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Club Match

Two clubs field teams of 2 or 3 and play every tie across clubs.

How it works

Two named clubs each field teams of the same size (2 or 3 players). Every team match (tie) is drawn across clubs β€” never two teams from the same club. Choose a Schedule:

  • Full cross β€” every team in Club 1 plays every team in Club 2 (m Γ— n ties total).
  • Paired β€” Team 1 of each club plays Team 1 of the other, Team 2 plays Team 2, and so on (one tie per team pair; requires equal team counts in both clubs).

Each tie uses the same game structure as its team size: teams of 3 rotate through the same partner pattern as the 3v3 Team Event (A+B, A+C, B+C β€” win 2 of 3 games), teams of 2 play a single game.

Who it’s for

A dual match between two clubs or facilities, rather than open pickup play.

Players and courts

  • Both clubs need at least one complete team; player count must be a multiple of the chosen team size.
  • Paired schedule requires equal team counts in both clubs β€” it’s disabled until they match.
  • No gender rules.

Settings

  • Team size β€” 2 or 3 players per team.
  • Schedule β€” Full cross or Paired.
  • Group names and team counts for each club.
  • Scoring β€” the win target and margin for each game; see Scoring formats. Club Match always tracks scores (Track Scores can’t be turned off), since standings depend on them.
  • Courts in Quick Robin defaults to 2 like every format, and can be raised; the fallback of the smaller club’s team count only applies to an event run without a court limit.
  • Start Event stays disabled until both clubs are named and every player slot has a unique, non-blank name.