Game day
In short
A game day is a one-day tournament. You set up fields and games, publish a page for everyone and track the results live.
An example
On Saturday the U12 plays a hall tournament on two fields. You build the schedule. At each field you pair a tablet with the six-digit code. The tablet records the goals. If the network drops for a moment, the entries stay on the tablet and go out once it is back online. After the game the tablet submits the result and can add a note for the tournament desk, which does not appear on the public page. If a goal is missing, you change the result and write a reason. The hall display, the ticker and the public page show the corrected result.
What matters
- The game day belongs to your account. You can invite co-organizers and name match officials. A match official can also join through a link, without a Neely account.
- Two ways to score: Goals, or Multiplier. On the Live page you open them from the gear at the top right. That is the default. On the tracking device you open Game settings from the gear and switch the scoring there for this one game only; the quick result and changing a result work the same way. In multiplier scoring every scorer counts. Max. multiplier sets a cap. The smaller squad is the suggestion, and the cap can be higher, up to 14. With no number there is no cap.
- Match duration is a default per period. On the Live page, Individual games lets you set duration, halves, and scoring for one game through Edit (the pencil), for example shorter for a youth group or longer for the final. In Game settings on the tablet you set the duration, the number of halves, and the scoring for this one game. Reset undoes those changes and returns to the default set on that game, otherwise to the tournament default. Two halves add up. The clock stops when the match duration is up. 7-meter goals are always marked.
- You assign games to a field or to one device. The device picks its game and taps numbers for goals, cards and timeouts. When the clock stops at half-time, a half-time line is added to the timeline. Starting the second half adds a “Second half starts” line. The first Start adds a kick-off line. Submitting adds a final whistle.
- Player tiles are ordered by number, with 1 first. Only players with a number are on the pad. Each tile shows how many goals that player has scored, plus yellow cards, suspensions, red cards and blue cards. Other lets you pick 7-meter goal, 7-meter missed, yellow card, 2-minute suspension, red card, or blue card before tapping; after that the mode jumps back to goal on its own. Open-play goals and 7-meter goals count. A missed 7-meter does not. A goal needs a number. A timeout does not. Goals already stored without a number stay in the log. After a red card, a blue card, or a third suspension, nothing more can be tapped for that player; you fix that through Edit timeline.
- Edit timeline lists every event of this game. You back-fill a forgotten event, change its player, type or minute, or delete it. You can select several events and delete them together. Delete all events asks once more before the whole timeline is removed. The clock then returns to 00:00 and the game is no longer live. Every change saves right away.
- Finish game shows the score, the goal and penalty counts, and the match time, and takes an optional comment for the tournament desk. After submit, only the tournament desk can change the result. A reason is required.
- On the Live page, Individual games shows the running score with a Live mark, even when nobody has checked it yet. A stored result is labeled Final. You enter it there. The game is then finished. You can change it there later.
- Coaches of the other teams fill in their squad through their own link, without an account. Every player needs a number, and a number is used only once on a team.
- On the tablet, Edit squad lets you correct numbers and names for one team at a time, or remove a player. Both apply only to this match, the team's squad stays unchanged. An extra player also applies only to this match.
- If a team has no players in a match yet, its half shows No squad yet. Tap Import squad and pick a source: the Team roster the coach entered through the game link, or another match of that team on the same game day that already has a squad. The preview shows numbers and names, then tap Import … players. Add player manually lets you enter single players instead. A filled team roster reaches every match by itself anyway, as long as you have not edited the squad there.
- A draft is not public. The public page, the hall display and the ticker exist for a published game day.
Questions
Does the tablet need an account? No. Pair a device on the Live page shows the six-digit code. It lasts two hours and works once.
Who sees the score? Anyone who opens the public page, the hall display or the ticker of a published game day. On the schedule and under Groups a finished game shows only the score. The hall display and the ticker label it Final. A game that is underway shows its current score on the schedule and under Groups. A click opens a game there only while its live ticker is running or after the game is finished. A game that has not started stays closed.
Can I change a submitted result? Yes. As the tournament desk, with a reason. The tracking device sees the change.
Related topics
- Appointments
The calendar holds training, matches and other appointments. For each appointment you say yes, no or maybe.