Players are paired, winners advance, losers leave. The field halves each round, so the number of rounds is fixed by the size of the draw.
| Players | Rounds | Games per player |
|---|---|---|
| 8 | 3 | 1 to 3 |
| 16 | 4 | 1 to 4 |
| 32 | 5 | 1 to 5 |
| 64 | 6 | 1 to 6 |
Note the last column: half the field plays exactly one game. In a sixteen-player knockout, eight people travel to the venue, play once and go home. That is the defining property of the format, and everything else about using it follows from it.
At serious events each «game» is actually a mini-match of two, so both players get White once. At amateur level a single game is normal - and the colour advantage is then real.
Without seeding, the two strongest players can meet in round one and the final is between two average ones. Seeding places the favourites at opposite ends of the bracket.
At a club event where nobody has a rating, seed by whatever you know - previous results, the club table, or an open draw made in front of everyone. The last option is weakest for fairness and strongest for trust.
Almost always. Thirteen people turn up and the bracket needs sixteen - the difference is handled with byes in the first round.
The qualifying-round version is the better one for an amateur event: it avoids the situation where the people who travelled furthest get to watch the first round - about byes.
A bracket needs a winner in every pair, so a drawn game cannot simply stand. The escalation is standard:
A club event does not need four stages: two blitz games and then armageddon is enough. What matters is that the sequence and the armageddon time odds are in the regulations, not decided while two people stand at the board contesting a trophy - play-offs and armageddon.
The standard fix for the third problem is a consolation event: losers drop into a parallel bracket or a short Swiss and keep playing. It doubles the value of the evening for the people most likely never to return otherwise.
As many as it takes to halve the field to one: eight players is three rounds, sixteen is four, thirty-two is five. Half the field plays exactly one game and goes home - that is the defining property of the format.
Without it the two strongest players can meet in round one and the final is contested by two average ones. Seeding places the favourites at opposite ends - first against last, second against second-last - so the top two can only meet in the final.
Round up to the next one and hand out first-round byes, normally to the top seeds. The better option at an amateur event is a qualifying round among the lowest seeds, so nobody travels to the venue and watches the first round.
A play-off with progressively shorter controls: two rapid games, then blitz, and finally armageddon where a draw counts as a win for Black. A club event can go straight from two blitz games to armageddon - but the sequence must be in the regulations beforehand.
Generally no: people come to play, and a format where half of them play once does not survive being repeated. It works for show events, as the finale after a Swiss, for blitz where a single loss costs little, and for team competitions.
The Vibe Chess app is built for an evening over the board, not for online play: it keeps the sign-up list, the pairings and the table while you deal with people and the venue. All of it free.
The bot is constantly improved based on real tournaments. If you need a feature that isn't there yet, message the developers right inside the bot with the /support command. Many features appeared exactly because organizers asked for them, and useful ideas get added quickly.
Systems - round robin, choosing a system, play-offs, Scheveningen.