Quick start

Tracking your first match

Ten minutes end to end, and nothing here has to be decided before the first serve — the lineup, who serves and even the team names can all be fixed while the match is running.

You need an account. Matches are saved to it rather than to the phone, which is what lets you start on a tablet and finish on a laptop — so the app opens on a Sign in with Google screen and stays there until it has one.

1 · Start the match

1

Name the two sides

Tap the home or away plate. Pick a saved team — which brings its roster with it — or type a one-off name at the foot of the list. Neither is required: a match with no names is perfectly trackable, and you can rename a side later.

2

Tap Start Match

The app doesn't ask who serves first. If it guessed wrong, the hamburger menu's Court ▸ Switch Serve settles it in one tap, and undoes like any other correction.

2 · Set the lineup

Each team's R# badge, on its half of the scoreboard, opens that team's whole setup — there is no separate lineup screen.

No roster? You don't need one. Every picker ends in a number box, and a jersey number is a whole identity — #7 stands in for a name everywhere a name would be shown, in the log, the stats and the exports. Typing a number that is already on that side moves that player instead of minting a second one.

Substitutions

Tap the slot the change happens in. The app asks which you mean, because they are genuinely different things: Sub on at 4–2 splits the set at the current score, while Fix the starter rewrites the whole set as if they had started. At 0–0 it opens on the starter, once the set is under way it opens on the sub — either is one tap away.

3 · Track the rally

Everything lives in the bottom third of the screen, under your thumb. The order is the order the rally happens in.

1

Grade the pass

The serve lands and you tap 3 · 2 · 1 · 0 on the strip at the bottom, along with where the serve came from and who passed it. This is optional — skip it and the strip turns straight into the rally actions.

2

Tap the cell the ball was attacked from

That logs an attack attempt against whoever is playing that position, in the right rotation, with the pass grade attached. One tap, no name picking.

3

Tag the touch, if it needs one

The four chips re-tag the attempt you just logged — they never add a second one:

Free Tip Block Fault

Free is the only one that turns the attempt into something else — a free ball is not an attack and leaves the attempt counts. Tip and Block flag an attack that stays an attack: tipping is a way of attacking, and a block describes what the attack ran into. Fault has no touch behind it at all, so it waits and is spent on the next point, against the side that lost it.

4

Score the point

Tap the panel of the side that won the rally. Between the two panels sit the four shortcuts that say how it ended: ACE, ERROR, and FB·SO / FB·BP for a point won on the first ball, off a side-out or a break point.

A tip by a setter on the second touch is asked about rather than guessed, because a setter tipping and a setter attacking look identical from the log. Answer it and one undo still takes the whole thing back.

4 · Fixing a mis-tap

5 · Ending a set, and the match

A set ends by itself when somebody wins it under the match format — best of five, three to win, 25 a set, 15 in the decider — and the result screen states it rather than jumping you to the next set. From there: start the next set (who serves is a rule, not a question, so the button names them), keep playing if the set isn't really over, undo the last point, or, once the match is won, Save & Finish.

In a decider the set-point badge shows Switch Ends at 8. End Match, in the hamburger menu, is the way out of a live match; it waits for the upload to land before it closes, so a finished match is never left stranded on the device.

6 · After the match