Planning a one-day tournament and need to know if it fits? Find your team count and your number of courts below: the table gives the match slots a single round robin needs. Multiply by the length of one slot (match plus changeover) to get the hours. The figures follow the generator's rule that a round is finished before the next begins, and the test suite recomputes every cell from the same circle-method code the tool uses.
Build the schedule for your teams
| Teams | Total games | Games per round | Slots, 1 court | Slots, 2 courts | Slots, 3 courts | Slots, 4 courts |
|---|---|---|---|---|---|---|
| 4 | 6 | 2 | 6 | 3 | 3 | 3 |
| 5 | 10 | 2 | 10 | 5 | 5 | 5 |
| 6 | 15 | 3 | 15 | 10 | 5 | 5 |
| 7 | 21 | 3 | 21 | 14 | 7 | 7 |
| 8 | 28 | 4 | 28 | 14 | 14 | 7 |
| 9 | 36 | 4 | 36 | 18 | 18 | 9 |
| 10 | 45 | 5 | 45 | 27 | 18 | 18 |
| 11 | 55 | 5 | 55 | 33 | 22 | 22 |
| 12 | 66 | 6 | 66 | 33 | 22 | 22 |
| 13 | 78 | 6 | 78 | 39 | 26 | 26 |
| 14 | 91 | 7 | 91 | 52 | 39 | 26 |
| 15 | 105 | 7 | 105 | 60 | 45 | 30 |
| 16 | 120 | 8 | 120 | 60 | 45 | 30 |
Slots = rounds × ceil(games per round ÷ courts). At 60 minutes a slot, 6 teams on 2 courts need 10 hours; at 45 minutes, 7.5 hours. If that is too long for the day, add a court, shorten the match (first to 11 instead of 15, or a running clock), or split the field into two pools with pool play and play a short play-off.
Count the match slots, then multiply by the length of one slot. Six teams play 15 games; on 2 courts that is 5 rounds of 2 slots, so 10 slots, or 10 hours at 60 minutes a slot and 7.5 hours at 45. The table gives the slot count for 4 to 16 teams on 1 to 4 courts.
Divide the slot count by the number of slots you can fit in the day. With 8-hour days of 60-minute slots, 8 teams need 28 slots on 1 court (too long), 14 on 2, 7 on 4. Adding courts helps until a round fits in one slot, which takes half the teams in courts; after that more courts change nothing.
Each round is played to completion before the next starts, as in the generator, so a round of 3 games on 2 courts takes 2 slots with one court idle in the second. That keeps the schedule easy to run and every team resting between rounds; a looser packing can save a slot or two but lets teams play back to back.
Related: rounds and games for 3 to 16 teams, fitting a league onto limited courts and time slots, and knockout brackets for 3 to 32 teams.