Queue ModesQueue up and play nonstop. Can you handle the pressure?
Mode family
Queue Modes
Highly dynamic modes where you have to earn your spot on the court to score points, win games and appear in the ranking. Everybody else is in the queue — and the queue keeps moving, so there are essentially no sit-outs. Three things are worth settling before you start: how the challengers get assigned, how a game is scored and a side ejected, and how the final table is ranked.
Setting 1 · Challenger Assignment
Assignment
Decided at setup: does the coach or admin step onto the court and play, or stand beside it and orchestrate?
ManualThe admin assigns every challenger by hand — picking the next side up rally by rally, or simply reacting to what just happened on court.
AutomatedThe system works out the queue fairly. The admin stays off court and orchestrates: announcing the challengers and the queue, and managing the points.
Auto AllplayThe system works out the queue the same way, but the admins play too. The role rotates: the system decides fairly when you take over the desk, and when you hand it to the next admin in line and rejoin the queue. It asks every player to be able to manage the scoreboard — align on that before you start the game.
Setting 2 · Scoring & Ejection Rules
Scoring & ejection
What wins a game on court, and what sends a side back into the queue. The first three rules hold in every queue mode — only the target and the price of a conceded point differ between Royals and Doghouse Shuffles.
Points only count on courtOnly the side holding the court scores. As a challenger you play to take the court, not for the board — nothing you win down there goes into your total.
Challenger auto ejectionOptional, and it keeps the game dynamic: challengers get one attempt at the court, or several. Set them to be ejected on the first point they concede, on the second, or later. When they go, the team up next moves in.
Manual ejectionThe admin can eject either side by hand at any point — the court team as well as the challengers.
Royals
Strike pointsSet how many points make a strike. Score them while you hold the court and you have won the game: the strike is booked and you are ejected — as the winner. Back into the queue, and off after the next one.
One life on courtConcede a single point and you are out. The challengers move up and you go back into the queue.
Doghouse Shuffles
Escape pointsThe same target under a harsher name. Reach the escape points you set and you escape — the game is won.
Back to zeroConcede a point and your count is set back to zero. That escape is gone; you start building it again.
Loss limitHow many attempts you get. Hit the limit and you are ejected without ever escaping.
Setting 3 · Ranking Options
Standings
Worth agreeing on before the first whistle — but nothing is locked in. You can change how the table sorts while the tournament runs, and set the baseline you consider fairest for each tournament separately.
Ranking pointsPick this to equalise the rounds. Points are awarded by where you placed on your court, and the winner always takes the most — but only ever one more than second place. So it takes a steady run across every round: killing it once and then laying back is not enough.
Strikes / escapesCounts the actual games you win, and nothing else. The totals carry straight through, so a round where you stand out keeps paying off all the way to the final table.
PointsPick this to look at the points alone, no matter who won the game under the rules of the mode. Every point you scored while on court counts, across all rounds.