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Organising A Knockout.

See Also Handicap Competitions.

The main thing to remember with organising a Knock Out is that the number of entrants has to be brought into line with a multiple of two by itself. This is because each round of games halves the number remaining. So for a KO you need any of the following number of players; 2, 4, 8, 16, 32, 64, 128, 256 and so on. It is unlikely that you will have exactly one of these numbers so byes or preliminary games will need to introduced. It does not matter which you use to get the numbers right, both work just as well. For instance if you have 40 players you can give 24 byes in the first round. This leaves 16 players to play 8 games which with the 24 byes will bring the number down to 32, or you can have 8 preliminary games which will leave 32 as well. It depends how you want to word it really. In other words take the nearest multiple of 2 away from the number of players and this will either be the byes or the number of preliminary games depending on whether the number is higher or lower than the number of players.

eg 1;- 60 players. 64 - 60 = 4
4 byes with 60 players
playing 32 games with 4 byes mixed in draw.
or

eg 1;- 60 players - 32 leaves 28
28 Preliminary games with 56 players gives 28 winners
60 -56 gives 4 byes + 28 winners = 32 next round

eg 2;- 70 players. 128 - 70 = 58
58 byes with 70 players
playing 64 games with 58 byes mixed in draw.

or
eg 2;- 70 players - 64 leaves 6
6 preliminary games with 12 players gives 6 winners
70 -12 gives 58 byes + 6 winners = 64 next round

Organisers should allow 15 minutes for a game consisting of three legs of 501. Shorter or Greater distances should be calculated at the rate of minus or plus 1 minute per leg per 100 points, i.e. three minutes per leg for 301 or 4 minutes per leg of 401.

Three legs of 301  - average time 9 minutes
Three legs of 401  - average time 12 minutes
Three legs of 501  - average time 15 minutes
Three legs of 601  - average time 18 minutes
Three legs of 701  - average time 21 minutes
Three legs of 1001 - average time 30 minutes

It is vital for any organiser to know roughly how long a tournament is likely to take to be played if it is going to be played in one session. The answer will depend on the standard of those taking part, but the following table is a useful rough guide. The estimated times in the table below will be shortened considerably if following rounds are started before all games in previous rounds are completed.

Table Of Times Taken For 501 Knock Outs

Number Players Number Boards Estimated Time
16-32 4 1 Hr 15Mins - 2 Hr 15 Mins
32-64 4 2 Hr 15 Mins - 4 Hr 15 Mins
64-128 8 2 Hr 30 Mins - 4 Hr 30 Mins
128-256 8 4 Hr 30 Mins - 8 Hr 30 Mins
128-256 16 2 Hr 45 Mins - 4 hr 45 Mins
256-512 16 4 Hr 45 Mins - 8 Hr 45 Mins
256-512 32 3 Hours - 5 Hours
 

Table Of Times Taken For 301 Knock Outs

Number Players Number Boards Estimated Time
16-32 4 45 Mins - 1 Hr 20 Mins
32-64 4 1 Hr 20 Mins - 2 Hr 30 Mins
64-128 8 1 Hr 30 Mins - 2 Hr 40 Mins
128-256 8 2 Hr 40 Mins - 5 Hours
128-256 16 1 Hr 40 Mins - 2 Hr 50 Mins
256-512 16 2 Hr 50 Mins - 5 Hr 15 Mins
256-512 32 1 Hr 50 Mins - 3 Hours

Handicap Competitions.

One way of making a Team Knock Out Competition a little more fun for the not so good teams at the bottom of the league is to handicap those that consist of supposedly better players. There are two popular types of “Handicap” adopted by different leagues; -

  1. One way is to simply give the players in the lower teams a points advantage when they start. Hence the top team players might start from 501, 2nd team from 481, 3rd team from 461, 4rth team from 441 and so on down the league positions. Instead of 20 points difference it can of course be 10 points or whatever you see fit. All teams and their players then play from their assigned starting score all through the competition giving the weaker teams a lot more chance against the best. Games can still start with a double or not as befits the league.

 

  1. The second popular way to handicap better players is to vary the method of starting each leg rather than the score. This principal is perhaps better suited to small leagues consisting of only a handful of teams with big differences in the standards between the top and bottom teams, or where teams play each other from different divisions in the same league ie; divisions 1, 2, 3 and 4. Top division teams could start on the Bull to break. 2nd division teams would nominate their starting doubles. 3rd division teams start with any double and the bottom teams would have a straight start. To extend the numbers, even lower teams could have a points advantage as well, as in the above method above. (See 1.)