How can Toornament improve your event production?

A few weeks back was hosted the ESWC Summer, in Bordeaux, France. There, hundreds of participants and thousands of enthusiasts gathered for 2 days of intense competitive gaming action.
For this new edition, the ESWC once more trusted Toornament for its competition management, using the platform from registrations to result reporting on site, and as the main tool at the heart of their production line, with a Live Website and a streamlined video production, for both online and offline assets.
Let’s see how they used Toornament to create this new live environment!

Live Website

The ESWC Production staff, led by Sylvain Maillard, created a Live Mod on the ESWC Website. There, you can navigate between games, and within each game, between the different official live streams for the competition (most of the competitions were streamed in several languages). In every case, you’d have a panel with all information about the tournament, gathered through the Toornament API (schedule, latest results, participants data, statistics etc.).

Here you can see the Live Website, a unique and clear website with all information for spectators: embedded live stream and panel with live results from the competition.

Each participant, individual or team, also had his own profile, with its lineup, achievements, latest results and schedule in the competition.

Icing on the cake, the whole thing was fully responsive (so also available on mobile) and automated, so the ESWC Production Team could focus on the event and tournaments once it all started, while the website handled itself communicating with Toornament for its updates.

Streaming Production

The event featured several tournaments, each with several live streams, and a clear yet complex problematic emerged: how to streamline and centralize the management of overlays to display the tournaments information, with rankings, groups, brackets and sponsors.
For the Clash Royale tournament for example, there were 4 official streams, in different languages, and matches were played in the Gaming Zone and on stage at the same time.
The solution has been the creation of several overlays, covering tournaments, with all stages and matches available to be quickly used in the different productions.

A group, a bracket, and a single match page in the ESWC Overlay, with up-to-date information gathered from Toornament.

Time to let the man behind these tools talk!

Hello! I am Sylvain Maillard, and I work with the ESWC staff since 2006, first as tournament manager and for a short while as content manager. Created in 2003, the ESWC is one of the oldest esports competitions. Today a convention-type event, the ESWC consists of several events a year, where we manage or host video games competitions, notably for publishers.
Come and read the complete interview in the
detailed UseCase about the ESWC Summer!

With our open API, you too can optimize your production process for all your tournaments and events, so if you are an organizer with a project, don’t hesitate contacting us to see how we can help you!

How to and why use Tiebreakers?

Sometimes, your participants will be so evenly matched and highly-skilled that they end up being tied at the end of a stage. This can only happen in non-elimination stages, meaning Round-Robin Groups, Leagues and Swiss Stages.

When a tie occurs, several options are open to you, you can have the tied participants play tiebreaker matches, but it’s going to be hard to pull out if you have more than 2 participants tied, or a lot of ties, like in the case of a huge Swiss System stage with hundreds of participants. So the best option often comes down to having automatic tiebreakers used to… break the ties!

You can find them under the “Advanced” tab of the Stage Configuration menu:

We have plenty of those for you to choose from, that work conjointly with the Points Attribution System, to allow you to fine tune your ranking. Here’s an overview of all available tiebreakers:


Points (overall) (not visible)
Most points obtained on all matches.
This is the default ranking system, used in the first place, to create the ranking. That’s when ties happen that need to be broken thanks to more advanced systems.

Match wins/draws/losses (overall)
Most wins, then draws, and then losses obtained on all matches.
Takes into account all matches played, and ranks with number of Wins, Draws, Losses (a loss is better than no match played).

Match wins/draws/losses (head-to-head)
Most wins, then draws, and then losses only from matches between the tied participants.
Takes into account matches played between ranked participants, and ranks with number of Wins, Draws, Losses.

Points (head-to-head)
Most points obtained only from matches between the tied participants.
Similar to the “Match Win/Draw/Loss (head-to-head)” tiebreaker, but based on points (in case you have alternative ways of attributing points).


(Difference between Score and Match result)

Match score for (overall)
Highest sum of scores obtained on all matches.
Takes into account the sum of scores obtained through all matches played.

Match score for (head-to-head)
Highest sum of scores obtained only from matches between the tied participants.
Takes into account the sum of scores obtained through matches between tied participants.

Match score against (overall)
Lowest sum of scores the opponents obtained on all matches.
Takes into account the sum of opponent’s scores obtained through all matches played.

Match score against (head-to-head)
Lowest sum of scores the opponents obtained only from matches between the tied participants.
Takes into account the sum of opponent’s scores obtained between tied participants.

Match score difference (overall)
Highest score difference on all matches.
Takes into account the difference between “Score For” and “Score Against” in all matches played.

Match score difference (head-to-head)
Highest score difference only from matches between the tied participants.
Takes into account the difference between “Score For” and “Score Against” in all matches between the tied participants.

Number of matches

Most played matches
Participants with the most played matches.
Will break a tie in favor of the participant having played the highest number of matches.

Least played matches
Participants with the least played matches.
Will break a tie in favor of the participant having played the lowest number of matches.


Most points set manually by the organizer.
Allows you to manually set “Tiebreaker” points directly in the Matches ranking, to break ties according to other rules you may have.

Randomly at each ranking calculation.
Randomly break the ties every time a match is played that creates a tie.

Swiss System exclusives

Most points obtained by the participant’s opponents.
Takes into account the points earned by the participant’s opponents, to try and determine which participant had the “best” opponents, and deserve to win the tie.

Most points obtained by the participant’s opponents, except the best and worst results.
Just like the Buchholz, except we ignore the best and worst scores from opponents, to create a median value, which is often more representative.

Most points obtained by the sum of points cumulated on each round.
Takes into account the order in which matches were played and won, to compensate for the relative randomness of early matches.

Cumulative opponent’s score
Most points obtained by the sum of points cumulated by the opponents on each round.
Same principle as the “Cumulative” tiebreaker, just with participant’s opponents’ results.

You now have everything you need to configure your ranking the way you need or want!

How to organize your first tournament

Whether you’re a tournament organizer at heart, or have participated in tournaments and now wish to move forward and organize your own, Toornament is the platform to go, with a huge range of settings and possibilities for you to create your dream competition.
In this article, we’re going to see how to create and run your very first tournament, nice and steady.

1. Create the tournament

In your Organizer Dashboard, you’re gonna see this button to create a new tournament. Simply click it, and fill in the required information. As always, the more the better, as it will allow your participants to learn all they need to know about the tournament they’re about to play in!
If you have other administrators to manage the tournament with you, we have a whole Permissions System to let you organize things and have everyone able to do his job!

2. Choose a structure/format

The next step is for you to choose what kind of tournament you want to play. How many participants are you going to pit against each other? Will they all play a League or Swiss System? Or maybe you want to split them into several Groups, and then seed the best ones in a Bracket? The choice is yours, and if you need a hand making your pick, we got some advice for you: how many phases to play and which format to choose.

3. Manage your participants

Here, two choices are open for you: either you manually create your participants, or open the registrations to your tournament. Even if you create them manually, filling in the correct email address will link the participants to the tournament. You can also enable custom fields for your participants to fill, if you need more information about them.

4. Publish your tournament

Next logic step, unless you prefer keeping your tournament private, is publishing it, so that potential participants can find it, and apply for registration.
Publishing your tournament will make it visible to everyone both on the website and the mobile app, doubling the chances that people will stumble upon it and register!

5. Place your participants

When your participants are created, or accepted through registrations, your next mission is to place them in the structure you’ve created. The detailed process is explained here, but to make it quick, you get to choose which stages each participant will play in, who they’re gonna face, when and in what order.

6. Enter match results

In most of the cases, match results will have to be manually entered. If you enabled the Participant Report, your participants will be able to report their results after each match they play in your tournament, both on the website and the mobile app. You’ll only be needed in case a dispute emerges.
As of now, two exceptions to this rule of thumb, with the LOL Tournament Codes and CS:GO eBot, allowing you to automatize the result report.

7. Share your tournament

You have a nice tournament, up and running, now is the time to share it with the world! By the way, if you opted for the Registration process for your participants, this part comes way earlier, because you will have to share the tournament for participant to register in it. A few rules of thumb here are to make your front page look good, to try and attract the spotlight and to promote your tournament.

8. Get creative with our API

For more advanced organizers, or professional ones, we have a free and open API that can help you improve your video and/or stream production with statistics overlays, results and the likes of it. It can also be used to develop tools to ease your life with tournament’s management!
Another great application would be the creation of stats infographics, like the one we did for the Just Dance World Cup.

Developers: Version 2 and API Modifications

maintenance V2 Release is scheduled on the 31st of May, and all changes listed in this article will then become effective.


With the new version just around the corner, it is time for us to address organizers/developers using our API on what’s about to change for them.
First of all, we’d like to take this opportunity to remind everyone that the Toornament API is still in a beta state, and a constant work in progress, changes are bound to happen, and all feedback is, as usual, appreciated and taken into account.

To the users of our Scheduling Tool or CS:GO Bots (eBot and AdminBot), nothing to worry about, those will still work perfectly fine, the bots just won’t be able to send stats for a while, but without creating any issue.

New pagination system

Two endpoints now have parameters pagination:

  • GET tournaments/{tournament_id}/participants
  • now has 256 items per page (no change for tournaments with less than 256 participants)

  • GET tournaments/{tournament_id}/matches
    now has 100 items per page

Changes in the “Matches” endpoints

  • ALL /tournaments/{tournament_id}/matches/...

In all endpoints, the timezone property now returns null in matches and does nothing if you try to send Timezone information.
You have to use the one situated in the tournament’s endpoint.
The date properties are now returned with the Timezone setting of the tournament.

  • GET /tournaments/{tournament_id}/matches
  • GET /tournaments/{tournament_id}/matches/{id}
  • GET /disciplines/{discipline_id}/matches

When set to 1, the with_games parameter will no longer return participants information. They can be found in the match opponent properties.

Deprecated feature: Schedule

  • GET /tournaments/{tournament_id}/schedules

We are not talking about match schedules here, but the Schedule feature, used to create events linked to the tournament.
This one goes down the drain entirely, and the endpoint returns an empty array.

Stages endpoints

  • GET /tournaments/{tournament_id}/stages
  • GET /tournaments/{tournament_id}/stages/{number}
  • GET /tournaments/{tournament_id}/stages/{number}/view

The tournament engine has been rebuilt from scratch and now uses a brand new staging system.
The current stages API endpoints will no longer be working, a new version of the endpoints will be released soon.

Game statistics

Upon the release of the new version, game statistics as seen in CS:GO (when a bot is used), DOTA2, League of Legends and Bloodbowl 2 won’t be available.
Their return is a priority to us. In the meantime, all endpoints properties related to specific game statistics (opponent lineup, pick&bans etc.) will return null.
The API used to write statistics with the CS:GO bots will return code 200 responses, but with no action attached.

The API documentation will be updated with all these modifications when the V2 is released on the 31st of May.

Tout ce qu’il faut savoir en tant que Participant

This is the french version of a previous article.

Toornament est une plateforme puissante et pratique pour les organisateurs, et nous voulons également proposer une expérience de qualité aux participants.

Nous avons donc conçu et développé des outils pour vous permettre de suivre vos compétitions et reporter les résultats de vos matchs.


Une fois connecté sur le site, l’Interface Participant (Participant Dashboard) est accessible via le menu de navigation dans le coin supérieur droit de n’importe quelle page de l’interface publique.

Vous pourrez y retrouver tous les tournois dans lesquels vous êtes inscrits,

ainsi que tous ceux dans lesquels vous jouez,

et la liste de vos matchs, passés ou à venir, en cliquant sur l’un de vos tournois en cours.

Si l’organisateur du tournoi a activé le Report par les Participants, il suffit de cliquer sur un match à jouer pour accéder à la page permettant de reporter vos résultats détaillés, d’adresser des commentaires aux organisateurs et éventuellement envoyer une preuve du résultat de match.


Notre Application Mobile gratuite vous permet de faire exactement la même chose, rendant le report de match encore plus simple et rapide si vous jouez sur mobile ou console.

Connectez-vous à votre compte pour accéder à la liste des tournois pour lesquels votre inscription a été validée.


L’application affichera votre prochain match si vous en avez encore à jouer.


Vous pouvez ensuite reporter les résultats de vos matchs directement dans l’application.


Les fonctionnalités offertes aux participants, tout comme celles proposées aux organisateurs, sont en constante amélioration, mais les bases sont là, et il ne vous reste plus qu’à vous inscrire à l’un de nos nombreux tournois communautaires Open, ou créer votre propre tournoi pour affronter vos amis et tester ça!

Ever needed a Hearthstone Deckbuilder ?

This one is for all Hearthstone aficionados, but directed at the organizers in particular. A common habit for Hearthstone tournaments is to have players submit their decks beforehand, but this often is a hassle, for participants and organizers alike.

Fortunately, our colleagues from Millenium have come up with a simple yet handy Deck Builder. Let us walk you through it!

To create your deck, the first step is to go to the Deck Builder:


Once you have chosen your class, add cards by simply clicking on them. You have a wide range of filters and criteria to quickly search and find the ones you want:


Once your deck is complete, you can review it, and access to a Share Link that will allow anyone to view it:


The connoisseurs will recognize the infamous Renolock deck

But how is that relevant with tournament organization? When creating a tournament, an organizer can add Custom Fields for participants to submit the links to their decks. Custom fields that can either be public or private, depending on the rules of your tournament (and if you want other participants to have access to the decklists of their opponents).

With the Pick&Ban Feature already available for Hearthstone, this is a second step in the right direction, which is an ever-increasing integration of game features into Toornament; and we want to keep going this way, by displaying the submitted decks directly on Toornament for example…

In the meantime, if you are looking for tournaments to play in, head over our Open Tournaments page and register!

Here are the games Toornament integrates with

At Toornament, we believe in-game integration is the future. Esports disciplines and Esports platform are bound to communicate with each others to bring upgraded features, smoother management, richer content and ultimately, better competitive experience.


We’re working with all video game studios on such opportunities through our free API.

Here are some of our best integrations to date:

League of Legends


Type: Tournament Code

With Tournament Codes, participants of a match automatically join the lobby before the match. After the game, Results and stats are automatically displayed.

Learn more:

Dota 2


Type: Match ID

Dota 2 provide a unique ID for each match played on Valve’s servers. These Match IDs allow us to retrieve advanced statistics from the game.

Learn more:

Type: Management softwares

Counter-Strike offers a more advanced approach on Match management. Dedicated softwares such as eBot and Adminbot are game changers, bringing in many options and stats. Toornament is now supported by both solutions.

Learn more:

Type: Match ID

The cult board game has an equally passionate community fo its video game adaptation. We worked with deveolpper Cyanide Studios to get Match IDs you can simply copy/paste in tournament to retrieve results and stats.

Learn more:

Interested in working with us and plugging your game with our Esport Platform? Fire us a mail,!

[Participants] Pick & Ban is now available on our Mobile app

The very popular “Pick & Ban” feature for Hearthstone is now available on our mobile app Toornament eSports!

The process is very straightforward: when you register and get confirmed for a tournament, you will be asked to pick the classes you’ll use for your matches.


Now, go on your match page, where you’ll see your picked classes and your opponent’s ones.

If the “Ban” phase is part of the rules, click on the lower button to choose the class you’ll ban from your opponent.


You can see which class your opponent banned once your own ban is done. You’re all set, may the Top Deck gods be with you!

Download Toornament eSports for free:

[Organizers] How To Manage Your Tournament Registrations

Registration is a crucial part of your tournament: it’s the first contact and feeling your participants will get when engaging with you and it’s super important that they feel good!

Here’s our little guide to handle registrations like a boss!

Setting your Registrations right

Create your tournament and check the “Use Toornament to manage registrations” box to enable them. Your tournament is already created, you forgot to enable the registrations or simply need to edit a settings? No panic, open the “Settings” -> “Registration” menu. From there, you can do all that you could from the Wizard, set the Registration opening and ending dates and add custom messages.

Custom Field

Toornament handles custom fields, so that your participants can add useful information, like their In-Game Names, nationality and many others.

Go to “Settings” -> “Participant”, under the “Player Custom Field” tab and add the ones your need. Learn more about the Player Custom Fields here.

Spread the word!

Toornament gives you a wide array of tools to promote your tournament and keep your participants up-to-date.

Registration widgets, direct link and mobile app will help you bring your Registration process to your target audience in a natural way.


Last but not least, validate your registered players 🙂 They will automatically become participants of your tournament and enter the competition!

[Organizers] How to change the size of your tournament

In the new version of Toornament, there is a distinction to be made between the Anticipated Size of your tournament, and its number of participants.
You can change both, but they’re not the same thing.

First, as the name states,the Anticipated Size is the number of participants you’re expecting, and is only an indicative number, used as a reference and displayed on the information public page of your tournament. It can be changed at will in the General Settings of your tournament.

This value can range from 2 to 256. If you need more than 256 participants in your tournament, contact us at and we’ll see it through!

The second size you will encounter is the Size of a Stage. Here, the limit varies, and it changes the stage accordingly to accommodate for said number of participants. You’ll be asked a size every time you create a new stage, and can edit a stage to change its size.
That is how you effectively change the size of your tournament, by changing the size of its structures.

Be careful though, as changing the size of a structure will re-generate it, thus resetting all its matches! Maybe adding a new phase is the way to go, depending on your situation!