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What the organizer gets

Fill, run, communicate, remember.

Four jobs, in the order a session actually happens. Dink Robin is for the person who already has a group and a court time.

Fill

Send the invitation to the people who play with you. See who is in, who is out, and who is waiting. When the courts are full, the next yes goes to the waitlist until a spot opens.

Run

Dink Robin builds the round robin and keeps the scores. Qualifying games are first to 11. The final is first to 15, win by 2. The organizer stays on the court instead of rebuilding the draw on paper.

Communicate

One link carries the plan: when you are playing, where you are playing, and a reply for each player. Reminders go to the people who were invited, not to a new public list.

Remember

The roster, the replies, and the results stay with the group. Next week starts from the people you already play with and from the games you already recorded.