# Phase 1: Tournament Engine - Context **Gathered:** 2026-03-01 **Status:** Ready for planning ## Phase Boundary A complete tournament runs from start to finish in an x86 LXC container with a working touch-friendly operator (TD) UI — demoable at a venue by pointing any device at the container. Go backend with embedded LibSQL, NATS JetStream, WebSocket hub. SvelteKit frontend embedded via go:embed. Covers: clock, blinds, financials, players, tables, seating, multi-tournament, and the full TD interface. Note: The operator throughout this system is the **Tournament Director (TD)** — use this term consistently. ## Implementation Decisions ### Tournament Setup Flow - **Template-first creation** — TD picks from saved tournament templates, everything pre-fills, tweak what's needed for tonight, hit Start - **Templates are compositions of reusable building blocks** — a template is NOT a monolithic config. It references: - Chip set (denominations, colors, values — venue-level) - Blind structure (level progression, antes, breaks) - Payout structure (tiered by entry count — see Payout Structure below) - Buy-in config (entry cost, rake splits, rebuy/add-on rules) - Points formula (league scoring — venue-level, reused across seasons) - **Local changes by default** — when creating a tournament from a template, the TD gets a copy. Edits only affect that tournament. To change the actual reusable block, go to template management - **Dedicated template management area** — create from scratch, duplicate/edit existing, save tournament config as new template - **Built-in starter templates** ship with the app (Turbo, Standard, Deep Stack, WSOP-style) so day one has something to pick from - **Structure wizard** lives in template management — input player count, starting chips, desired duration, denominations → generates a blind structure to save as a block - **Minimum player threshold** — configured in tournament metadata (typically 8-9), Start button unavailable until met - **Chip bonuses** — configurable per tournament: - Early signup bonus: bonus chips awarded to the first X players who buy in (configurable cutoff count) - Punctuality bonus: bonus chips awarded to players who complete buy-in before the tournament starts (status transitions from 'registering' to 'running') — deterministic, automatic, no TD judgment call - **Late registration soft lock with admin override** — when cutoff hits, registration locks but admin can push through a late entry (logged in audit trail). Some tournaments have no late reg at all (registration closes at start) ### Payout Structure - **Entry-count brackets with tiered prizes** — standalone reusable building block, example: - 8–20 entries → 3 prizes (50% / 30% / 20%) - 21–30 entries → 4 prizes (45% / 26% / 17% / 12%) - 31–40 entries → 5 prizes (42% / 26% / 16% / 11% / 5%) - 41–50 entries → 6 prizes (40% / 24% / 14% / 10% / 7% / 5%) - **Entry count = unique entries only** — not rebuys or add-ons - **Prize rounding** — all prizes round down to nearest venue-configured denomination (e.g. 50 DKK in Denmark, €5 elsewhere). No coins, no awkward change - **Bubble prize** — happens in ~70% of tournaments. When remaining players exceed paid positions (e.g. 8 left, 7 paid), all remaining players can unanimously agree to create a bubble prize: - Typically around the buy-in amount - Funded by shaving from top prizes (mostly 1st–3rd, sometimes 4th–5th) - TD flow: "Add bubble prize" → set amount → system shows redistribution across top prizes → confirm - Must be fast and intuitive — not buried in menus, this happens constantly ### TD Workflow During Play - **Overview tab priority** (top to bottom): 1. Clock & current level (biggest element) 2. Time to next break 3. Player count (registered / remaining / busted) 4. Table balance status (are tables even or needs attention) 5. Financial summary (prize pool, entries, rebuys) 6. Recent activity feed (last few actions) - **Bust-out flow**: tap Bust → pick table → pick seat → system shows player name for verification → confirm → select hitman (mandatory in PKO tournaments, optional otherwise) → done - **PKO (Progressive Knockout)**: when template defines PKO, bounty transfer is part of the bust flow (half to hitman, half added to their own bounty, chain tracked) - **Buy-in flow**: search/select player → auto-seat suggests optimal seat → TD can override (accessibility needs, keep-apart situations like couples) → confirm → receipt - **Multi-tournament switching**: TD chooses tabs at top OR split view — phone likely tabs, tablet landscape could do split view - **Undo is critical** — bust-outs, rebuys, add-ons, buy-ins can all be undone with full re-ranking. Miscommunication between TD and dealers happens often ### Seating & Balancing - **Oval table view (default)** — top-down view with numbered seats, player names in seats, empty seats visible. Switchable to list view for density (10+ table tournaments) - **Balancing is TD-driven, system-assisted**: 1. System alerts: tables are unbalanced 2. TD requests suggestion: system says "move 1 from Table 1 to Table 4" 3. TD announces to the floor, assistant facilitates 4. Assistant reports back: "Seat 3 to Seat 5" — TD taps two seat numbers, done (minimal touches) 5. Suggestion is **live and adaptive** — if Table 1 loses a player before the move happens (e.g. bust during ongoing hand), system recalculates or cancels - **Break Table is fully automatic** — system knows all open seats, distributes players evenly, TD just sees the result ("Player X → Table 1 Seat 4") - **No drag-and-drop in Phase 1** — tap-tap flow for all moves ### Hand-for-Hand Mode - Activated by TD when tournament reaches bubble (remaining players = paid positions + 1) - Clock pauses, each table plays one hand at a time - TD view: table grid showing completion status per table (completed / in progress) - TD taps "Hand Complete" per table as dealers report - When all tables complete: next hand starts automatically, or if someone busted the bubble is resolved - If bust during hand-for-hand: check if bubble burst, if yes exit hand-for-hand mode and resume clock - Hand-for-hand should be prominent (visible mode indicator on all clients) because players watch this closely ### End-Game & Payouts - **Flexible chop/deal support** — all remaining players participate in a deal, nobody leaves while others play on. Supported scenarios: - ICM calculation (TD inputs chip stacks, system calculates each player's share) - Custom split (players agree on % or fixed amount) - Partial chop (split some money, play on for remaining + league points) - Any number of players (not just heads-up — 4-way deals after 12 hours are real) - **Prize money and league positions are independent** — money can be chopped but positions still determined by play for points - **Tournament auto-closes** when one player remains — no manual "end tournament" button - **Receipts configurable per venue**: off / digital / print / both. Player and venue can always see tournament participation in the system regardless of receipt setting ### Claude's Discretion - Loading skeleton and animation design - Exact spacing, typography, and component sizing - Error state handling and messaging - Toast notification behavior and timing - Activity feed formatting - Thermal printer receipt layout - Internal data structures and state management patterns ## Specific Ideas - The bust-out flow must be as few taps as possible — TD is under time pressure during a running tournament - Balancing recording should be two taps (source seat, destination seat) after the system suggests table-to-table - Bubble prize creation needs to be fast and prominent — it happens in 70% of tournaments - "Add bubble prize" should be easily accessible, not buried in settings - Template building blocks should feel like LEGO — pick chip set, pick blind structure, pick payout table, name it, done - The system should adapt to the chaos of live poker — hands in progress during balancing, players busting mid-move, deals negotiated at 2am after 12 hours of play ## Existing Code Insights ### Reusable Assets - No existing code — greenfield project ### Established Patterns - No established patterns yet — Phase 1 sets the foundation ### Integration Points - Go binary serves SvelteKit via go:embed - WebSocket hub for real-time state to all connected clients - LibSQL for local persistence - NATS JetStream for event durability - Catppuccin Mocha dark theme (UI-05) ## Deferred Ideas - **Drag-and-drop seat moves** — UI polish, add after core tap-tap flow works (future Phase 1 enhancement or later) - **PWA seat move notifications** — when a player is moved (balancing or table break), notify them in the PWA with new table/seat — Phase 2 - **"Keep apart" player marking** — TD marks players who shouldn't be at the same table (couples, etc.), auto-seating respects it — evaluate for Phase 1 or later --- *Phase: 01-tournament-engine* *Context gathered: 2026-03-01*