BORN ON PICKLEBALL COURTS · BUILT FOR COURT SPORTSPickleballBadmintonTable tennisSquashBeach volleyballVolleyball
FAIR ROUNDS · CALLED COURTS · NO CLIPBOARD

Start late. Run long. Put the latecomer straight on.

The clock runs from your first serve, not the time on the flyer — a 6:00 night started at 6:10 still gives you the full two hours. Someone turns up halfway through? If a court's open, deal them into the round that's already running — nothing on court is disturbed.

Run a nightFind an event

FREE FOR EVERYONE · NO APP FOR YOUR PLAYERS

A player's phone on match day: a navy card under a bright YOU'RE UP band, COURT 5 — GO, the venue map showing the event's courts 2 to 10 with court 5 lit yellow, a first game with a new partner, the match-up, and a one-tap On my way button

THE PHONE DOES THE DESK'S SHOUTING · ONE TAP: ON MY WAY ✓

SIX WAYS TO RUN IT
12 of 12possible partners, all nightMIXER · 16 PLAYERS · 4 COURTS · 12 ROUNDS
7 of 7other teams played, no rematch firstROUND ROBIN · STRICT · 8 TEAMS · 4 COURTS
15 of 15other players faced as opponentsMIXER · 16 PLAYERS · 4 COURTS · 12 ROUNDS

SAME GROUP ALL NIGHT · 200 SIMULATED NIGHTS PER SETUP · SEE THE RECEIPTS ↓

FOR EVENT ORGANIZERS

Run the day, don't chase it

  • Automation you switch, not surrender to. Suggestions with reasons on every open court, or flip autopilot on and it places them for you — every call carries its reasons, kept forever in the audit log.
  • Fill your event with zero data entry. Self-registration with eligibility checks, partner invites, waitlists that promote themselves — and a QR poster that takes a walk-up from the parking lot to checked in with one scan.
  • Players' phones do the desk's yelling. Court calls land on every phone with one-tap "On my way", players enter their own scores, opponents confirm — and your word always wins a dispute.
  • The night starts when you start it. A 6:00–8:00 night started at 6:10 runs until 8:10 — a late start does not eat the two hours you sold. Running long? +30 minutes, one tap.
  • Latecomers go into the round already running. One tap, on whatever courts are open, without touching a game being played — and everyone who arrived mid-round wears an "Arrived" chip so you can see who is new.
Start organizing → free for everyonePHONE · TABLET · LAPTOP — SAME CONSOLE · EVERY ACTION AUDITED
FOR PLAYERS

Your whole day, on your phone

  • "COURT 7 — GO." Your next match leads the page: the court call, your real place in the queue with an honest ETA — and your court glowing yellow on the venue map.
  • Find an event near you. Type a ZIP code: tournaments and drop-in nights in one list, whatever is playing right now near the top, and chips that already read the fine print — "2 divisions fit you".
  • Your record follows you. Season history, placements, every score from your side of the net.
  • A new partner every game. A mixer night finds as many different partners as the maths allows — and on four courts or more you never face the same opponent two games running, even with people coming and going.
  • Everybody plays about the same amount. King of the Court with a steady group on three courts or more: the busiest player finishes one game ahead of the quietest, and often dead level.
Find an eventNO APP REQUIRED · THE FAMILIAR 2.00–8.00 RATING SCALE
FOR PLAYERS · HOW THE DAY GOES
01

Sign up

Pick a division and invite your partner, or put yourself on the list for Tuesday's mixer. Walk-ups scan the poster on the day.

02

Check in on the day

One code at the venue checks you in, at a tournament or a social night. Then the desk can call you to a court.

03

Play when you're called

Your phone says when and where: "Court 4 — go." One tap tells the desk you're on your way.

04

Enter the score

Tap the loser's points on your phone. The other side confirms it, and the desk can always fix a mistake.

05

Sit, then play again

Sitting a round or waiting for a court? Your phone shows where you stand and how close your next game is.

06

Get your results

The moment your division ends: your place and the final table. Every game you played stays in Played.

Pick what you run

Mixers, ladders, round robins, brackets and seasons.

MIXER

A new partner every game

Partners and opponents are dealt again every round, from the whole group.

  • HOW IT MIXES
  • It keeps track of who you have played with and against. Each round it finds you a partner you have not had yet, as many as the maths allows.
  • Late arrivals and early leavers do not cost you a partner you could have had.

Every possible partner · never the same opponent twice running

16 PLAYERS · 4 COURTS · 12 ROUNDSHow it works ↓
KING OF THE COURT

Win to climb

Win and move up a court. Lose and move down. The top-court winner stays on.

  • THREE WAYS
  • Split every game: new partners each game on every court, so everyone mixes.
  • Dynasty: the crown pair stays together for up to 3 games, then splits.
  • Fixed teams: you keep one partner all night. Bring your partner.

12 games each · the top-court winner stays on

16 PLAYERS · 4 COURTS · 12 ROUNDSHow it works ↓
ROUND ROBIN

Everyone once before anyone twice

Every team plays every other team. Singles or doubles.

  • THREE WAYS
  • Synced & Strict: no repeat until you have played everyone, and every round starts together.
  • Strict: no repeat until you have played everyone. A team may wait for a free opponent.
  • Loose: courts never wait. New opponents come first, but a repeat can happen.

7 of 7 other teams played, no rematch first

STRICT · 8 TEAMS · 4 COURTSHow it works ↓
FORGE

A squad on every court

Everyone is split over the courts, one squad per court. A squad is 4 players or more: the room sets the size. You change partners each game, then the squads change.

  • THREE WAYS
  • Up and down: the top half of each squad moves up a court, the bottom half moves down.
  • Mix up: new squads every round, shuffled so you meet new people.
  • Ranked: the whole room is sorted by record. The best records play on court 1.

Squads of 4 or more · games per round: default 3

DOUBLES · SYNCED ROUNDSHow it works ↓
POOLS & BRACKETS

Knockout, Back draw or pools

Play it in one day, or over several dates.

  • THREE WAYS
  • Single elimination: lose once and you are out.
  • Double elimination: your first loss sends you to the Back draw. Lose twice and you are out.
  • Pool play, then a bracket: play everyone in your pool first. The top teams go on to a bracket.

Live brackets on every phone, no account needed

SINGLES · DOUBLES · TEAMSHow it works ↓
SEASON

One table all season

Many weekly events, one standings table. Each night can be any game type.

  • YOUR CHOICE
  • Players or teams: points go to each player, or to each fixed team.

Count each player's best N of M nights

POINTS CARRY WEEK TO WEEKHow it works ↓
The create-event wizard's divisions step: discipline chips, format chips, and the two-handle skill slider naming the division Men's Doubles 3.50–4.50The create-event wizard's first step, Name & Type: the event name, sport chips with Pickleball picked, above the Mixer, Round Robin, King of the Court, Forge, and Pools & Brackets tiles, each with its partner rule in green and a small drawing of how it plays
EVERY FORMAT

One console runs every format

Brackets, pool play, mixers, King of the Court, round robin — singles or doubles. One create button, one desk, one wizard from idea to published event.

Divisions built in one pass: quick-add chips and a two-handle skill slider that names the division itself — no spreadsheets, no second tool.

Each division keeps its own scoring. Your beginners can play one game to 7 while the 4.5s play best of 3 to 11 — and pools can play shorter than the bracket.

ONE CONSOLE · SINGLES, DOUBLES OR TEAMS

Pickleball is where we started. It's not where we stop.

Brackets work the same on every court. Mixers, King of the Court and round robins run on every sport here but volleyball, which plays teams of six. Pick your sport when you create the event, and it starts on the scoring your sport plays.

OUR ROOTS

Pickleball

1 GAME · TO 11 · WIN BY 2

Badminton

BEST OF 3 · TO 21 · WIN BY 2 · CAP 30

Table tennis

BEST OF 5 · TO 11 · WIN BY 2

Squash

BEST OF 5 · TO 11 · WIN BY 2

Beach volleyball

PAIRS · BEST OF 3 · TO 21 · WIN BY 2 · 3RD SET TO 15

Volleyball

TEAMS · BEST OF 5 · TO 25 · WIN BY 2 · 5TH SET TO 15

Weekly nights

Social nights that deal themselves, round after round.

SOCIAL NIGHTS

Weekly social nights run themselves

Start the session and autopilot deals fair rounds all night. On a mixer night of 16 on four courts: every partner the maths allows, and never the same opponent two games running.

King of the Court instead? With a steady group on three courts or more, the busiest player finishes one game ahead of the quietest, often dead level — and win the top court and you stay on it. Round robin on Strict plays everyone once before anyone twice: not usually, always.

Drop in, leave early, come back — a round in progress never breaks. A full night never turns anyone away: the waitlist promotes itself, and a phone flips from "you're #2 in line" to "you're in" on its own. Wants one more round? +30 minutes, one tap.

The night ends with a podium, not a spreadsheet — champion and honors mined from the real game log.

The King of the Court leaderboard counting crowns, with honest tie explanationsA tournament's live pool-play leaderboard: two pools, a dashed cut line under the top two, a head-to-head tie named on the row that lost it, each team's point stats and games played, and who is up next

KING OF THE COURT COUNTS THE CROWNS · POOL PLAY SHOWS THE CUT LINE LIVE

DROP-INS

People come and go. The night doesn't.

Turn up at 6:40 and you are in the round already running — one tap on "Deal the bench", on whatever courts are open. Leave after three games and nobody re-does the board. Step out for a phone call and come back: one green Back in, and your games and sits pick up where they were rather than from zero.

Anyone sitting can go too: when the bench could be playing on an open court, the desk sees "BENCH · 4 WAITING · 3M" on that court — one tap and they're on. It's always the desk's call; autopilot never deals the bench.

A game already on court is never touched. Somebody checking in, walking out or being swapped cannot alter, re-seat or cancel a game that is being played. That is an engine rule rather than a habit, and the engine's tests check it.

And the fairness holds. With up to a quarter of the room coming and going, the mixer still finds every partner the maths allows, four courts or more still never hand you the same opponent twice running, round robin on Strict still plays everyone once before anyone twice, and never runs out of legal matches.

One figure does move, and we would rather say it: the sit-out spread goes from one apart to about two. That is arithmetic, not unfairness — somebody there for four rounds cannot be balanced against somebody there for twelve.

The desk's current-round strip: one court playing, the three people sitting this round, an ARRIVED chip naming the one who turned up mid-round, and a Deal the bench (4) button beside Close roundThe session roster: 8/9 here at the top beside + Add, presence dots, games and sits per player, Theo Banks not checked in yet with a Check in button, Wes Young just arrived with 0 games, Gus Ramos first on the waitlist, and a LEFT group with Marcus Bell and a green Back in button, and a seat bar at the foot reading 9/9 seats, full

ARRIVED CHIPS NAME WHO IS NEW · ONE TAP SEATS THEM THIS ROUND · A RETURNING PLAYER KEEPS THEIR GAMES AND SITS

THE MATCHDAY TICKET

Players stop guessing where to be

Sign in on the day and the top of the page is your next match: a poster-sized court call the moment you are called, and on a planned day every match time of your day in one short list — with a plain note that times can move and the card updates by itself.

Your court glows yellow on the venue map — the same map your organizer built — so the court call is a place, not a guess.

When the call lands, one tap — on my way ✓ — shows up on the organizer's court card.

Between matches the page keeps talking: a loss in a double-elimination draw shows your road through the back draw; sitting a round shows where you stand; a score you entered names exactly who it's waiting on; and Played keeps every event and every game score, searchable by partner or opponent.

Four matchday phone cards, each topped by a coloured band that names its state: YOU'RE UP, COURT 5 — GO at Legacy Park with the court glowing on the satellite venue map, first time with a new partner, and the On my way button; BACK DRAW, still alive after a loss, with the road through the back draw; WAITING ON THEM, a score entered from the court waiting on the opponents to tap Confirm; and Played, the career numbers above a mixer opened to its game scores, with a partner and opponent search

EVERY STATE HAS A CARD — COURT CALL · BACK DRAW · SCORE IN · PLAYED

SEASONS

Nine Thursdays. One standings table.

Link your weekly nights into one season. Points carry from week to week, and the table moves the moment a night ends.

You set the points for each place, for an excused night and for a missed one — and whether to count only the best 7 of 9, so one bad week does not sink anyone. A player who taps Can't make it before your cutoff is excused, not missed.

Members get a season page with the race around them, and every night in their calendar in one tap.

A wrong score? Fix it on that night's desk. Every change to the table is on the record.

The create-season wizard's Points step: the points for each place, for an excused night and a missed one, the excuse cutoff, and what counts — every night or the best of themA season's standings, best 7 of 9: each player's place and move since last week, total points, games won and lost, and the points from each night so far, with a tie named on the row that lost it
A member's season page on a phone: 2nd place with 120 points, the next night with Add to calendar and Can't make it, and the race chart — 60 behind 1st, 25 ahead of 3rd

YOU SET THE POINTS · THE TABLE MOVES WHEN A NIGHT ENDS · EVERY MEMBER SEES THEIR RACE

Tournaments

Pools, brackets and play days, from the draw to the podium.

BRACKETS & POOLS

Seed it. Publish it. Let it run.

Single or double elimination, pools into a bracket, or a round robin — any draw from 2 to 64, with a 3rd place match if you want one.

Seeds come from ratings, and your order always wins: move a team by hand before you publish. Then one tap puts the draw out for everyone.

On the day the bracket fills itself as scores land. A loss in double elimination drops a team to the back draw, and the public page shows who is live, on which court, and who is up next — no account needed.

A live double-elimination bracket on the public tournament page: played matches with every team name printed whole, and a side panel of the live courts and the latest results

THE PUBLIC BRACKET, LIVE · WHO IS ON WHICH COURT · WHO IS UP NEXT

The site plan of a Saturday and Sunday tournament: the two play days as tabs with a match count under each, eight courts down the side, and each match a tile at its time, coloured by division — the last pool matches, then quarterfinals, semifinals and finals

EVERY MATCH ON A DAY, A COURT AND A TIME · MOVE ONE BY HAND · PUBLISH ONCE

PLAY DAYS

One event. As many days as it takes.

Five Saturdays of youth league, or pools on Saturday and brackets on Sunday: one draw, up to 15 play days.

Lock the draw and the planner puts every match on a day, a court and a time. Check it on the site plan, move what you like by hand, then publish once.

Everyone gets their times, day by day, by email. A moved day shows on their phone. Each play day gets its own check-in code.

The Edit place popup for Legacy Park: the park from above with a numbered token on each of its 40 courts, beside the court list where each court can be placed, renamed or removed — Court 1 is being renamed Stadium, with an undo, and Save changes waits below

LEGACY PARK, MESA AZ · ONE TOKEN PER COURT · EVERY CHANGE WAITS FOR ONE SAVE

VENUES & MAPS

Map your venue once

Capture the courts from satellite in one tap — or upload the club's own map — then drag each court onto it once. Rename, move or remove courts; every change has its own undo until you save.

Set up a place once, reuse it for every event. Another organizer already mapped the park? Just pick it — the courts and their names come with it. Every save is kept in the place's history, and an event keeps the map it was made with.

On the day

Phones call the courts. Scores come in from the court.

THE CONSOLE

Every court call shows its work

Every court call comes with its reasons, in plain English, kept forever in the audit log. Take the suggestions yourself, or switch on autopilot — and the next match heads to the court the instant a score lands, not when a clock ticks.

The messy moments are one tap too: a disputed score lands with both versions side by side — pick the right one and tap Confirm; a player-entered score is one green tap from final. Nothing queues up on you — autopilot keeps dealing the other courts while you settle it.

It runs on the server and reacts instantly, so a sleeping laptop never stops the event — tournament or social night.

The roster's division tabs, then Needs attention: a player-entered score awaiting its opponents, a disputed score with both versions side by side, and a match still awaiting any score — above the courts board, where each live court names its division, who has answered the call, and which side serves each game

A DISPUTE SHOWS BOTH VERSIONS · THE DESK'S PICK IS FINAL · EVERY COURT SAYS WHO SERVES · AUTOPILOT KEEPS DEALING

The desk score pad mid-match in a best-of-3: game one recorded 11–8, and game two asks which team lost, with one box of points per teamThe same pad on a player's phone at a drop-in night, with a "Didn't reach 11" door under the two team boxes for a game that ran out of time

ONE TAP PER GAME · DEUCE GAMES BEHIND THE 11+ DOOR · TIME CALLED? THE SHORT SCORE COUNTS · ALWAYS CORRECTIBLE

THE SCORE PAD

A full match in one tap per game

The loser-first pad asks which team lost: tap the points in the loser's box — winner, score, and deuce math resolve themselves. Volunteers can't mistype a score that can't exist. Every result confirms the winner by name and is always correctible.

Players courtside get this exact pad on their phone when you allow it — one side enters the score, the other confirms, and the desk can always correct.

Time called at 7–5? Record it as it stood. "Didn't reach 11" takes a game that never got there, so a night on the clock still ends with honest standings instead of a row of blanks — and if a best-of-3 splits dead even, it is settled on total points rather than left a mystery.

Phone, tablet, or laptop — the same desk. Big touch targets, and a live match moved to another court in two taps.

Scores are never destroyed. Corrections supersede and replay; the full history of every match survives any fix.

THE EVENT LOG

Every decision, on the record

Court calls, scores, corrections, overrides — written in plain English the moment they happen, and kept for good. When autopilot assigns a court, the log says why: "waited 10m — longest in queue."

When the desk waves a match through a gate, that's on the record too — so "who put them on Court 10?" always has an answer.

The event log: each row dated in the venue's time zone — scores, autopilot court assignments with reasons, desk check-ins and a desk override, all in plain English

NEWEST FIRST · AUTOPILOT CALLS IN BLUE · DESK OVERRIDES IN ORANGE

A court TV for Court 12: the game now playing in big type, and the next three games on that court, each with its set time

ONE SCREEN PER COURT · NOW PLAYING · NEXT ON THIS COURT, WITH TIMES

COURT TVS

A TV at every court

Open one screen per court from the desk. Each one shows the game on that court now in type you can read from the baseline, the next game set for it, and who is up next at the venue — so nobody walks over to ask.

King of the Court gets its own: the crown and the whole ladder, so every court knows where a win sends it.

And one big screen for the room: TV mode runs itself — divisions rotate, brackets unroll as a filmstrip with a slow camera pan, and the champion banner takes over the moment a division completes — with the run line the winners will screenshot.

Social nights show up big too — the night's live leaderboard is a public page, crowns and all. No account needed to watch any of it.

ALSO IN THE BOX

The small things that save a night

The phone buzzes

“Court 4 — go” reaches the phone, even with the page closed.

Two levels, one night

Each level gets its own courts, roster and leaderboard, from one sign-up page.

Nicknames on the boards

Turn it on and a player's nickname shows on the boards, like “Big Dink (Uma W.)”.

Announcements

One message from the desk, on every player's page at once.

Teams and captains

Build the teams, invite each player to a spot, and they claim it.

Your regulars, in one tap

Save groups, bring in your club's spreadsheet, and invite a whole group at once.

✓ every decision shows its work✓ nobody plays two courts at once — enforced✓ scores are never destroyed✓ 2–64 draws, property-tested✓ honest tiebreaks — even the coin flip is on the record✓ the court call gets an answer — on my way ✓✓ player scores are proposals — the desk always wins✓ free to run, free to watch — no app✓ four courts or more: never the same opponent twice running, people coming and going or not✓ round robin on strict: play everyone once before anyone twice

What does it cost?

Nothing. Every feature is free for every organizer. No card.

Do players need an app?

No. Players use their phone's browser. On an iPhone, add HiDinks to the home screen and the court call buzzes the phone.

Can players pay online?

Not through HiDinks. Collect fees your way and mark who paid on the roster.

Who sees players' names?

Public boards and TVs show “Maria G.”, never a full name or an email address.

Practice first.

Run a pretend night before your real one.

Sign up and the welcome guide opens on your dashboard. It walks you through your first event on the real screens, one step at a time.

See the night from both sides: you run the desk, and a player's phone beside it shows what they see. Pick any player's phone.

Nothing is saved. Nobody gets an email. Tap anything.

  1. 1. Name it
  2. 2. The place
  3. 3. Divisions
  4. 4. Day and time
  5. 5. Courts
  6. 6. Invite
  7. 7. Check-in
  8. 8. Roster
  9. 9. Scores
  10. 10. Practice night
  11. 11. Results
Try a practice night →JUMP TO ANY STEP
The welcome guide's practice night: the organizer desk mid-round with four courts playing, the practice controls on a cork board, and a pretend player's phone saying Court 1 — go
Try a whole night first!Deal rounds, take scores, seat a walk-up, fix a mix-up. Every format is in it.

Your next night, season or tournament

Mixers, King of the Court, round robins, seasons and brackets, all from one console. Every feature, no player limit.

Start organizing →
THE RECEIPTS

We didn't guess. We measured it.

Every fairness number on this page comes from driving the same dealer that runs a live night through 200 simulated nights for each row below. Not an estimate of what the software should do: a count of what it did. The rows drawn here are a group that stays all night; the full audits measure people arriving late and leaving early as well. The Mixer and King of the Court rows count 12 rounds, one game each. How many rounds fit your night depends on your games: at about 15 minutes a game, two hours is about 8 rounds.

Different people in 12 rounds

MIXER · 4 COURTS · 12 ROUNDS · SAME GROUP ALL NIGHT

partnersopponents

16 players1215
17 players11.316
18 players10.716.9
19 players10.117.5
21 players9.117.4
24 players815.9

The dashed outline is the most that could possibly be met. Partners fill it every time. Opponents come close too: at 16 players you face all 15 others.

Bigger groups get shorter outlines because more people sit each round, so everyone plays fewer games. At 24 players you play 8 games, so 16 opponents is the most anyone could meet.

Every Mixer setup, people coming and going too →

Games each

KING OF THE COURT · TWO SPARE PLAYERS · 12 ROUNDS · SAME GROUP ALL NIGHT
2 courts10 players9.6
3 courts14 players10.3
4 courts18 players10.7
6 courts26 players11.1

More courts, more games each — and at every width the busiest player finishes about one game ahead of the quietest. Over 12 rounds, that is the whole spread of the room.

Every King of the Court setup →

A new team every match

ROUND ROBIN · STRICT · TWO TEAMS WAITING · SAME GROUP ALL NIGHT
4 teams1 court3OF 5.2
6 teams2 courts5OF 7
8 teams3 courts7OF 7.8
10 teams4 courts8.3ALL NEW
14 teams6 courts9ALL NEW

The dashed outline is the matches each team played; the fill is the ones against a team it hadn't played yet. Small rooms play everyone, then go round again. From 10 teams up, every match of the night is a new team. Not one rematch while somebody was unplayed, in all 118 setups the audit measured, teams coming and going too. Busiest to quietest, about one match apart.

Every Round Robin setup →

MIXER · KING OF THE COURT · ROUND ROBIN · 200 SIMULATED NIGHTS PER ROW · COUNTS, NOT ESTIMATES

See the full audit →