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Big Games

An event where individuals and small groups register against a total player cap, at a per-player price. Scenario games, open big games, charity days.

Who can do this: Owners and Managers. Where: Sidebar → Schedule → Events → "New Event""Big Game"

Read Events overview first — it covers the settings shared by both event types, plus the all-important draft/publish rules.

"Big Game Settings"#

Field What it does
"Player Capacity" The total number of players you'll sell. Registration closes automatically when it's full.
"Gear Tier (optional)" Include rental gear in the ticket price. The empty option reads "None — bring your own".
"This event uses teams" Turns on factions — the sides players pick when they register.

Validation: "Capacity is required for Big Game events and must be ≥ 1."

Teams (factions)#

Tick "This event uses teams" and a "Teams" card appears. Each row has:

  • "Team Name" — "Red", "Blue", "Tango", "Cobra"
  • "Player Cap" — how many players that side takes
  • "Order" — display order
  • "Remove"

Add rows with the "Add Team" button. A live counter shows "Sum: {n} / {capacity} capacity" and warns "Over cap!" if you go over.

Rules#

Rule Message
At least two teams before publishing "Big Games with teams enabled require at least 2 teams before publishing."
Team caps can't exceed event capacity "Total team caps ({n}) exceed event capacity ({n})."
Each cap must be at least 1 "Player cap must be at least 1."
Can't cut a cap below who's already in "Faction has {n} registered players; cap cannot drop below {n}."
Can't delete a team with players in it "Faction "{name}" has {n} registered player(s); reassign or remove them first."
Can't cut event capacity below the sum of caps "Reduce team caps first; current sum is {n} players."

What registrants see#

During registration, players choose their team from a list showing how many seats are left — "{team} (N left)", or "{team} (full)" when it's closed. Teams fill on a first-come basis and PBHQ won't oversell one, even with two people registering at the same moment.

Managing registrants#

The event detail page lists everyone who registered:

Columns: Name, Email, Team (only when teams are on), Waiver, Payment, plus actions.

Filter chips: "All", "Waiver Pending", "Waiver Signed", "Checked In".

With teams on, a breakdown panel shows how full each side is.

Moving someone between teams#

Use the "Reassign Team" action on their row. Players can't switch their own team — every move goes through you, so the sides stay balanced the way you intended.

On event day#

Big Game registrations are normal bookings. They appear on your dashboard and bookings list, they're searchable by player name, and check-in works exactly as usual — expand the roster and check people in.

The bookings list has an "Event — Big Game" option in the "All Types" filter if you want to see only event bookings.

Running a good Big Game#

  1. Build it as a draft first and check it over. Drafts reserve nothing.
  2. Get the date, time, price, capacity, and areas right before publishing — they lock the moment the first person registers.
  3. Publish early enough to sell but late enough that you're sure of the date. Publishing blocks those play areas from every other booking.
  4. Watch the waiver filter. Chase "Waiver Pending" in the days before, not on the morning.
  5. Balance the teams as registrations land, using "Reassign Team".