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How to Run a Ladder League

A season that runs itself: small groups, regular cycles, promotion and relegation.

7 min read

A general guide to how this works in racquet sport. Where RallyIQ does and does not do something, this page says so plainly.

What a ladder league is

A ladder league is a season rather than a one-day event. The same group of members plays in repeating blocks, and after each block some players move up a level and some move down.

Picture a set of stairs. Each step holds a handful of players of roughly equal standard. Play a block of matches against the people on your step; finish top and you climb a step, finish bottom and you drop one. Over a season everyone drifts to the step where their games are closest.

That self-levelling is the whole point. Nobody has to guess the right division for a new member, because a few cycles will place them.

The cycle

One cycle is a complete block of play, usually a few weeks. The shape is always the same:

  1. Split the members into small groups by current standing, strongest group first.
  2. Each group plays a round-robin among themselves.
  3. Close the cycle and lock the results.
  4. Move players between groups.
  5. Start the next cycle with the new groups.

Groups of 4 to 6 work for the same reason they do in a one-day event: enough people for a proper rotation, few enough that everyone plays plenty.

Promotion and relegation

The simplest rule that works: top one goes up, bottom one goes down.

Two variants worth knowing:

  • Two up, two down moves the league around faster. Good early on when placements are rough, or in a league where people miss cycles.
  • Top and bottom swap only is more stable and suits a settled league where the groups are already about right.

Publish the rule before the first cycle and do not change it mid-season. Most ladder-league arguments are about movement rules, not results.

Handling people who miss a cycle

This is the part that sinks most ladder leagues, and it is worth deciding before you start rather than during your first awkward case.

Three workable approaches:

  • Hold position. Miss a cycle, stay on your step. Simplest and kindest; slightly unfair to whoever would have been promoted into that slot.
  • Automatic relegation. Miss a cycle, drop a step. Keeps groups full and attendance high, but it punishes illness and holidays.
  • Substitute in. A player from the step below fills the gap and can be promoted on the result. Best games, most admin.

Whichever you pick, write it down where members can see it.

Where RallyIQ fits

To be straightforward about it: RallyIQ does not manage ladder movement for you today. There is no promotion and relegation feature, and no season object that spans cycles.

What it does do is the hard part of each individual cycle. Run every cycle as a RallyIQ event and you get the group split by standard, a schedule where everyone plays equally, umpires assigned, live scoring, and a rating for each player that reflects how they performed rather than just how often they won.

You then apply your own movement rule between cycles, which is a five-minute job with the leaderboard in front of you. The ratings carry the information you need to do it well.

Common questions

How long should a cycle be?

Long enough for everyone to play everyone in their group once, which is usually three to five weeks for a weekly club night. Shorter and results are noise; much longer and the league feels static.

How many groups should I run?

However many keeps every group between 4 and 6 players. A 24-member league runs comfortably as five groups; a 40-member one as eight.

What if a group ends level on wins?

Use points scored minus points conceded, decided in advance. If you are running cycles through RallyIQ, the rating already accounts for the strength of who each player faced, which is a fairer separator than raw points.

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