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How to run a round robin chess tournament

Everyone plays everyone. Simple to explain, easy to get wrong — the schedule, the colours, the clock, and the player who drops out in week three.

Last updated: 25 July 2026 · Rules verified against the current FIDE and US Chess texts on 25 July 2026.

A round robin is the fairest format in chess and the least forgiving of your calendar. Every player meets every other player exactly once. No pairing algorithm to defend, no score groups, no accusation that somebody got an easy draw. The catch is that the work grows as the square of the field: double the entries and you quadruple the games. That one fact decides almost everything below.

What a round robin is, and when it beats a Swiss

In a round robin — an all-play-all — the schedule is fixed before round one and never changes. Nobody is eliminated, nobody sits out unless the field is odd, and nobody can be paired “unluckily”. Working directors converge on the same cutoffs:

Put simply: a round robin gives you a perfect result and a schedule problem; a Swiss gives a good result and no schedule problem.

The arithmetic: rounds and games

Three formulas cover everything, where N is the number of players:

PlayersRoundsGamesBoardsDouble RR roundsDouble RR games
4362612
651531030
872841456
1094551890
121166622132
141391726182
1615120830240

Look at the jump from 8 to 16: the field doubles, the games go from 28 to 120. That curve is why the ceiling sits around twelve.

The circle method, step by step

You can generate any round robin schedule by hand in two minutes — worth knowing even if software does it for you, because it lets you check the output.

  1. Number the players 1 to N. Write the first half in a row: 1, 2, 3…
  2. Write the second half underneath, reversed. Each column is a pairing.
  3. Fix player 1 in place and rotate every other number one position around the loop — right along the top row, down the end, back along the bottom row.
  4. Repeat for N − 1 rounds.

For six players:

RoundTop rowBottom rowPairings
11   2   36   5   41–6, 2–5, 3–4
21   6   25   4   31–5, 6–4, 2–3
31   5   64   3   21–4, 5–3, 6–2
41   4   53   2   61–3, 4–2, 5–6
51   3   42   6   51–2, 3–6, 4–5

Five rounds, three boards each, fifteen games — and every one of the fifteen possible pairs appears exactly once. That is the check to run: count the pairings and confirm the total equals N(N − 1)/2.

For an odd field, add a ghost player. Seven entrants become eight numbers, where number 8 does not exist; whoever is scheduled against the ghost has a bye. FIDE handles it exactly this way: “Where there is an odd number of players, the highest number counts as a bye.” Say in advance whether that bye is worth a point or nothing — in a round robin the usual choice is nothing.

Berger tables — the schedules FIDE publishes

A Berger table is a pre-computed round robin schedule with the colours already assigned. The circle method tells you who plays whom; a Berger table also tells you who has White. The official set is in the FIDE Handbook, C.05 Annex 1, covering fields from three to thirty. US Chess publishes an equivalent set, the Crenshaw–Berger tables; they serve the same purpose. Two of the most useful — left-hand number has White:

Five or six players — with five, whoever faces number 6 has the bye:

RoundPairings (White–Black)
11–62–53–4
26–45–31–2
32–63–14–5
46–51–42–3
53–64–25–1

Seven or eight players — with seven, whoever faces number 8 has the bye:

RoundPairings (White–Black)
11–82–73–64–5
28–56–47–31–2
32–83–14–75–6
48–67–51–42–3
53–84–25–16–7
68–71–62–53–4
74–85–36–27–1

Note what the highest number does: 8 has Black, White, Black, White, Black, White, Black — perfect alternation. It is the pivot the table rotates around, and nobody in either table gets three of the same colour in a row. The numbers 1 to N are starting numbers, not ratings: assign them once, by lot or by rating, and publish them, because the whole schedule hangs off them.

Colours, and the unavoidable ±1

With an even field you play an odd number of rounds, and an odd number of games cannot split evenly, so every player finishes one colour ahead: in a six-player event everyone ends 3–2 or 2–3. That is arithmetic, not a bug. An odd field is quietly better — seven players play seven rounds but six games each, and six games split perfectly 3–3.

A double round robin fixes it exactly: play the schedule twice with colours reversed and everyone finishes level. One gotcha, which FIDE spells out on the same page as the tables: “For a double-round tournament it is recommended to reverse the order of the last two rounds of the first cycle.” Without that swap, the join between the cycles hands somebody three games of the same colour in a row.

How long it actually takes

This is the section nobody writes, and the one that decides whether your event finishes. Use the standard estimate: per-player minutes = base + increment or delay in seconds; worst-case game = twice that; scheduled round = worst case plus 15 minutes of changeover.

PlayersRoundsG/10+5G/25 d5G/60 d5Club nights at G/25 d5
432¼ h3¾ h7¼ h2
653¾ h6¼ h12 h3
875¼ h8¾ h17 h4
1096¾ h11¼ h21¾ h5
12118¼ h13¾ h26½ h6
161511¼ h18¾ h36¼ h8

The last column assumes a three-hour club night and two rounds at G/25 d5. Read it honestly: above about eight players a round robin stops being an event and becomes a season. A twelve-player club championship at a classical control is roughly eleven consecutive weeks — long enough that somebody will move house or stop turning up. If it does not fit, use a faster control, a double session, or a smaller field. The rounds calculator runs these sums for your own field.

Quads — the format most clubs should be running

A quad is the round robin's practical answer to a big field, and the dominant club and scholastic format in the United States. Rank the field by rating; cut it into groups of four (seeds 1–4, 5–8, 9–12 and so on); each group plays its own three-round round robin simultaneously; prizes per group.

The magic is that the round count never changes. Sixteen players is three rounds. Forty players is three rounds. Every entrant gets three games against opponents close to their own strength — far better chess than the 400-point mismatch a big open Swiss produces in round one. Three rounds at G/25 d5 is under four hours.

If your entry does not divide by four, do not leave a group of three behind: merge the bottom seven or nine into one five- or six-player round robin, which the Berger table above handles directly.

When a player withdraws

This is what actually breaks round robins, and almost no guide covers it. In a Swiss a withdrawal is a nuisance. In a round robin it is a fairness problem, because who the departing player had already faced changes everybody else's score.

Why it matters. Picture an eight-player event. One player wins their first three games against the three weakest opponents in the field, then withdraws before facing the three strongest. Those three weak players now carry a loss the top seeds never had to earn, and the three strong players are denied a game they were expected to win. Leaving those results in the standings hands the prize to whoever happened to be scheduled late.

FIDE's general competition regulations resolve it with a threshold, worth adopting verbatim at club level:

Applied to the example: seven rounds, so the threshold is four games. Withdrawing after three takes all three results out of the standings. Withdrawing after four means they stand, and the last three opponents each collect a (+).

Publish the rule in your announcement — deciding after the fact always looks like favouritism.

Variants: Scheveningen, group stages, double round robin

Scheveningen. Two teams of equal size; every player faces every player on the other team and nobody plays a team-mate. Named after the Dutch town that hosted the 1923 tournament using it. Two teams of six is six rounds and 36 games — a tidy shape for a club match, with friendlier arithmetic than a twelve-player all-play-all.

Group stage into a knockout. The 2022 FIDE Grand Prix used four pools of four, each playing a double round robin, with the pool winners going to the semifinals. It scales down neatly: sixteen club players in four pools of four, six pool rounds at two an evening is three evenings, then semifinals and a final. Six evenings, 51 games, six games each — against fifteen rounds and 120 games for a straight sixteen-player round robin. See the knockout guide for the bracket half.

Double round robin. Everyone meets twice, once with each colour — standard for elite invitationals and very small fields, where five rounds is too short an event. Six players doubled is ten rounds and 30 games.

Tiebreaks for a round robin

A round robin needs a different tiebreak from a Swiss, for a reason worth stating plainly.

Do not use Buchholz in a round robin. Buchholz is the sum of your opponents' scores — but in a complete all-play-all your opponents are everyone except yourself, so your Buchholz is the tournament total minus your own score. Two players tied on points have identical Buchholz. It separates nobody, and FIDE's tie-break regulations say so in a note on the Buchholz article.

The conventional order for a round robin is:

  1. Sonneborn-Berger — the standard. Add the final scores of everyone you beat, plus half the final score of everyone you drew with. It rewards beating the players who finished high.
  2. Direct encounter — the result of the game between the tied players.
  3. Koya — points scored against opponents who finished on 50% or better.

The tiebreak guide works through the arithmetic, including how byes and forfeits are handled. Whichever you choose, publish the order before round one.

Running one in Chess Caddy. Round robin is one of four built-in formats, with Swiss, knockout and Bughouse. Free, no account, works offline after the first load — the tournament lives in your browser's localStorage with automatic backup and undo, and exports to JSON. Tiebreaks are Sonneborn-Berger, Buchholz and Cumulative; direct encounter you read off the crosstable. Byes, forfeits and withdrawals are handled, and pairing sheets and wall charts print. iOS app in the App Store; Android in closed testing. More in the FAQ.

Frequently asked questions

How many rounds are in a round robin chess tournament?

One fewer than the number of players if the field is even, and equal to the number of players if it is odd. Six players play five rounds; seven players play seven rounds, because one player sits out each time. Ten players is nine rounds, twelve players is eleven.

How many games are in a round robin?

N × (N − 1) ÷ 2, where N is the number of players. Six players play 15 games, eight play 28, ten play 45, twelve play 66 and sixteen play 120. A double round robin, where everyone meets twice, is exactly double: N × (N − 1).

What is the maximum number of players for a round robin?

There is no rule, but practice sets it around twelve. Six or fewer is an easy yes. Seven to ten works if your calendar has the weeks. Eleven or twelve is the ceiling, and it is a slog. Beyond that, run a Swiss, rating-banded groups, or quads.

Should I run a round robin or a Swiss?

Round robin below about ten players, Swiss above it. The round robin gives a perfect result but needs N − 1 rounds; the Swiss finishes in about log₂(N) rounds but pairs you against only a slice of the field. Under ten players a Swiss runs short of legal pairings anyway.

What is a Berger table?

A pre-computed round robin schedule with the colours already assigned. It tells you who plays whom in each round and who has White. The official set is published in the FIDE Handbook at C.05 Annex 1, covering fields from three to thirty players. US Chess publishes an equivalent set, the Crenshaw–Berger tables.

How do you run a round robin with an odd number of players?

Add a ghost player to make the count even, then build the schedule normally. Whoever is drawn against the ghost sits out that round. FIDE puts it simply: where there is an odd number of players, the highest number counts as a bye. Seven players play seven rounds and six games each.

Why does one player get more Whites than another?

With an even field you play an odd number of rounds, and an odd number of games cannot split evenly. Everyone finishes one colour ahead — 3–2 or 2–3 in a six-player event. That is arithmetic, not a fault in the schedule. A double round robin balances it exactly.

What happens if a player withdraws from a round robin?

FIDE uses a halfway threshold. A player who completed at least 50% of their games keeps their results in the final standings. Below 50%, the results stay in the crosstable for rating purposes but are removed from the standings, because a partial schedule distorts everyone else’s score.

How are unplayed games marked in a round robin crosstable?

A minus sign for the player who did not appear and a plus sign for the opponent who did. The plus counts as a point in the standings but is not a rated game, since no moves were played. Announce before round one whether forfeits count towards your tiebreaks.

What is a quad chess tournament?

Rank the field by rating, cut it into groups of four, and let each group play its own three-round round robin. Every player gets three games against opponents of similar strength, and the round count stays at three no matter how big the entry. It fits comfortably into one afternoon.

What is a double round robin?

Every player meets every other player twice, once with each colour, over 2 × (N − 1) rounds. It fixes the colour imbalance exactly and is standard for elite invitationals and very small fields. FIDE recommends reversing the last two rounds of the first cycle to avoid three same-coloured games in a row.

Which tiebreak should a round robin use?

Sonneborn-Berger first: the sum of the final scores of the players you beat, plus half the final score of those you drew with. Then direct encounter, the result of the game between the tied players. Then Koya, your points against opponents who finished on 50% or better.

Can you use Buchholz in a round robin?

No. In a complete all-play-all your opponents are the whole field minus yourself, so your Buchholz is the tournament total minus your own score. Players tied on points get identical Buchholz, so it separates nobody. FIDE’s tie-break regulations note this explicitly. Use Sonneborn-Berger instead.

What is a Scheveningen tournament?

Two teams of equal size where every player faces every player on the other team and nobody plays a team-mate. It is named after the Dutch town that hosted the 1923 event using the format. Two teams of six means six rounds and 36 games — a tidy shape for a club match.

Sources

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