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Scheduling rules

Rules are how you tell the solver about the parts of your tournament that are not in the data. Each one is added to a tournament, applies to whatever you scope it to, and is respected by every schedule produced afterwards.

The rules

Minimum rest between a team's matches

Minimum idle minutes between one team's consecutive matches. Applies to every team by default, or to a named set.

The most useful rule and the most expensive one. Sixty minutes is a common floor for youth football; ninety is generous; above two hours will noticeably lengthen your day. Set it to what the sport actually needs, not what would be pleasant.

Maximum matches per team per day

Caps how many matches a team may play within one tournament day. Scoped to every team or a named set.

Use it when a format would otherwise hand one group more matches than an age band should play — young age groups in particular.

No-play window

No match may overlap a wall-clock window, optionally limited to particular pitches, and optionally repeated every day.

This is the rule for a lunch break, a shared hall booked by someone else between 12:00 and 13:00, or a ceremony that stops play across the site.

Team not before / team not after

Named teams play no match before a given time, or have all their matches finished by one. Can be limited to a specific date or day.

The travelling-team rule: a club arriving on the morning ferry cannot play at 09:00, and one catching the last bus needs to be done by 16:00. Both carry a weight, so you can express a strong preference rather than an absolute requirement.

Same club not simultaneous

Teams from the same club are not scheduled at the same time.

A club sending four teams usually sends one set of coaches and one minibus. This rule only works if teams are linked to their clubs — see teams and clubs.

Simultaneous final rounds

Every match in a group's final round kicks off at the same time. Applies to all groups or a named set.

The integrity rule: when the last group matches are staggered, the team playing later knows exactly what result it needs, and the team that already played is at its mercy. Simultaneous kick-offs remove the question.

Group pitch restrictions

Every team in the selected groups plays only on the selected pitches.

Use it to keep an age group at the venue their parents were told to drive to, or to keep the youngest teams on the small pitches.

Required versus preferred

Some rules are absolute: a schedule that breaks them is not produced. Others carry a weight, which makes them strong preferences the solver satisfies where it can and trades away where it must.

Prefer weights for anything that is inconvenient rather than impossible. A tournament where every rule is absolute is a tournament with no valid schedule.

Rules cost pitch hours

Every rule narrows the set of valid schedules, and the narrowing compounds. Rest requirements plus daily caps plus blackout windows plus per-group pitch restrictions can jointly exceed your capacity long before any single one looks unreasonable.

If a day stops solving after you add a rule, that rule is not necessarily wrong — but it is the one to relax first while you find out whether the tournament fits at all.

Add rules before you schedule, not after

Rules change the schedule. Adding one after you have published means re-solving and re-announcing. Get the constraints in during setup, solve once, and publish a schedule that stays put.