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 itβs 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 itβs 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 canβt 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 clubβs 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.
