4pgno: the four-player game night organizer
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How 4pgno works

The site runs a session of four-player games for up to 200 players: euchre, pickleball, or anything played two against two, at a table, on a court or anywhere else. It is a website: there is nothing to install, and players never make an account.

Free, with no ads, ever.

Each player sees where to go on their own phone.

A session of euchre games

Sixteen players at a session of euchre games, shown through the organizer, two of the players and the television. The screens are pictures of the site's own pages, taken during a demonstration session.

Assignment based on who is present and available

No one has to say ahead of time whether they are coming or how long they will stay. The first check-in opens round 1. Each round after that is assigned when the organizer starts it, from the people present and available at that time.

Someone who arrives late joins the round in progress if a spot is open, but otherwise will play in the next round. Someone taking a break, or leaving, taps "I'm not playing" (or the organizer marks them) and is left out of the rounds that follow until they are back.

No repeat partners

No one has the same partner twice in one session, and the site also putting anyone in a game with the same people again. A long enough session can make a repeat unavoidable; the organizer's page shows a note when that happens.

How repeat partners are avoided

When the organizer starts a round, its seating is made at that moment.

With a printed schedule, the round uses the seating made with the schedule instead, unless something has changed since then, such as who is available, the number of tables, or how an earlier round was played. Then the seating is made when the round starts.

The site builds up to eight candidate seatings of the people who play and keeps the best one, judged in this order:

  1. Fewest repeat partners.
  2. Among those with none: a new partner still possible for everyone who would play in the round after.
  3. Fewest pairs seated together again, first in this round, then in a projection of the next two.

When four or more people who are not pinned sit out, up to eight different groups of players are each seated this way, and the best seating of any of them is kept.

At each table, four people can be split into two teams three ways. The site picks one, avoiding repeat partners first.

A reshuffle can replace the chosen seating with a different one.

These choices involve no randomness. Two sessions with the same people can still be seated differently, for example because of:

  • the order people arrive in;
  • each person's ID, random when they are added, which breaks ties in the seating;
  • a printed schedule's order, which is random.

Tests

Tests seat everyone every round and check that no one has a repeat partner:

  • 12 players through 10 rounds
  • 16 players through 14 rounds
  • 24 players through 20 rounds
  • 32 players through 28 rounds
  • 64 players through 40 rounds

These tests must pass before any version of the site is deployed; otherwise it is considered a bug.

A schedule to print, when everyone has committed

The organizer can enter the names, plan every round and print the schedule before anyone walks in. Round 1 then starts when the organizer starts it, not at the first check-in. If the people present no longer match the plan, the remaining rounds are made from whoever is there.

Page 1 of a printed schedule: the league's name and revision, then rounds 1 to 4, each table's players, and who sits out.
Page 2 of a printed schedule: a table of every name and their table in each round, and the tip jar line.

Who is left out of a round

The organizer's summary of the games so far: two rounds, no repeat partners, and each player's games played and rounds sat out.

When there are more players than spots, some are left out of the round. Who plays:

The games it runs

Joining is quick

The check-in screen on a phone: the list of names to tap, and a box to type a new one.

Players scan the league's QR code or open its link, then tap their name to see where to play. If the organizer did not enter their name ahead, they type it once. Their phone keeps their name until the session is reset at 5am.

Names entered ahead

The organizer can enter the names before anyone arrives, one at a time or by pasting a whole list, even a column copied from a spreadsheet. Players then find their name to tap.

Everyone knows where to go

A player's phone in round 2: Ann's table number, Ann and a partner against two opponents, and Ann's earlier partner listed below.

Each phone shows its player's table or court and who they are playing with and against, and updates by itself when the next round starts.

Pinning someone to a table or court

The organizer's list of names, with Dev pinned to table 2.

An organizer can pin a player who cannot move around easily to one table or court. While the pin is set they play there every round, and the other players change tables or courts from round to round.

A display for the room

A television, or any big screen, can show who is playing where in the round in progress, large enough to read across the room. Open https://4pgno.com/tv on the television and scan its code with the organizer's phone; nothing else is typed on the television.

The display on a television: round 1 at eight tables, each table's two pairs of players.
The display on a television: every player's name with their table this round.
The display on a television: the round's numbers, from players playing and sitting out to repeat partners so far.

For organizers

Start a league

Privacy and terms.

4pgno is at 4pgno.com: the same name on every page, in every address and in every QR code.

Questions or ideas about the site: info@4pgno.com.