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How it works

The rules, in plain language.

Everything that decides a result — formats, scoring, tiebreakers, ratings, and how scores get entered. GoldenPoint handles the structure — so you spend your time playing, not doing admin. This is the page to settle a question mid-match.

New to GoldenPoint? Read why it exists

LeaguesTournamentsPaymentsAmericanoLaddersRolesTiebreakersRatingsResultsLive scoringAchievementsFAQ
01

Leagues

Doubles-only, fixed-partner teams playing a round-robin season across skill-based divisions.

Seasons

Every team plays every other team in its division once, producing one live table. When a season ends, the table is frozen, promotion and relegation are applied, and the next season begins — a league runs on and on. Nothing is ever lost: even an ended league keeps every result, record and rating as history.

Points

  • Match win — 3 points
  • Loss in three sets (2–1) — 1 point
  • Loss in two sets (0–2) — 0 points

Promotion & relegation

  • One team up, one team down per season.
  • The top of the highest division stays.
  • The bottom of the lowest division stays.
  • End-of-season movements are confirmed by an admin.

Team identity

A team is its two core players — the partnership IS the team. Each team keeps a small pool of subs, and any two from the pool can play a given match; rating and standings belong to the team, not the players on a given night. A permanent change to a core player starts a new team.

02

Tournaments

One-day events for teams or individual players, with self-registration up to the start.

Formats

  • Single-elimination — a bracket where winners advance and losers are out.
  • Round-robin — everyone plays everyone, ranked by the same points and tiebreakers as a league.
  • Group + knockout — round-robin groups feed a cross-seeded playoff bracket.

Points (round-robin & groups)

  • Match win — 3 points
  • Loss in three sets (2–1) — 1 point
  • Loss in two sets (0–2) — 0 points
  • Walkover — 3 points to the winner, 0 to the no-show

Seeding & byes

Seeds spread across the bracket so the strongest entrants meet late. When the count doesn't fill the bracket, the top seeds get a bye into the next round.

Walkovers & retirements

A no-show is recorded as a walkover. A mid-match retirement is scored so the retiring side wins no further games — the rest of the match is awarded to the opponent.

Running live

The organizer manages courts and confirms scores as matches finish, and the bracket or table fills in real time.

03

Payments & entry fees

Coming soon

Paying entry fees in the app is coming soon. For now, joining events in the app is free.

04

Americano sessions

Live social play where partners rotate and you score for yourself.

How it runs

Partners change every round and individual points are tallied across the whole session, so a night stands on its own.

Joining

Players join by code or QR — no installs. A live leaderboard updates as the organizer enters each round's scores.

Ranked or casual

A ranked session's doubles games count toward your personal Rating when the session ends, each at a quarter of a league match. They count for the players who took part: the host, and anyone who joined with the code or entered a score. A player the host only added is not rated until they open the session with its code, and a game counts only when players who took part are on both sides. Doubles sessions are ranked. Unranked sessions, a Singles Americano and games on a singles court don't count. At most 20 session games a day count for any one player.

05

Ladders

A ranking that never ends. Teams of two join at the bottom, challenge the teams above them, and take their place by winning.

What it is

A ladder is one ranked list of doubles teams, the best at the top. There is no season and no fixture list: a match happens when one team challenges another and the challenge is accepted. A team is two fixed partners, and a player can be on one team per ladder.

Joining

Open the ladder from its link, its code or the QR poster, sign in, and pick your partner by name, @handle or email. Your team goes on the ladder when your partner accepts the invite. The host sets how long the invite lasts; the default is 7 days. If your partner says no, or the invite runs out, your entry is withdrawn and you can enter again with someone else.

Your rank

A new team starts at the bottom, so the first team to join holds the top place. From there you climb by challenging a team above you and winning. When a team leaves, every team below it moves up one place, and a team that comes back starts at the bottom again.

Who you can challenge

Any team within a set number of places above you. The host sets that range; the default is 5 places. Among the top 5 teams, any team can challenge any other, above or below. A team has one open challenge at a time.

When you cannot

  • The team is below you, or further above you than the challenge range. Only among the top 5 can a team challenge down.
  • You met that team recently. After a match or a forfeit between two teams, neither can challenge the other for a while: the rematch cooldown. The host sets it, and can turn it off; the default is 14 days. A decline or a voided challenge starts no cooldown.
  • That team is already in a challenge.
  • Your own team has an open challenge. Finish it first.
  • Your partner has not accepted yet. A team still waiting for its partner is not on the ladder, so it can neither challenge nor be challenged.
  • Your team has reached the limit on challenges sent in one day. Try again tomorrow.

When you are challenged

  • Accept, and the match is on. The host sets how long you have to answer; the default is 3 days.
  • Decline, and nobody moves, as long as you have a free decline left. The host sets how many; the default is 1 free decline in any 30 days.
  • With no free decline left, saying no is a forfeit: the challenger takes your place.
  • No answer in time counts as a decline, free or not.
  • A challenge from a team above you, possible only among the top 5, never costs anything to decline: you have no place to protect.
  • The challenger can withdraw the challenge until you answer.

Time to play

Once a challenge is accepted, the two teams have a set time to play. The host sets it; the default is 7 days. Arrange the match between you: while the challenge is on, the teams can message each other in the app. If it is not played in time, the challenged team forfeits and the challenger takes its place. A challenge made down the ladder is void instead, and nothing changes.

Entering the score

A match is best of three sets. Either team enters the score, and the other team confirms or disputes it. Left unanswered for 1 day, the score stands. A score the host or the ladder's staff enter is official at once, as long as no team has entered one; once a team's score is waiting or disputed, the staff enter no other, and the host settles it with a decision instead. Nothing moves until a result is official.

Disputes

If the score entered is wrong, dispute it and enter the score as you have it. The host sees both and decides: one of the two scores stands, or the challenge is voided and nobody moves. Both teams stay in that challenge until then. A dispute still undecided 14 days after the score was entered is voided automatically.

How ranks move

  • When the lower-ranked team wins, the two teams swap places. Every team between them stays where it is.
  • When the higher-ranked team wins, nobody moves.
  • A forfeit counts as a win for the other team. If that team is ranked lower, the two swap places, exactly as after a match.
  • A free decline, a withdrawn challenge or a voided one moves nobody.
  • A team that plays no ladder match for a set time drops down. The host sets the time and the drop, and can turn the drop off; the defaults are 30 days and 3 places. The top team never drops.

Rating

A ladder match counts toward your personal Rating at the same weight as a league match, once its result is official. A forfeit or a voided challenge changes no Rating.

For hosts

  • Starting a ladder is part of GoldenPoint Club: the host is an owner or admin of a club with an active subscription. Joining and playing is free.
  • The host sets the rules when starting the ladder and can change them later in Manage: the challenge range, the time to answer, the time to play, free declines, the rematch cooldown, the inactivity drop, and the time a partner has to accept.
  • The host settles an open challenge the teams cannot: by approving one of the scores entered, by awarding a challenge that has no score, or by voiding it. The host can also move or remove a team, and end the ladder. Nothing is deleted, and every one of these is written to the audit trail.
06

Roles

A competition is run by a small team, and each person gets exactly the access they need — nothing more.

01

Host

Full control, including managing people and archiving.

02

Co-host

Runs the competition — scores, courts, gates, advancing. Can't manage people or archive.

03

Scorer

Enters scores only.

07

Tiebreakers

Leagues and tournaments break ties in slightly different orders. When teams finish level on points:

  1. 1In a league: head-to-head first, counting every meeting between the tied teams (points, then sets, then games in those matches), then set ratio, then game ratio across all their matches, then registration order.
  2. 2In a tournament (the official FIP order): two teams level are split by their head-to-head; three or more by sets won vs lost, then games won vs lost, in the matches among the tied teams only.
  3. 3Still level in a tournament after that, the final step: a drawing of lots (FIP's official method), an order set by the organizer, or registration order if the organizer takes no action.
  4. 4As soon as one team is clearly separated it's locked and the rest re-resolve from the top; a tie reduced to two is settled by their head-to-head.
  5. 5A walkover counts as 6–0 6–0 for this math; in tournaments a retirement is scored so the retiring side wins no further games.

What separates tied teams first is their record against each other — not the overall +/− shown in the table. A team with a better overall set difference can still finish lower if it lost the matches that mattered.

08

Ratings

Two numbers show how strong you are — your team's rating in a league, and your own rating across everything you play. Both work like chess ratings: win and you climb, lose and you slip.

Two numbers

League rating is your team's strength inside one league: it ranks that leaderboard. Rating, on your profile, is your own number that follows you across every league, tournament and ladder. You and your partner rise and fall together; play with a different partner and only your own Rating moves.

Good to know

  • Everyone starts at 1500.
  • Your first 10 matches move it faster, then it settles — until then it shows a Provisional tag.
  • Tournament matches count at half the weight of a league match, and a ranked session's games at a quarter, once the session has ended.
  • A ladder match counts the same as a league match, once its result is official.
  • Walkovers (no-shows) award league points but don't change ratings.

How it moves

Beat a stronger opponent and you gain more; lose to a weaker one and you drop more — an expected result barely moves anything. The little +10 or −7 beside a rating is the Trend: how far your last match moved you, and which way.

Ranked vs casual

Leagues, tournaments and ladders are ranked. A ranked Americano or Mexicano session counts too: its games move the ratings of the players who took part when the session ends, at a quarter of a league match. Unranked sessions and a Singles Americano never do.

09

Match results

How a match is scored and how a result becomes official.

Match format

Matches are best-of-3 with golden point. The third set is played in full by default; tournaments can use a 10-point super tie-break instead.

Score entry — leagues

A score a player reports waits for the other team to confirm or dispute it, and becomes official automatically 2 days after it was reported if they do not answer. A score the league's host or staff enter is official at once. The host settles a dispute, with an audit trail.

Score entry — live formats

In Americano and tournaments the organizer enters scores as matches finish and is the recording authority for the session.

10

Live scoring

Scores are entered courtside. A player's score is confirmed by the other team, and one the host or staff enter is official at once.

Submit

After a match, either team enters the set scores from a phone — no paper, no spreadsheet.

Confirm

A score a player enters waits for the other team to confirm it, so both sides stand behind the record. If they do not answer in time, it becomes official automatically. A score the host or staff enter is official at once.

Dispute

If something looks wrong, a team can dispute instead of confirming, flagging it for the organizer to resolve.

Organizer override

An organizer can correct or finalize a result when needed — every change is written to the audit trail.

11

Achievements

Persistent badges your team earns across seasons — first wins, hot streaks, comebacks, big-rated upsets. They're auto-earned, live on your team profile, and never expire.

12

FAQ

Why did my Elo change — or not change?

Two things drive it: the result and the gap between ratings. Beating a stronger opponent gains more; an expected win barely moves it. The small +/- is the Trend, your last match's change. Walkovers don't move ratings. A ranked session's games do, at a quarter of a league match, once the session has ended, for the players who took part in it (joined with the code or entered a score); unranked sessions and a Singles Americano don't. And remember there are two numbers: your team's League rating in each league, and your own Rating that follows you everywhere.

What if both teams enter different scores?

A league score a player reports is official once the other team confirms it, or automatically 2 days after it was reported if they do not answer. If the other team disagrees, it disputes the score and the host settles it, with a full audit trail. A score the league's host or staff enter is official at once.

How are ties broken?

In a league: head-to-head first (every meeting between the tied teams counts), then set ratio, then game ratio across all matches, then registration order. In a tournament, the official FIP order: head-to-head for two teams, the record among the tied teams (sets, then games) for three or more, then a draw. Either way, what separates tied teams first is their record against each other, not the overall +/− shown in the table.

What happens if a team withdraws?

A no-show is recorded as a walkover: it awards standings points but skips the Elo update. In a tournament, a mid-match retirement is scored so the retiring side wins no further games.

Can I play in more than one league?

Yes. Your player identity and personal rating follow you across every league, ladder, session, and tournament you join. It's tied to your account, so as long as you sign in (or claim your slot) it counts, no matter what name a team is entered under.

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