Your event

Two numbers drive everything below, and a match is 1 alliance of 2 teams, 2 teams per match.

Minutes and seconds between one match STARTING and the next one starting, across the whole venue. This is the same number VEX Tournament Manager asks for, and it is not the time one field takes to turn around.

Not sure what cadence to use?

Field count does not shorten a qualification block on its own. It changes how quickly you can start the next match, so it belongs here, as a suggested cadence you can look at and overrule.

Start to start on ONE field: from a match beginning to the next match beginning on that same field. It includes the match itself, not just the reset between matches.

Those fields would support a cadence of 3:00.

Read the other way: the cycle time you entered asks each field to turn around every 6:00. If that looks impossible for your volunteers, the cycle time is too fast.

How long do qualification matches take?

The question Tournament Manager will not answer. Tell it what every team is promised and when the day starts, and it returns the block length you need and the time quals finish.

Lunch, judging, or anything else that stops matches at a fixed time. Matches pick up again afterwards.

72 matches, 216 minutes, running 09:00 to 12:36.

What that needs

Matches to schedule
72
Match time needed
216 min (3 hr 36 min)
Quals run
09:00 to 12:36
Start to finish
3 hr 36 min

Matches run in 09:00–12:36

What fits in the blocks you have?

The direction Tournament Manager's Schedule Setup screen answers. Name the windows you have for matches and it reports what they hold. Blocks add up, so split them around lunch or judging exactly as your day runs.

Uncheck Confirmed on a block you are still moving around. Confirmed blocks are the ones the whole-number total below is computed from, matching how Tournament Manager treats a block you have committed.

70 match slots across the confirmed blocks, 5 per team.

Warning: 1 match per team short of the number asked for.

Qualification match capacity for each block
BlockWindowLengthMatchesPer team
Morning quals 09:00–10:00 60 min201.67
Afternoon quals 11:30–14:00 150 min504.17

Across the confirmed blocks

Match slots
70
Matches per team
5
Slots left over
10

The slots divide out to 5.83 matches per team, but every team has to play the same whole number, so each one plays 5 and 10 slots (30 min) go spare. Tournament Manager floors this the same way.

That is 1 short of the 6 matches per team you asked for above. Lengthen a block, add one, or run a faster cadence.

Generate the qualification match list

A real schedule for the team count and matches-per-team above. It uses Team 1 through Team N, not a real roster. Mapping these onto your actual team numbers is a later step; Tournament Manager does that part anyway. What this answers is whether the shape of the schedule is a good one before you commit to it: are matches spread evenly, does anyone get an unfair rest, and are the fields balanced.

72 matches, 6 per team.Variant 1

Worst-case rest between matches
7 matches
Repeated alliance partners
0
Field balance
Perfectly balanced
Generated qualification matches, in schedule order
Match Time Field Teams
1 09:001 Team 14 & Team 19
2 09:032 Team 18 & Team 10
3 09:061 Team 11 & Team 4
4 09:092 Team 9 & Team 3
5 09:121 Team 1 & Team 12
6 09:152 Team 20 & Team 24
7 09:181 Team 16 & Team 5
8 09:212 Team 22 & Team 8
9 09:241 Team 6 & Team 21
10 09:272 Team 7 & Team 13
11 09:301 Team 23 & Team 15
12 09:332 Team 17 & Team 2
13 09:361 Team 1 & Team 4
14 09:392 Team 9 & Team 24
15 09:421 Team 11 & Team 5
16 09:452 Team 16 & Team 18
17 09:481 Team 8 & Team 3
18 09:512 Team 22 & Team 21
19 09:541 Team 6 & Team 10
20 09:572 Team 14 & Team 7
21 10:001 Team 20 & Team 13
22 10:032 Team 23 & Team 19
23 10:061 Team 2 & Team 12
24 10:092 Team 17 & Team 15
25 10:121 Team 11 & Team 18
26 10:152 Team 22 & Team 4
27 10:181 Team 1 & Team 10
28 10:212 Team 6 & Team 5
29 10:241 Team 16 & Team 14
30 10:272 Team 20 & Team 7
31 10:301 Team 23 & Team 13
32 10:332 Team 9 & Team 19
33 10:361 Team 3 & Team 12
34 10:392 Team 2 & Team 21
35 10:421 Team 17 & Team 24
36 10:452 Team 8 & Team 15
37 10:481 Team 22 & Team 11
38 10:512 Team 1 & Team 6
39 10:541 Team 16 & Team 23
40 10:572 Team 9 & Team 20
41 11:001 Team 3 & Team 5
42 11:032 Team 12 & Team 13
43 11:061 Team 21 & Team 19
44 11:092 Team 2 & Team 18
45 11:121 Team 17 & Team 14
46 11:152 Team 24 & Team 4
47 11:181 Team 15 & Team 10
48 11:212 Team 8 & Team 7
49 11:241 Team 5 & Team 20
50 11:272 Team 16 & Team 3
51 11:301 Team 13 & Team 6
52 11:332 Team 19 & Team 1
53 11:361 Team 18 & Team 14
54 11:392 Team 21 & Team 17
55 11:421 Team 4 & Team 9
56 11:452 Team 24 & Team 22
57 11:481 Team 10 & Team 23
58 11:512 Team 15 & Team 2
59 11:541 Team 12 & Team 8
60 11:572 Team 7 & Team 11
61 12:001 Team 19 & Team 6
62 12:032 Team 5 & Team 14
63 12:061 Team 21 & Team 9
64 12:092 Team 24 & Team 1
65 12:121 Team 10 & Team 20
66 12:152 Team 4 & Team 23
67 12:181 Team 15 & Team 22
68 12:212 Team 3 & Team 2
69 12:241 Team 16 & Team 8
70 12:272 Team 12 & Team 17
71 12:301 Team 13 & Team 11
72 12:332 Team 7 & Team 18

Why cycle time is the number to get right

Cycle time is a venue cadence: the gap between one match starting and the next one starting, no matter how many fields are running. Two fields do not halve a qualification block on their own. They let you start matches closer together, which is a different statement, and it is the one that belongs in the arithmetic.

Reading the same number as a per-field turnaround is the mistake worth avoiding. A three minute cadence across two fields gives each field six minutes to clear, reset and start again. Treating that three minutes as the per-field turnaround instead would mean starting a match every ninety seconds, which a first-year volunteer crew will not sustain. The gap between those two readings is roughly double, and a qualification block sized on the wrong one pushes finals and awards hours out of place.

Nothing here replaces Tournament Manager, which still builds and runs the real schedule. This page exists so an event partner can plan the day before the software is open, and so the number that drives our own agenda templates is one somebody has checked against a real tournament.

Planning the rest of the day? The practice field timer keeps practice rotations moving, and the student age checker settles which level a student competes at.