Who plays next?
Loud shouting across the meadow is no longer enough for 20 teams.
Leagues & seasons
Pricing & plans →Occasions & audiences
Flunkyball is played with different house rules. Agree on team size, winning condition, time limit, and what happens in a tie or if a team is absent. The schedule manages fixtures and simple scores, not the actions in the game. Alcohol-free drinks work just as well.
Free forever in demo mode. No credit card.
Flunkyball is a festival classic, but with many teams and simultaneous matches, tournament management quickly becomes complicated.
Loud shouting across the meadow is no longer enough for 20 teams.
The management has to chase down results.
The printed bracket blows away or gets wet.
For eight or more teams, the standard assistant recommends two groups followed by a knockout round.
Everyone must instantly see on their phone who they are playing against.
An authorized organizer enters a simple numeric final score; throws, hits, and drinking or reset actions are not tracked.
See tournament setup, match operations and public results in the app.
Fictional 1:0 results place Parkpiraten and Wiesenfüchse at the top of group A.
The open form records a generic match score, not throws or Flunkyball actions.
The group winners and runners-up make up the four semi-finalists.
The public pitch board shows both scheduled matches across two pitches.
The key is that the schedule holds together outdoors.
| Criterion | On Paper | With Turniermeister |
|---|---|---|
| Match calls | Lost in the noise. | Every team sees their next match on their phone. |
| Results | Get forgotten. | Are entered centrally via phone. |
Especially in Flunkyball, a mobile solution counts more than an Excel plan.
There is no single Flunkyball rulebook. Choose a format for your team count and time window; agree on the game rules yourselves.
One loss ends a team’s tournament run. Agree in advance how to settle a draw and what happens after a no-show.
For eight teams, the assistant recommends two groups of four; the top two in each group advance to the semi-finals. This is a format recommendation, not a Flunkyball rule.
Fictional plan, not a customer reference or universal Flunkyball rules. For this alcohol-free house rule, the organizers assume four players per team, each with a cup of water or juice. Teams take turns throwing at an empty plastic bottle; after a hit, the opposing team retrieves the ball and resets the bottle while the throwing team drinks. The first team with all four cups empty wins. If neither team wins within five minutes, alternating throws continue until exactly one team hits. These are local rules the app does not check.
Eight teams are split into two groups of four and assigned two pitches. In this demo, the Party duration estimate suggests five minutes per match; it is not a game timer or rule validation.
Each group of four plays six matches, for 12 group matches in total. In the selected settings, a win earns three table points; the top two teams in each group reach the semi-finals. The demo standings place Parkpiraten and Wiesenfüchse, plus Dosencrew and Wurfbande, in the top two. The semi-final pairings are Parkpiraten–Wurfbande and Dosencrew–Wiesenfüchse.
With two pitches, two matches from one group can run in parallel. Six group waves, one semi-final wave with two matches, and one final wave make 15 matches across eight waves. At five minutes per game and three minutes to change over between waves, that is 8 × 5 + 7 × 3 = 61 minutes, before check-in, longer breaks, or delays. A sample 1:0 is a generic numeric result; the app does not track Flunkyball actions. The existing app views show this eight-team setup, not this manually calculated timeline.
For a no-show or withdrawal, the organizer marks the team as withdrawn. Pending group games are removed; in an open knockout game, the opponent advances by walkover. If a game is interrupted while both teams remain, the organizer must decide under the house rules and enter the result manually.
Create a preview anonymously and register only when you want to save. Choose 30-day access for a single event or a subscription for recurring events.
Use the assistant through the preview without an account; register to save. Demo mode keeps one private tournament per type. Public sharing and helper access require a paid plan. Prepare a tournament for free
For a single tournament – no subscription
5 tournaments per 30 days (fair use)
Choose 30-day accessFor events across several months
5 tournaments per month (fair use)
Choose monthly planThere is no universal rulebook. Agree in advance on team size and substitutions, the winning condition, any time limit, how to settle a tie, and what happens after a no-show. The game can also be alcohol-free. The assistant’s duration estimate only informs the suggested match length; the app does not run a timer or validate Flunkyball rules.
An authorized organizer enters a simple numeric result, such as 1:0. Throws, hits, bottles, drinks, and reset actions are not recorded. Table points and tie-break criteria are general tournament settings, not Flunkyball scoring rules.
There is no automatic check-in or dedicated workflow for declaring an in-progress game abandoned. Decide disputed cases under your published house rules. The organizer can mark a team that will not continue as withdrawn: its pending group games are removed, and its opponent advances by walkover in an open knockout game; completed results remain.
You can preview a plan anonymously in the Try Wizard. The Flunkyball template costs €3.99 once or is included with an active paid subscription. Saving a plan to a private dashboard requires an account; the demo plan allows one saved tournament per mode. Public sharing and helper invitations require a paid plan. Buying the template alone does not include those plan features.
Preview the workflow without commitment. The template purchase and plan access options are explained on this page.
Free forever in demo mode. No credit card.