatiently for the next round to start, while frantic directors resolve some horrible crisis with the pairings. A "tournament" can be held with as few as two players, and there are several interesting formats for as few as four players. In all the formats below, if play meets certain conditions (see here for details), any AGA member can submit games to the AGA ratings system.

Click here to view official policies and procedures for running AGA tournaments.

The Official AGA Tournament Guide: Everything you need to know to run a successful AGA rated tournament.

CONTENTS OF THIS PAGE

  • Kadoban
  • Ladders
  • Leagues
  • Round Robin
  • Knockout Tournaments
  • Self-Pairing Tournaments
  • Formal Pairing Systems
  • Computerized Pairing
  • Settling Disputes
  • Overtime
  • Seeding Unrated Players
  • Breaking Ties
  • Preparing for Your Event
  • How To Submit Results For Ratings

    Kadoban

    Any two players can agree to a formal series of matches under certain conditions, constituting a sort of "tournament". Some of the most famous games in history were played in this way, such as the "Castle Games" in 17th century Japan, and when Chinese player Go Seigen defeated every top Japanese pro in a series of ten-game matches in the 1930's.

    Ladders

    If your club holds regular meetings, you can establish a permanent club "ladder", a list of all members, in rough descending order of strength. Members challenge other players who are higher on the ladder. If they win, their name moves to the spot above the defeated player. Use magnetic labels holders -- available from such suppliers as www.shoplet.com -- on white board such as those available from www.usmarkerboard.com.

    Leagues

    Another ongoing type of event is the "league". Players who sign up agree to play every other player in the league over a given period of time. At the end, prizes can be awarded for most wins, most games played, or other categories. All you need is a cross-grid with players listed horizontally and vertically, crossing out the boxes where players would play themselves, and a sufficient number of players to make it interesting.

    Round Robin

    Now we come to special events for more than two players at once. A "round robin" is a sort of simultaneous league. All players pair up for the first round. When all games are completed, one player remains seated while the others rotate one seat to the right or left. Continue in this fashion until all players have met. The Lightning Tournament at the annual US Go Congress is an example of a round robin tournament.

    Knockout

    In a knockout tournament, the field narrows to two contenders as losers drop out each round. This type of structure is seldom used in AGA events. Players who set aside the day to play in a tournament don't want to leave the field, they want to keep playing. Fortunately, there are other pairing methods that guarantee every player an opponent in every round.

    Self-Pairing

    Pairings? Who needs pairings? Not the TD who uses the self-pairing system! Just match players based on strength for the first round and post a signup sheet. When each game finishes, the players report the result, and consult a list of players who have finished their games. If they see a player on the list who they have not yet encountered that day, that is their pairing for the next round. If not, they add their names to the list and wait.

    Potential problem: With this method, some players can get in more games than others, unless the director sets a maximum.

    The self-paired format works well for small casual events, where handicaps may vary considerably within a small field. If player ranks vary widely, the director may also need to set a handicap limit, so that players must be within x number of ranks to play.

    Formal Pairings

    You may never run a large tournament, but if you're reading this page, you'll probably play in one, so you might want to understand some of the basics.

    Major tournaments -- over 25 players -- generally use one of two methods:

    The Swiss-McMahon system is an adaptation of the Swiss pairing system used in most chess tournaments. In a Swiss tournament, all participants play all rounds, meeting other players with similar records. Int 1970, Lee McMahon of the New York Go Club devised a variation that accounted differences in player strength. Basically, the field is divided into bands. For instance, A lower-mid-ranked player in a field of 100 players, divided perhaps into four bands, might find himself in the C band, two down from the top. He would start with a score of -2. he could not win the top section, but he could win prizes against other who start with a similar score. This is a complex system, with provisions for players to move from band to band if they are doing very well or very poorly.

    The Accelrat system uses the AGA rating algorithm to pair players of similar strength. Ratings are adjusted each rounds, based on the results of that round, and players meet opponents with the closest ratings as they go along.

    For more information on these systems and other tournament-related questions, write to tournaments@usgo.org.

    Computerized Pairings

    People have been running huge tournaments since long before the PC was invented, but most TDs these days use PCs to pair their tournaments. They like the fact that pairing programs format results automatically for submission to the AGA rating system.

    PyTD will produce Swiss-McMahon style pairings and out put results in AGA compatible format. The Accelrat system will also format results automatically for the AGA rating system.

    Setttling Disputes

    Problems occasionally arise during the course of a tournament. Players may complain about the conduct of an opponent, playing conditions, or even the outcome of a game. Like a referee at a sporting event, the tournament director's word is final. Experienced TDs have seen most common problems and know how to respond; if you're new to directing, recruit an experienced TD to advise you -- if you've got more than a dozen players, there's probably someone playing in your event that can help you. At large, important tournaments, TDs sometimes appoint an appeals committee, usually at the start of the event, to review difficult decisions.

    Overtime

    Winning a lost game on time is better than losing, but not by much! Nearly all AGA tournaments use some sort of overtime rule, giving players a better chance to settle the game on the board, rather than by a loss on time. There are two basic systems of time control:

    Asian Style: In most major Asian tournaments, the overtime rule is "x number of periods of y seconds." The North American Oza, for instance, uses a time control of five periods of twenty seconds each. When a player's basic time expires, he/she receives a warning that overtime has begun,. From then on, if he/she uses more than twenty seconds to select a move, one overtime period is lost. By playing within twenty seconds, the player can keep all overtime periods.

    Canadian Style: The other major overtime procedure requires the player to use x number of stones in y minutes. When a player's basic time expires, the game clock is stopped, and the player counts out x stones. The clock is reset for y minutes and play resumes.

    If you play on the Internet you are probably very familiar with both of the above systems.

    Bonus timing: Also known as "Fischer timing" in honor of its creator, chess giant Bobby Fischer, this method adds a new dimension of time management to tournament play. Everyone begins with a small amount of time -- say fifteen or twenty minutes -- but they gain additional time with each move. By playing quickly, the player can actually increase the amount of time on the clock. Downside: This method requires a specially programmed clock, such as the Excalibur Game Time II.

    Seeding Non-Rated Players

    When players have AGA ratings, or other credible statements of strength such as IGS or KGS, it is fairly easy to decide where they belong in the field. When a completely unknown player appears, how should decide where he/she belongs?

    The AGA recommends that players play their actual level. Rated players are required to play at their rated strength. If an unknown player appears, the TD will often ask a top player to play through a few openings with him/her and offer an assessment of strength. The TD has complete discretion to move new players up or down in the field, depending on their results. The goal is to give each player the best possible games. If a new player is crushing his/her oppnents or being crushed, he/she is at the wrong rank.

    Some players like to try to play above their actual strength, hoping to gain rating points if they "get lucky." TDs discourage this practice. If you play over your head, you will probably lose most of your games; if one of your opponents ties for a prize, they will probably lose on SOS -- because of you! (See below for explanation of SOS.)

    Others like to "sandbag" -- try to play below their strength to assure victory, also considered impolite and inappropriate. The Swiss-McMahon and Accelrat systems compensate for this to some degree, but the AGA encourages honest competition.

    Occasionally, a player will tell the TD that he/she has been studying since the last event, and ask to play at a higher level. TDs have the discretion to honor such request. The standard is to increase a person's rank by at least two degrees in this instance.

    Breaking Ties

    The obvious way to win a tournament is to be the only player who wins all your games. However, except in knockout tournaments, which guarantee such a result, this seldom occurs. Especially in large events, it often occurs that, A beats B, B beats C, and C beats A, or each of them lose to D, E, and/or F, so that no one is undefeated. In fact several people may wind up with identical records. How should winners be chosen. In leagues and Swiss-McMahon and Accelrat tournaments, at the end there may be several people with identical records at the top of each band.

    In the AGA, we customarily split the prize money evenly among all the top finishers with identical scores, but someone still has to "win." We generally use the following tie-break mechanisms, in the following order:

    Sum of Scores (SOS): Count up all the games your opponents have won, as reflected in their Swiss scores. That's your "SOS". The person with the highest SOS faced the most difficult field -- they beat the most other people -- and so is declared the winner.

    Sum of Defeated Opponents' Scores (SODOS): If two or more players are tied and have identical SOS scores, the next step is to drop the score of anyone who defeated you -- that's your "SODOS". In essence this means that between players who have tied Swiss scores and SOS scores, the one who was beaten by the stronger opponent becomes the winner.

    Face to Face Result: At first glance, it seems like this is the logical way to break a tie, but that thinking doesn't stand up to close scrutiny. Cionsider a ituation such as we have described, where A beats B, B beats C, and C beats A. If A and B are tied for first place, F2F means A would win; however, A was was beaten by a player who lost to B. It's not as convincing as using the whole gield, or most of it, to decide the winner. But in rare case where players are tied on Swiss, SOS and SODOS and have met, it is considered an acceptable method for declaring a winner. To see a more detailed discussion of this issue that appeared in the 9/5/05 issue of The American Go E-Journal, click here, and click here for a followup on that discission in the 9/26/05 issue.

    Nigiri or Other Random Procedure: Last, and least desirable, a random method must be used to select a winner. Nigiri, in which one player takes a handful of stones and the other guesses "odd" or "even", is sometimes used to choose for color at the beginning of an even game. It can also be used as a last resort to delcare a winner. Coin flip, cutting a deck of cards, and dice have also been used.

    Preparing For Your Tournament

    Anyone can organize a successful event by following these simple steps:

    • Line up the space and equipment. If you need additional playing sets, the AGA will help you borrow from nearby clubs or will find another way for you to have the equipment you need. Write to equipment@usgo.org for more information.
    • Publicize your event. Good news -- the days of stuffing and labeling hundreds of envelopes to publicize your event are over! Click here for free listing in The American Go E-Journal and on our tournament page. We can also send a special announcement of your event by e-mail to AGA members and chapters in your area.
    • Get AGA data for rated tournaments. AGA chapters can submit results to the rating system.Rated tournaments attract more players. You'll need to know the current rating and membership status for everyone who enters -- non-members have to join or pay a rating fee of $10. If you can connect to the Internet from the tournament site, use the AGA ratings page to confirm the strength of known players and confirm AGA membership status, or download TDListA or TDListN using the "Format" option on the "Ratings" page.
    • Clarify the rules at the start of the event. If this is your first tournament, find a an experienced TD to help if difficulties arise. Things to think about include reiterating the basics, such as "a stone laid is a stone played" You will also need to select a rule set and a time control.
    • You don't need great prizes to have a great event. For a local tournament, a few go books and other trinkets will be fine. Ask the AGA about materials that you can use as prizes. If you have time, you can probably find some local merchants who will donate prizes.
    • Afterward, remember to send in the results and membership data as described below

    How To Submit Results

    When your tournament or event is over, send the following to the AGA:

    • Send the names and ranks of winners and a brief report to journal@usgo.org within 24 hours, for publication in the next edition of The American Go E-Journal.
    • Within seven days, send the results in electronic format to ratings@usgo.org . electronically, properly formatted for entry in the rating system. Accelrat, PyTD and other pairing software can do this for you, or click here to learn how to format your results.
    • AGA membership or payment of a $10 rating fee is required for all players. (The AGA waives this requirement for person living outside the US if they are members of their own national organizations.) Make sure you have plenty of membership forms on hand. Please enclose the appropriate fees and membership information and mail to: AGA, PO Box 397, Old Chelsea Station, NY NY 10113..

    NOTE: TDs of rated tournaments who fail to submit results or membership information in a timely manner will receive one e-mail reminder after thirty days. The AGA reserves the right to reject tournament data that is more than 90 days old.

    Your tournament results will be entered into the system and should be available at www.usgo.org/ratings.asp within a few weeks of submission.

    Click here to download The Official AGA Tournament Guide, which covers the material on this page in much greater detail, and more!

    You can also write to tournaments@usgo.org for answers to your questions. Enjoy your new career as a tournament director!

  Last updated 11/05/07
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