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