How to run a round-robin league for your club
A round robin is the fairest way to run a small competition: everyone plays everyone else. It works for a chess club, an office table-tennis ladder, a five-a-side league or an esports group on the weekend.
This guide covers how many games you need, how to build a schedule without clashes, and the rules worth agreeing before the first game.
How many games and rounds?
With n players or teams, the number of games in a single round robin is:
Games = n × (n − 1) ÷ 2
If n is even, everyone plays once per round and you need n − 1 rounds. If n is odd, one player sits out each round (a "bye"), so you need n rounds.
| Teams | Games | Rounds | Games per team |
|---|---|---|---|
| 4 | 6 | 3 | 3 |
| 5 | 10 | 5 (one bye each) | 4 |
| 6 | 15 | 5 | 5 |
| 8 | 28 | 7 | 7 |
| 10 | 45 | 9 | 9 |
| 12 | 66 | 11 | 11 |
In a double round robin, everyone plays everyone twice, usually once at home and once away (or once with each colour in chess). That doubles the games and rounds.
Games grow quickly. Twelve teams already need 66 games. If that's too many, split into groups and play a round robin in each, then a final stage for the group winners.
Building the schedule: the circle method
The easiest way to make a clash-free schedule by hand is the circle method:
- Number the teams 1 to n. If n is odd, add a "Bye" so the count is even.
- Write the numbers in two rows facing each other. Each column is a game.
- Keep team 1 fixed. Move every other number one place around the circle.
- Repeat until you're back where you started.
Here is the full schedule it produces for six teams:
| Round | Game 1 | Game 2 | Game 3 |
|---|---|---|---|
| 1 | 1 v 6 | 2 v 5 | 3 v 4 |
| 2 | 1 v 5 | 6 v 4 | 2 v 3 |
| 3 | 1 v 4 | 5 v 3 | 6 v 2 |
| 4 | 1 v 3 | 4 v 2 | 5 v 6 |
| 5 | 1 v 2 | 3 v 6 | 4 v 5 |
Every pair meets exactly once in 15 games. For five teams, use the same table with team 6 as the Bye: whoever is drawn against 6 rests that round.
Chess tournaments use ready-made versions of this called Berger tables, which also balance white and black for each player. They're easy to find for any number of players.
Home, away and colours
Try to alternate. In a sport with home grounds, swap who is listed first each round where you can. In chess, alternate colours so no one gets white or black too many times in a row. The fixed team in the circle method needs a little extra care, because it always appears in the first column; just switch its side every round.
Agree the points system first
Decide before round one how results score, and write it down. The common choices are:
- 3 for a win, 1 for a draw, 0 for a loss, used in most football leagues.
- 1 for a win, ½ for a draw, the chess system and the same as counting a draw as half a win.
- Wins only, for games where draws can't happen or you play on until someone wins.
Our guide to how sports count ties explains why these differ and what each one encourages.
Agree the tiebreakers too
In a short round robin, ties on points are very likely. Pick the order of tiebreakers in advance so there's no argument later. Popular options:
- Head-to-head result between the tied teams.
- Goal or point difference, then goals or points scored.
- Number of wins, which rewards teams that played for a result.
- Sonneborn–Berger in chess: add up the scores of the opponents you beat, plus half the scores of those you drew. It rewards beating the strong players.
- A playoff game if everything else is still level.
The tiebreakers guide walks through each of these with examples.
What if someone drops out?
It happens, especially in long club leagues. Agree a rule in advance. A common one is:
- If a team withdraws before half its games are played, delete all its results, so everyone is judged on the same opponents.
- If it withdraws after the halfway point, keep the games already played and score the rest as forfeits.
Whatever you choose, apply it the same way to everyone.
Keeping the table
A simple standings table has these columns: P (played), W, D, L, F and A (scored and conceded), difference, and Pts. Update it straight after each round and share it with the group.
Partway through, teams will have played different numbers of games because of byes or postponements. Points alone can then mislead, so it helps to add a winning percentage or points percentage column to compare teams fairly. The games behind guide is useful for this too.
Quick checklist
- Count the games: n × (n − 1) ÷ 2.
- Build the schedule with the circle method or a Berger table.
- Write down the points system, tiebreakers and dropout rule before round one.
- Update and share the table after every round.
Keep the table fair: use Win% to compare teams that have played different numbers of games, with draws counted the way your league does.