4pgno: the four-player game night organizer
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Horseshoes doubles, and other games two against two

4pgno pairs horseshoes players two against two, round after round, assigns each game a pit, and shows each player, on their own phone, where to go and who they are playing with. The same works for table tennis doubles, petanque, lawn bowls, darts doubles, bowling doubles and golf two-person scramble, each in its own words: a lane for bowling, a board for darts, a rink for lawn bowls.

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Pit assignment based on who is present and available

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

No one has to say ahead of time whether they are coming. The first player to check in opens round 1, and each later round's pairings are made when the coordinator starts it, from whoever is there and playing.

Someone who arrives during a round is placed at once at a pit with a spot open, or at one not yet in use once four are waiting, but otherwise will play in the next round. Someone stepping away or leaving for the day taps "I'm not playing" on their phone and is left out until they tap "I'm back", then plays from the next round.

Four play at each pit, two against two. When there is no pit of four for everyone, because the number of people is not a multiple of four or every pit is full, some players are off a round. Who plays:

No repeat partners

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

Printed pairings

For a day when everyone has committed to being there from the start, the coordinator enters the names, plans the rounds and prints the pairings before anyone arrives: each round's pits, who is off, and an index where each player finds their pit in every round.

Round 1 then starts when the coordinator starts it, not at the first check-in. If the people present change, the remaining rounds are paired again from whoever is there.

Page 1 of printed pairings for horseshoes: the league's name and revision, then rounds 1 to 4, each pit's players, and who is off each round.
Page 2 of the same printout: a table of every name and their pit in each round, and the tip jar line.

The pits on a screen

A television or any big screen can show every pit in the round in progress, large enough to read across the grounds or the hall.

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

Pinning a player to a pit, names entered ahead and everything else are described in How 4pgno works.

Start a leagueHow 4pgno works

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