DubsDeck

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What DubsDeck Is

DubsDeck runs a disc golf doubles night from one phone: check players in, generate random teams, enter scores, resolve ties, and pay out, including the ace pot, without anyone else installing anything or creating an account.

Concepts

Group. Your club or league. A group owns its roster, nights, and ace pot ledger. Organizers belong to groups; players don't need accounts at all.

Owner / Organizer. People with DubsDeck accounts who run the group. Both can do everything on a dubs night. Owners additionally manage other owners and group settings.

Night. One dubs event. A night moves through check-in, teams, scores, and payout. The newest night without scores is your active night.

Players & Tiers. Roster entries managed by organizers. Every player has a tier: A (top arms), B (middle), C (newer or casual). Tiers drive fair pairing. Jr is for minors playing the night: a Jr pairs only with a B player, is never the wildman, and the B+Jr team gets the extra throw.

Wildman. When an odd number checks in, one willing player plays solo with an extra throw per hole. C players aren't selected as wildman.

Extra Throw. B+C pairs and the wildman get one extra throw per hole to level the field. An A paired with a C gets nothing, the A is the extra throw.

Tiered Play. Optional mode that splits the night into two separate competitions: an A pool (A+A pairs, own pot, own leaderboard) and a B/C pool (own pot, own leaderboard).

Dubs Pot & Ace Pot. Every checked-in player buys into the dubs pot ($5 default); the ace pot ($1 default) carries forward week to week until someone hits an ace.

Live Scoring. Optional. One player per card keeps a running score on their phone through a link, no account needed, and anyone can watch a live leaderboard. The organizer still verifies and saves the final scores.

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Running a Night

1. First-time setup

Register at dubsdeck.com, verify your email, and create your group when prompted. Build your roster on the Players page. A name and a tier is all a player needs. To add a co-organizer, open Members and invite them by email.

2. Start a night

On the Dashboard, tap Start a Night, or tap Copy on a past night to reuse its course and layout. The Night Setup panel opens: set the course, layout, and notes. The ace pot field pre-fills with the carried-over balance. Coming to DubsDeck with an ace pot already going? Enter that existing balance here. Starting fresh? Leave it at $0 and check-in builds the pot as players pay in. Turn on Tiered Play here if you already know you're running pools. Save, and check-in begins.

3. Check players in

Tap a player's name to check them in. Three chips appear: $ (paid dubs), Ace (paid ace pot), and Wild (willing to be wildman), all pre-set to the usual defaults; tap any chip to flip it. Tap Done to collapse the row; tap the checkmark to reopen it. While a row is open, tapping the player's name again checks them out.

A walk-up who isn't on the roster yet? Tap + Add New Player at the bottom of the list, enter a name and tier, tap Add, and they're on the roster and checked in. (Players can also be added anytime from the Players page in the menu.)

If you have 4+ A players and 4+ B/C players checked in, DubsDeck suggests Tiered Play; one tap enables it. Tiered nights run two separate competitions with separate dubs pots and separate payouts, an A pool and a B/C pool, while the ace pot stays shared across the whole night.

4. Make teams

Make Teams enables at 4 checked-in players. If anyone hasn't paid dubs, you'll be asked to exclude them or proceed anyway.

Pairing rules, automatically applied: C players pair with A or B partners (C+C only when unavoidable), B+C pairs and the wildman get the extra throw. Jr players pair only with B players, and B+Jr teams get the extra throw. On tiered nights the A pool pairs A+A while the B/C pool pairs separately. Odd count? A willing player becomes wildman. Teams with A players are spread across cards rather than stacked on one.

Made teams too early? Remove Teams (below View Cards) unlocks check-in. A latecomer after the draw? Use Add Late Comer on the Cards page — see Late Comer. Re-roll Teams on the Cards page redraws everything.

5. Cards

The Cards page shows who plays with whom and which card they're on. Wildman and extra-throw badges appear on the teams that have them. Play golf.

Late Comer

After teams are made, the red Add Late Comer button on the Cards page brings people in without tearing teams down. Remove Teams is still there if you need to unlock check-in before anyone is locked in.

Add one player or several at once. The roster is the only cap.

Rules the wizard applies: a player who messaged before the draw joins free with no penalty. Arriving after the draw costs a $2 late fee and the team carries +2 penalty strokes. Once anyone has thrown, the door is closed — no additions.

Penalty caps at 2 per team. Sequential arrivals don't stack.

A late player merged onto an on-time wildman takes no strokes; the fee still applies. A late solo wildman keeps the extra throw.

Late fees go to the ace pot. You can override fees and strokes in the preview before you confirm.

Scores show as raw (+penalty) = effective on every board.

6. Live scoring (optional)

On the Cards page, the Live Scoring section holds two QR codes. Show the SCOREKEEPER code to one player per card, they scan it, pick their card, and get a simple score keeper: one running total per team, tap plus or minus as the round goes. No login, no app. The LIVE LEADERBOARD code is for everyone else, a read-only board showing all teams, refreshed with a tap. Scorekeepers can also show the board code from their own phone.

When a card's round is done, the scorekeeper taps Finish Card, which locks their numbers. Tapped it early? Resume scoring unlocks it.

Nothing the scorekeepers enter is final. When you open Enter Scores, their numbers are waiting with a 'live' tag, check them, fix anything, and Save as always. The moment you save, all scoring links close permanently and the board shows final results. Skip live scoring entirely and Enter Scores works exactly as it always has.

7. Enter scores

After the round, Enter Scores & Finish the Night: one score per team for the whole round, relative to par (−3, E, +2). If live scoring was used, the steppers arrive pre-filled with the scorekeepers' numbers, marked 'live' — verify and adjust before saving. Save sends you to Finish Night.

8. Finish Night

After saving scores, Finish Night asks only what's unanswered, in order: the ace question, tie resolution if teams are tied at a paying place, then the payout.

Ace pot: Select the player(s) who hit an ace and confirm the award, or tap No Ace Hit to carry the pot to next week. Every carry and award is recorded on the Ace Pot ledger page.

Ties: Tied at a paying place? Two ways to resolve: Split Pot divides the tied places' money evenly (odd dollar to the better position), or Break Tie lets you order the teams yourself (throw-off, card-back, your call).

Payout: DubsDeck suggests how many places pay from the checked-in count:

  • 1–10 players → 1 place
  • 11–16 → 2 places
  • 17–27 → 3 places
  • 28–40 → 4 places
  • 41–62 → 5 places
  • 63+ → 6 places

Amounts use a half-drop split (each place about half the one above). Every place floors to an even dollar so teams of two split clean. The last paying place is at least 2× the dubs buy-in (a team's combined entry); if flooring left it short, the difference comes from 1st. Leftover dollars after that redistribution go to the ace pot as rounding — shown as +$N to ace pot (rounding) before you confirm, and credited to the ace pot ledger when you confirm.

Adjust paying places if you want, override amounts when you need to (1st may be odd; places below 1st stay even), then Confirm Payout. Underpaying the pot sends the difference to the ace pot.

Confirming the payout finishes the night: it locks automatically and lands on Results.

Starting a new night while an old one was left unfinished? The old night's Finish Night questions come up first — same forms, same order, nothing new.

9. Results

Results is a recap: the leaderboard with payout amounts, ace outcome, and confirmed timestamps. Nothing to fill in. Same view as any past night.

Fixing a mistake after the night is locked: Group NightsUnsealEdit Scores → save. Finish Night reasks only what the change affected. A changed score clears the payout; the ace answer stands. Confirming again re-locks the night.

10. After the night

The night moves to Past Rounds on the Dashboard. Group Nights lists every night with delete if you need to remove one. Next week, tap Copy and do it again.

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Managing Your Group

Members. Invite organizers by email (invites expire in 7 days; resend anytime). Any member can add or remove organizers; only owners can promote, demote, or remove owners, and a group always keeps at least one owner. Owners can also rename the group here, and delete it, which permanently destroys every night, player, score, payout record, and the ace pot ledger, and requires typing the group's name to confirm.

Players. Delete lives inside a player's opened edit card. No history? Confirm and they're removed for good. Has history? Choose Archive (recommended) or Delete. Archived players stay off check-in and late-comer lists, sit in a collapsed Archived section on the Players page, and keep their history — unarchive anytime. Delete removes them from every list, including Players, and can't be undone from the app. Past nights still show the name with a small (deleted) tag; scores and payouts stay in the record.

Account. Change your password or email (the new address must be verified before it takes effect), see your groups, leave a group, or create another one. Handing your group off? Promote your successor to owner on Members first, then leave.

Switching groups. Belong to more than one group? A switcher appears at the top of the menu. Everything you see and do applies to the active group shown under the DubsDeck logo.

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FAQ

Do players need accounts? No. Only organizers log in. Players are just names on your roster.

Does live scoring need an app or account? No. Scorekeepers and spectators just open a link. Only the organizer logs in.

Why is Make Teams disabled? Fewer than 4 players are checked in, or the quick-add form is open.

Why can't I check anyone in? Teams are made, check-in locks. Use Remove Teams to unlock it.

Why is Confirm Payout disabled? The amounts add up to more than the pot. Bring the total back within the pot and the button unlocks. Ties and the ace pot can't block it — Finish Night handles those in earlier steps.

Someone entered the wrong score. Group Nights → Unseal → Edit Scores, fix it, save. Finish Night reasks only what the change affected (a changed score clears the payout; the ace answer stands). Confirm again to re-lock the night.

How does the wildman work? Odd player count: one willing player (never a C) plays alone with an extra throw per hole and competes for the same pot.

What happens to the ace pot if nobody aces? It carries. The balance pre-fills the ace pot field on your next night automatically. $2 late-comer fees also credit the ace pot. Dubs payout rounding (leftover dollars when place amounts don't consume the whole pot) is also credited to the ace pot at payout confirm and shows on the Ace Pot history as payout rounding.

How do I hand the group to someone else? Members → promote them to owner. Then leave the group from your Account page if you're done, or stay on as a second owner.

What does deleting my account or group destroy? Deleting a group destroys all of its data permanently. Leaving a group destroys nothing, the group continues without you.

Can I see the payout math without logging in? Yes, the Payout Calculator is public. Set any buy-in and see the full breakdown by player count.

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