Check-In
Confirm which approved participants will attend before you plan matches.
Check-in is an optional confirmation step that runs after registration closes and before matches are planned. It lets you find out which approved participants will actually show up, so you can plan matches with accurate numbers. Only approved participants can check in — pending, waitlisted, and rejected registrants aren't eligible even while check-in is open. You can let participants check themselves in, or mark them in yourself — for example, at a LAN event where you verify attendance at the venue.
Where to find it
The check-in card lives in two places, and it's the same tool in both: the tournament Overview page, and Participants → Check-in. There's no separate configuration screen — enabling, managing, and reviewing check-in all happen from this one card, with Overview, Registrations, Analytics, and Settings tabs.
Step by step
Enabling check-in:
- Open the check-in card (from the tournament Overview page or Participants → Check-in).
- Turn on the switch next to the card's title to open check-in.
- Your approved roster must be full (at capacity, or at least the minimum participant count if no capacity is set) before you can open check-in — the switch will reject the request otherwise. Waitlisted and pending registrants don't count toward this.
- Use the Settings tab to configure the check-in deadline (the single cutoff time by which participants must check in), plus whether to require verification, allow late check-in after the deadline, and send automatic reminders.
- Save your settings.
Check-in doesn't run on a scheduled window — there's no separate start time. It's simply open or closed, controlled by the switch, until the deadline you set.
Once check-in is open, both self check-in and organizer check-in are available at the same time — there's no setting that restricts you to one or the other:
- Participants check themselves in from the player-facing site, as long as their registration is approved.
- Organizers can check participants in manually from the Registrations tab — useful for offline or LAN events where you verify attendance in person.
Managing check-in:
- Open the Registrations tab.
- Review which participants have checked in and which have not.
- Select one or more participants using the checkboxes, then click the Check in selected button to check them in as a batch. This is a one-way action from this screen — there's no way to undo a check-in here.
- From the Overview tab, use Send Reminders to notify participants who haven't checked in yet.
What happens next
Moving from check-in to match planning either requires a fully checked-in approved roster, or an explicit confirmation from you to proceed anyway. If you proceed with participants still not checked in, they're marked as no-shows and excluded from the bracket — only registered, checked-in participants are seeded.
- Proceed to seeding and placement once matches are planned.
- Return to manage registrations if you need to accept or waitlist additional participants before check-in closes.
LAN event check-in
For in-person LAN events, a separate on-site check-in flow is available under the event's LAN check-in page. Instead of (or alongside) self check-in on the player-facing site, attendees can be checked in by QR code scan or badge scan at the venue, in addition to manual check-in by staff. This is distinct from the general tournament check-in described above and is configured as part of your LAN event settings.
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