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SwissSys UsageGetting StartedTinker - Players Menu

Tinker - Players Menu

Use this dialog to revise a player’s registration data. It is especially handy for changing small mistakes after the tournament has begun; for larger mistakes it may be easier to reopen a tournament file from an earlier stage of the tournament and start over.

You can access this dialog from several places: The main menu, the Register window, or by double-clicking on a result in the wall chart or standings table (while in “locked mode” only).

Dialog features

This dialog is much like the Register dialog with a few added features:

One field is added in the main player data area. This is the “Original pair #.” field. Use this if you are doing tournaments with merged schedules and want to mark a newly-registered player as being the same as a previously-withdrawn one for pairing purposes.

If you are not doing merged tournaments you will not need to worry about this field. See the topic merge for more details.

Confirming changes

Confirm your changes by clicking the OK-Exit button or the Confirm button.

A few buttons at the top of the dialog give you more control over how you enter the data. The arrow buttons allow you to browse through the player roster.

The “Stoplight” button determines whether SwissSys will ask you for confirmation on any changes you make (and automatic updating of opponents) before going on.

Accessing Tinker

Besides using the menu and the toolbar to access Tinker, you can also do this by double-clicking on the desired player in the player roster of the main SwissSys screen (or on the player in the chart, provided you are in “locked mode”).

Important notes

Also note that changing the bye button for rounds already played has no effect. Use the edit functions of the main view instead.

Two other buttons allow you to reload or update player ratings from database or online, respectively.

Player status options

At the bottom you can mark the player with two other options.

One is marked “Withdrawn” and checking this withdraws the player.

The other lets you flag a player in reports with the message “See T.D.” Any time you have a problem you need to see players about, check this “Flag player” field to bring them running to you.

Next to this is a box to mark a player as ineligible for prizes, which you may want to do in the case of a house player.

Notes on using Tinker with a fixed-roster event

1. Setting advance team byes

You can set advance team byes here. To do this, call the Tinker dialog while in team-based view mode. This brings up a team-based Tinker dialog, from which you can set the advance bye buttons as usual.

You can also change team codes and expansions here, although it is often more convenient to do these things by editing the main view and using the Expanded Team Names dialog, respectively.

2. Setting pairing restrictions

You can set a pairing restriction for fixed-roster teams. You might do this if, for instance, you have one school that sent several teams to the event.

This field, which is only accessible via the Tinker dialog in team-based view mode, is labeled the team’s “club” for purposes of pairing restrictions.

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