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Court and Field Allocation: The Math Nobody Teaches You [2026]

Tournamyx Team · Tournamyx Digital

Tournament Guides

To work out how many courts a tournament needs, multiply your total matches by your slot length, then divide by the minutes you can actually play: courts = (matches × slot length) ÷ usable minutes, rounded up. A 31-match day at 25 minutes a slot needs 775 court-minutes; in a 495-minute playing day that's 1.57, so you book 2 courts.

That's the easy half. The half nobody mentions is that more courts can make your tournament worse, because you burn through matches faster than teams can recover. Here's both halves of the calculation.

Key Takeaways

  • Courts needed = (matches × slot length) ÷ usable minutes, rounded up.
  • Slot length is play time plus turnaround. Forgetting the turnaround is the single most common planning error.
  • Usable minutes are not booked hours — subtract setup, briefing, lunch and the presentation.
  • There's a ceiling: with C courts, 2C teams are playing at once. Max courts for one slot of rest = teams ÷ 4.
  • Aim for 85% utilisation, not 100%. The spare 15% is what absorbs overruns and injuries.

Step 1: Count Your Matches

Everything downstream depends on this number, and it comes from your format, not your team count. A 16-team knockout is 15 matches. The same 16 teams in four groups of four feeding a bracket of eight is 31. The match-count formula for every format gives you the exact figure.

Count the third-place playoff if you're running one. Count the crossover matches. Count everything that needs a court and a referee.

Step 2: Set a Realistic Slot Length

A slot is not the length of a match. It's the length of a match plus everything that happens around it.

Teams walking off. Teams walking on. Scoresheet handed to the desk. A ball retrieved from under the bleachers. Somebody's shoelace.

Two halves of ten minutes is a 20-minute match and a 25-minute slot. If you plan on 20, you are quietly 5 minutes late after every single match — which over 31 matches on two courts is more than an hour lost by the afternoon.

Five minutes of turnaround is the minimum I'd plan for indoors. Outdoors, with pitches further apart, make it ten.

Step 3: Count Usable Minutes, Not Booked Hours

You booked the hall from 9am to 6pm. That's 540 minutes, and you will not play 540 minutes of tournament in it.

Take out the opening briefing, the lunch break, and the presentation at the end. Call it 45 minutes across the day and you're at 495 usable minutes.

Two details people get wrong here. Setup and pack-down happen outside your booking if you can negotiate it — ask. And a lunch break doesn't have to stop play if you stagger it by court, though somebody has to referee through it.

Step 4: Divide

Now it's arithmetic. Court-minutes you need, divided by the minutes each court gives you:

  • Court-minutes needed = matches × slot length
  • Courts needed = court-minutes needed ÷ usable minutes, rounded up

31 matches at a 25-minute slot is 775 court-minutes. Divided by 495 usable minutes that's 1.57 courts — so you need 2.

Never round down and hope. Rounding down means finishing in the dark.

Step 5: The Rest-Time Cap Nobody Tells You About

Here's the part that catches experienced organizers out.

With C courts running at once, 2C teams are on court in every slot. Four courts means eight teams playing simultaneously.

If you only have eight teams in that phase, every team is on court every slot. Nobody rests. Ever.

So there's a ceiling on useful courts, and it depends on your field size:

  • Max courts for one slot of rest = teams ÷ 4
  • Max courts for two slots of rest = teams ÷ 6

With 16 teams, four courts is the most you can run and still give everyone a slot off between matches. Push to six courts and teams start playing back to back.

This is genuinely counterintuitive, so it's worth stating plainly: booking extra courts can hurt you. You finish earlier, but you finish earlier because you ran exhausted teams through back-to-back matches, and the quality of the final drops.

If you're above the cap, don't cancel the courts — spread the matches out and finish at a civilised time instead. The extra space is still useful for warm-ups.

The 85% Rule

Check your utilisation: court-minutes needed ÷ (courts × usable minutes).

Our 31-match example on 2 courts is 775 ÷ 990 = 78%. That's healthy.

Above 85% and you have no slack. One injury stoppage, one disputed result, one team stuck in traffic, and the delay propagates through every remaining match with nothing to absorb it.

Planning to 100% utilisation isn't efficiency. It's scheduling with no brakes.

Worked Example: 16 Teams, One Day

Four groups of four into a bracket of eight, which also delivers a 3-game guarantee.

  • Matches: 24 group + 7 knockout = 31
  • Slot: 20 min play + 5 min turnaround = 25
  • Court-minutes needed: 31 × 25 = 775
  • Usable day: 9am–6pm minus 45 min of breaks = 495
  • Courts: 775 ÷ 495 = 1.57 → 2 courts
  • Utilisation: 775 ÷ 990 = 78% — comfortable
  • Rest check: 2 courts = 4 teams per slot, 16 ÷ 4 = a 4-slot cycle, so 3 slots off between matches. Generous.

Worked Example: 24 Teams, One Day

Six groups of four into a bracket of eight, same 25-minute slot, same 495-minute day.

  • Matches: 36 group + 7 knockout = 43
  • Court-minutes needed: 43 × 25 = 1,075
  • Courts: 1,075 ÷ 495 = 2.17 → 3 courts
  • Utilisation: 1,075 ÷ 1,485 = 72% — room to spare
  • Rest check: 3 courts = 6 teams per slot, 24 ÷ 6 = a 4-slot cycle, so 3 slots off. Comfortably under the cap of 6 courts.

Notice that adding 8 teams and 12 matches only cost one extra court. Courts scale far better than hours do — which is why finding a third court is usually easier than extending the booking.

Reverse It: How Long Will My Tournament Take?

Same numbers, rearranged. If the courts are fixed and you want the finish time:

Hours = (matches × slot length) ÷ (courts × 60)

31 matches, 25-minute slots, 2 courts: 775 ÷ 120 = 6.5 hours of play. Add your breaks back on and you're looking at a 7 to 7.5 hour day.

Do this before you publish a finish time. Parents plan their day around it, and the fastest way to lose an audience for your final is to run two hours late.

The Four Mistakes That Cost You the Day

  • Planning slots as match length. Five minutes a match, compounded, is the classic way to finish 90 minutes late.
  • Using booked hours as usable minutes. Your presentation is part of the day. Budget for it.
  • Ignoring the knockout tail. The last few rounds can't run in parallel — a final needs the semis finished. Your court count doesn't help at the end, so leave slack there.
  • Choosing the format before checking the venue. Design the format to fit the hours you have, not the other way around.

Frequently Asked Questions

How many courts do I need for 16 teams?

For a group stage into a knockout — 31 matches at 25-minute slots in a full day — two courts. A straight 15-match knockout fits on a single court with time to spare.

Can you have too many courts?

Yes. With C courts, 2C teams play every slot, so once courts exceed roughly a quarter of your field, teams start playing back to back with no recovery. More courts finishes the day faster, but tireder.

How much rest should teams get between matches?

One slot off is the practical minimum for most indoor sports, two for anything full-contact or played outdoors in heat. Use the teams ÷ 4 and teams ÷ 6 caps to check your court count supports it.

What if the numbers say I need more courts than I have?

Three levers, in order of how much anyone will complain: shorten the slot, extend the day, or change the format to one with fewer matches. Changing the format is the biggest lever by far — dropping from groups-plus-bracket to a straight knockout halves your match count.

Does this work for pitches and fields too?

Identical maths, longer turnarounds. Outdoor venues have further to walk between pitches and more weather risk, so use a 10-minute turnaround and target 75% utilisation rather than 85%.

Do This Before You Pick a Format

The order matters more than the arithmetic. Most organizers design a format they like and then try to squeeze it into the venue. It works far better in reverse: measure the hours and the courts you actually have, work out how many matches fit, and choose a format that lands inside that number. That lesson came from running a 406-team competition, where the venue was always the binding constraint.

Once the numbers work, the tournament schedule maker will lay the fixtures out across your courts, and the seven-step guide to building a schedule covers what to do with them once they're allocated.

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