# 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
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*Phase: 01-tournament-engine*
*Context gathered: 2026-03-01*