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About us

What is Longshanks?

Longshanks allows organizers to easily publicize events and automatically manage player pairings. It allows players to easily find and participate in local events and see what other events are happening around the world.

Since 2017, Longshanks has been the de facto online home of competitive Guild Ball, a tabletop miniatures game by Steamforged Games. A sister site was created in 2020 for Godtear, another Steamforged game.

The two systems were combined in 2021 and support was added for additional game systems. If your favorite game isn't supported yet, contact us to see if it can be added.

Longshanks is owned and operated by Windy City Game Lab, LLC. Names, images, logos, and other game-specific trademarks are property of their respective owners.

Why the name?

In the lore of Guild Ball, tournaments and games between the various guilds are organized by a powerful and secretive society known as "the Longshanks." Since this site was originally developed specifically for Guild Ball, the name was a perfect fit.

Since expanding to support other game systems, we have outgrown the relevance of our name. We choose to continue using it as a respectful nod to the game that got us started and all the players and event hosts who have supported us since the beginning.

Acknowledgements

Ben Redmond

Ben created the first Guild Ball ranking system and was a significant inspiration for Longshanks.

Kevin Stewart

Kevin has been instrumental in providing feedback on the functionality of the Longshanks system. He has also provided a number of ideas and suggestions that have been crucial to the site's success.

Special contributors

Players marked with the red star badge contribute to Longshanks in a variety of ways, including testing and troubleshooting new features. Their help is greatly appreciated!

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Contact us

Finding help

Before contacting us, please read through the Help pages. You may find the answer to your question here.

If you can't find what you need or require additional assistance, there are several ways to cantact us. Please choose one of the options here for any questions or requests.

User requests

Users may submit requests for changes, upgrades, or new features using the User Requests page. Other users can vote for and againsts each request, with overall score influencing when requests are implemented.

User requests page

Social media

Send us a message through one of our social media platforms for a quick response to a question or for technical assistance.

Discord Twitter WhatsApp

Facebook (Longshanks) Facebook (Windy City Game Lab)

Email

For more complex and in-depth issues, send us an email.

Longshanks administration Windy City Game Lab

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Supported games

Tap a banner to go to that game system's home page, where you can find more details about its game settings, event settings, factions, and scenarios.

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Player accounts

Account information

Editing your settings

Once you have claimed your account and logged in you may update your name, home region, password, and other account information using your Dashboard.

ID number

Each account in the system has an ID number that is unique and cannot be changed. A player can always be identified by their ID number even if that player changes their name or other settings.

Display name

Your display name is used by event organizers and other players to find you. To avoid confusion and ensure that games are linked to the correct account, you should be easily identified by your display name both online and in real life.

  • While not required, it is highly recommended that you use your real name.
  • Your display name may not contain special characters.
  • Your display name may not contain profanity.

Nicknames

Subscribers may choose to use a nickname. These appear as a higlighted section within your display name.

  • Your nickname may not contain special characters except #, @, $, , £, ¥, and µ.
  • Your nickname may not contain profanity.

Get an account

Access an existing account

If you have ever attended an organized play event for one of the supported game systems, you may already have an account. If you find an entry in the player list that matches you, follow the instructions on that player profile to claim the account.

An unclaimed account can be registered for events by an event organizer, but you must claim your account to register for events yourself, host events, or change your account information.

Create a new account

If you do not have an account and want to set one up, you can create a new account.

Policies

  • You may modify your account information as necessary to correct errors or reflect changes.
  • Names or nicknames that receive complaints or are deemed inappropriate may be removed or modified by the administration without warning. An account may be locked if an offense is severe or repeated.

Abuses of these policies are NOT tolerated.

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Player rating

By default, Longshanks uses rated events from the past year when calculating and reporting player rating (read about event types). The "data filters" option that appears on some pages allows you to adjust which events and games are included.

RPI

Player rating on Longshanks is based on the rating percentage index (RPI).

R = win/loss record
OR = average R of all opponents
OOR = average OR of all opponents

Game threshold

Each game system has a threshold set by that game's administrator. This threshold represents approximately half the number of games played by a typical competitive player per year.

Rating

To account for new and untested players, RPI is modified to favor more games being played. A Q-factor is calculated for each player based on the number of games played and the game system's threshold.

The Q-factor is very large when a player has played few games and disappears as a player approaches the game threshold.

e = Euler's number
T = game threshold
n = number of games played

The rating of a player who has played fewer games than the game threshold is calculated by dividing that player's RPI by their Q-factor. Once a player has exceeded the game threshold, their rating is equal to their RPI.

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Player awards

Awards are for achievments in gameplay within the last year. Current awards appear on the ranking page and historical awards appear on a player's profile.

Event champion

These awards are given to the winners of various notable events. (Eg., National or world championships, major conventions, etc.)

Faction leader

The most highly-rated player within each faction. (These awards require a minimum in-faction rating of 500.)

Devoted

Initiate, Enthusiast, Disciple, and Fanatic

Play multiple games with the same faction. (The number of games required per faction is based on the game system threshold.)

Dabbler

Play multiple games each with several different factions. (The number of games required is based on the game system threshold.)

Collector

Play at least one game with each faction.

Win streak

Winning Spree, Rampage, Dominating, Unstoppable, and Godlike

Win multiple consecutive rated games.

Centurion

Play 100 or more games. (If the threshold for a game system is 50 or greater, this award is disabled.)

People's Champion

Build the game community by hosting events with a large number of players. (The number of registered players required is based on the game system threshold.)

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Player badges

Badges appear next to a player's name.

Newbie

Accounts created in the last 30 days.

Venue

Game store or other event venue. Contact us to gain a venue badge.

Game company staff

Contact us to gain a game company badge.

Subscriber

Subscribers of all levels help keep this site running and get access to advanced features.

Windy City Game Lab

Site administrators and special contributors.

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Event types

Each event has one type from each of three categories.

Rating

Rated

Games in rated events are included when calculating player ratings.

Rated events should strictly follow current game rules and any official tournament procedures. It is recommended that rated events have at least 8 participants.

Unrated

Games in unrated events are not included in player rating calculations. They can be more casual, less competitive, and even use alternate forms of play.

Unrated events are great for escalation leagues, thematic games, and convention side events.

Format

Singles

Players compete individually in 1v1 games. Unless otherwise specified, all events use the singles format.

Doubles

Pairs of players cooperate in 2v2 games against other pairs.

Team

Teams of up to nine players face other teams in a series of 1v1 games between their players.

The team format is based on the format used by the World Team Championships (WTC) for Warhammer 40,000 and Warmachine & Hordes.

Style

Tournament

Tournaments are formal events organized into rounds of games. During each round, the event host assigns each player to face a specific opponent using a pre-determined pairing system.

League

Leagues are designed for more casual events and often run over multiple days or weeks when the full set of players might not attend every day. During a league, games may be submitted between any two players in the league at any time.

Unrated
Singles
Rated
Singles
Unrated
Doubles
Rated
Doubles
Unrated
Team
Rated
Team

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Event status

Under construction
  • Only visible to the event organizer.
  • Not included in any data calculations.
  • Use this status for events that aren't ready for the public yet and to practice using the event hosting system.
Under construction
Public (Open)
  • Visible to everyone.
  • Players may self-register.
Open
Public (Locked)
  • Visible to everyone.
  • Only event organizers may register players or enter game results.
Locked
Ongoing
  • Games have begun and new players may not register for the event.
  • Late players may be added by the event organizers.
Ongoing
Finished
  • Registration and game results may not be modified.
Finished

Full events

Events with stripes have reached their player capacity. Additional players may be registered only by an event organizer. All other Open, Locked, or Hidden rules apply.

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Event pairings

Pairing methods

Game pairings are set automatically using one of the methods shown here.

Swiss

Players are grouped by their number of tournament points (TP) and paired at random against another player in the same group. Players may be paired up or down if some groups have an odd number of players. If necessary, a bye is assigned randomly to a player in the group with the least number of TP.

Adjacent

Adjacent example
Table 1 1st versus 2nd
Table 2 3rd versus 4th
Table 3 5th versus 6th
Table 4 7th versus 8th

Adjacent pairing maximizes engagement by pairing players who are as closely matched as possible. (Also known as Monrad or King of the Hill pairing.)

The player in first place is paired against the player in second place and so on. If necessary, a bye is given to the player in last place.

Fold

Fold example
Table 1 1st versus 8th
Table 2 2nd versus 7th
Table 3 3rd versus 6th
Table 4 4th versus 5th

Fold pairing maximizes excitement by pairing strong players against weak players early on and leaving games between strong players for the later rounds. (Also known as Slaughter pairing.)

The player in first place is paired against the player in last place and so on. If necessary, a bye is given to the player in first place.

Slide

Slide example
Table 1 1st versus 5th
Table 2 2nd versus 6th
Table 3 3rd versus 7th
Table 4 4th versus 8th

Slide pairing is a middle ground between the Adjacent and Fold methods. (Also known as Cross pairing.)

The players are split into two groups based on their ranking, then the player in first place overall is paired against the top player of the second group, the player in second place overall is paired against the second player of the lower group, and so on. If necessary, a bye is assigned to the player in the middle of the ranking.

Random

Players are paired at random. If necessary, a bye is assigned randomly.

Bracket

Creates a fun experience for spectators to follow along with the event's progress.

A classic bracket structure in which each player's list of possible opponents can be predicted from the start of an event. If necessary, a bye is assigned randomly among the players with the worst record.

Bracket pairing must be selected for the first round of an event (or its top cut) and all subsequent rounds. If another pairing method is chosen in a later round, the bracket is cancelled.

Note Bracket pairing requires specific numbers of players to function properly and is only recommended for highly competitive events. Due to this complexity, bracketed events require additional maintenance from the administration and may be hosted by subscribers only.

Byes

If an event has an odd number of players, one player will need to sit out each round. This player is assigned a "bye" for the round. Each game system handles byes differently, but they usually count as a win.

Seeding

The first round of an event may be seeded by ranking players using their Longshanks rating and then applying the chosen pairing method.

The following pairing methods may be seeded: Bracket, Adjacent, Fold, and Slide. All other pairing methods will randomize players in the first round.

Player elimination

Eliminating players before an event ends is only recommended in highly competitive events.

None

By default, players continue until the event ends or they choose to withdraw.

Single elimination

Players are eliminated if they lose a game.

Double elimination

Players are eliminated once they lose two games.

Double elimination generally requires at least one round more than a non-elimination event of the same size and may result in the final two players facing each other twice before a winner can be declared.

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Event ranking

Tournament points

Players are given tournament points (TP) for each game they play in an event.

By default, one TP is assigned for a win and zero points for a loss or draw. Game systems can assign different tournament point values if required by their rules or organized play procedures.

Tie breakers

Up to three tie breakers may be applied to an event if desired and applied in any order (four for team events). If a game system has been assigned a set of default tie breakers, those will be selected automatically for all new events in that system but may be changed by the event host if desired. All supported tie breakers are listed below.

If you use tie breakers for an event, Longshanks strongly recommends selecting one of the strength of schedule (SOS) variants as the first.

Sorting methods

Players and teams are ranked within an event using the following metrics.

  1. Tournament points
  2. Number of wins
  3. Number of draws
  4. Number of games played
  5. The chosen tie-breakers for the event (if any)

If two or more players or teams have equal values for all the ranking metrics and tie breakers, they are given the same ranking.

SOS MOV Other

Strength of schedule (SOS)

Strength of schedule favors players that face more difficult opponents.

SOS variant – Average opponent TP

  • The average tournament points (TP) of a player's opponents during the event.
  • This SOS variant reduces the impact of byes and players dropping from an event by normalizing to the number of games actually played by each player.
N = player's number of games
 = summation across all opponents
TPo = opponent's tournament points
n = opponent's number of games

SOS variant – Total opponent TP

  • The total tournament points (TP) of a player's opponents during the event.
 = summation across all opponents
TPo = opponent's tournament points

SOS variant – Longshanks special

  • This SOS variant reduces the impact of byes and players dropping from an event by giving each player a minimum win/loss record of 1/3.
  • A bye game is recorded as an opponent with no wins (OR = 1/3 & OOR = 1/3).
OR = average win/loss record of all opponents
OOR = average OR of all opponents

Margin of victory (MOV)

Margin of victory favors players that score more victory points compared to their opponents.

MOV variant - Standard

  • A bye is recorded as a 0-0 win unless the game system requires a different score.
  • This MOV variant is mathematically identical to the one used by X-Wing Legacy, but uses a scale of -200 to +200 rather than 0 to 400.
 = summation across all games
SP = player's score
SO = opponent's score

MOV variant – Winner only

  • The loser of each game gets an MOV value of 0 for that game rather than a negative number.
  • Reduces the MOV impact of a loss and prevents negative MOV values.

MOV variant – Percentage

  • Favors players that score a greater share of the total victory points per game than their opponents. This MOV variant is useful when game scenarios have varying maximum score.
  • A bye is recorded as a 0-0 win unless the game system requires a different score.
    • If the game system use the standard 0-0 score for byes, a bye contributes an amount to MOV equal to the average MOV of all other games for that player.
N = player's number of games
 = summation across all games
SP = player's score
SO = opponent's score

Other tie breakers

Victory Points scored (VPS)

  • Favors players that score the most Victory Points.
  • A bye is recorded as a 0-0 win unless the game system requires a different score.
 = summation across all games
SP = player's score

Auxiliary Points scored (APS)

  • Favors players that score the most Auxiliary Points.
  • Only allowed by game systems that use Auxiliary Points.
  • Calculated in the same manner as VPS.

Victory Points allowed (VPA)

  • Favors players who allow their opponents to score the least Victory Points.
  • A bye is recorded as a 0-0 win unless the game system requires a different score.
 = summation across all games
SO = opponent's score

Auxiliary Points allowed (APA)

  • Favors players who allow their opponents to score the least Auxiliary Points.
  • Only allowed by game systems that use Auxiliary Points.
  • Calculated in the same manner as VPA.

Top table (TOP)

  • Places the event winner's final opponent in second place regardless of other tie breakers.
  • Note: Regardless of the order of tie breakers selected for the event, TOP is always applied first.

Direct encounter (DEN)

  • If two or more players are tied after all other tie breakers have been applied, they are sorted by the number of games they have won or lost against each other (if any).
  • Note: Regardless of the order of tie breakers selected for the event, DEN is always applied last.
  • Examples

Individual W/L/D record (IND)

  • Only for team events
  • Sorts teams by the number of games won, drawn, and lost by their team members.
  • Has no effect on the individual player ranking.
  • Note: IND is automatically applied as the first tie breaker to all team events.
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DEN Example 1

Players (A) and (B) are tied in 5th place at the end of a tournament. (A) won a game against (B) in round 1, giving (A) a DEN score of +1 and (B) a score of -1.

The players will now be ranked with (A) in 5th place and (B) in 6th place.

DEN Example 2

Players (C), (D), and (E) are tied in 3rd place at the end of a tournament. (D) won a game against (E) in round 2, giving (D) a DEN score of +1 and (E) a score of -1. (C) didn't play either (D) or (E) in the event, so (C)'s DEN score is 0.

The players will now be ranked with (D) in 3rd place, (C) in 4th place, and (E) in 5th place.


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Event registration

Registering for an event

Players may self-register for Open events. To register for a Locked event, contact the event organizer.

The registration section on each event allows you to manage your registration for that event before it begins and drop from the event after it has begun.

Event hosts can register players for their events using account ID numbers or by searching for a player's name.

Once you are registered for an event, you will appear on the event page. You can also see and enter the results of your current game on your Dashboard.

Friends

You may add up to five other players as friends. Event hosts may choose to avoid matches between mutual friends during a tournament.

Modify your friends list from your Dashboard.

Player capacity

Players may not register for an event once it reaches its player capacity (if one is set). An event host can always add or remove players, even after the event reaches capacity.

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Hosting an event

Pairing options

Before generating each new round, you must select from several options for that round. Once your options have been selected, the system will generate a set of player pairings for that round. You may adjust pairings manually if desired.

These options apply only to the current round. They must be re-selected each round.

Pairing system

You may choose which pairing method (see "Player pairing" above) will be used for this round. Swiss pairing is recommended for most events.

Player elimination

You may choose to use player elimination. Single elimination pairs only undefeated players. Double elimination also pairs players who have a single loss.

Pairing errors

Three possible errors can occur when setting the pairings for a new round of games. These errors are highlighted when setting the pairings for a new round.

If an unacceptable error occurs, you can refresh the pairings to try the automatic system again or manually adjust the pairings. If you discover an error after generating a round, simply delete the round and redo the pairings.

Rematch These opponents have already faced.
Friendly fire Pairing between mutual friends.
Repeat table One or both opponents have already sat at this table.

Rematches

Rematches are automatically avoided whenever possible. It is recommended that you refresh the pairings or manually change a rematch if a rematch appears.

Friendly fire

You may choose to automatically avoid pairing mutual friends. This option is intended for larger events where friends might travel together and want to play new people. It is not recommended beyond the first round of a tournament.

Repeat table

You may choose to automatically avoiding assigning players to the same table more than once in an event. This option is useful for games that use terrain that makes each table unique. Fresh tables should be selected every round to ensure it is effective.

Event status

Under construction

When you create a new event, it will automatically be set to the "under construction" status. You may use this status to practice using the event management system and run test events. Change an event's status to Open or Locked to make it publicly visible.

Events under construction are not included in any rating or award calculations, so they will not affect the included players in any way.

Finished

Once a single undefeated player has been found, adding additional game rounds is not recommended. You may ignore this warning if you wish to continue the event anyway.

When your event has ended, use the buttons provided to mark it as finished. Until an event is marked this way, it will continue to appear in the system as incomplete.

Creating new player accounts

You can create a new account for a player who doesn't already have one. Please avoid duplicate entries by confirming that the player doesn't already have an account first. Double check spelling and alternate names.

Test players

Do not create "fake" accounts when testing the event hosting system

There are sixteen test players designed for testing the system without using real people. The test players have ID numbers from 800 to 815. When adding players to a practice or test event, enter one of the test player ID numbers or search for "Test Player" and choose one of the options that appears.

Do not use test players in real events

Events that include test players are assumed to be test events and may be deleted without warning.

ID Test player name
800Test Player A #800
801Test Player B #801
802Test Player C #802
803Test Player D #803
804Test Player E #804
805Test Player F #805
806Test Player G #806
807Test Player H #807
808Test Player I #808
809Test Player J #809
810Test Player K #810
811Test Player L #811
812Test Player M #812
813Test Player N #813
814Test Player O #814
815Test Player P #815

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Messaging

Direct messages

Players and event organizers may send direct messages (DMs) to one another. Direct messaging is disabled by default and must be enabled on your Dashboard. If you enable direct messaging, any player may send you a DM at any time by visiting your player profile.

  • DMs send an email to the recipient's registered email address.
  • The sender's email address is never shown to a DM recipient. Recipients must follow a link in the message to reply.
  • If you send a DM, the recipient will be able to reply even if you have DMs disabled.
  • All DMs are visible to administrators for diagnostic and security purposes.

Event announcements

Event organizers may send announcements to event attendees to share information and updates about the event. Players may send messages to event organizers to ask questions or request registration to a closed event.

  • Event announcements are sent to all registered players, even players with DMs disabled.
  • Any player may send a message to any event organizer, even if that organizer has DMs disabled.

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Permissions

Normal

Users without one of the elevated or restricted permission levels are in good standing and have access to all normal Longshanks features.

Subscribers

Subscribers have access to additional features, including more detailed data analytics, the ability to add a nickname, and the ability to add custom logos and banner images to their events.

Elevated

Administrator

Administrators can modify account settings, games, and events created by other users.

Special contributor

These users test out and offer feedback on new features of the site before they become public.

Restricted

Warning

Users may receive warnings for certain unacceptable behaviors. These users retain all standard permissions but are flagged so that administrators can monitor their activity.

Locked

The accounts of users that receive multiple warnings or exhibit extreme unacceptable behavior will be locked. These users can attend events as normal but cannot host events, enter casual games, or modify their own account settings.

Your current permission level is shown on your Dashboard.

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Security & privacy

Email & password security

Your password is never visible to any humans, not event the site administrators, and is never stored as plain text. However, it is still recommended that you use a different password here than you use for any other online accounts.

Your email address is never shared with other users or with any third party for any reason.

  • System administrators may occasionally use email addresses to contact users about their accounts.
  • While the direct messaging system uses email, the email address of one user is never visible to another user.

Hidden players

A player may hide their account if they wish to be anonymous. Hidden players:

  • May participate in games and events as normal.
  • Appear as an ID number rather than a name.
  • Cannot send or receive direct messages.
  • Do not appear in the ranking.
  • Cannot earn most awards.
  • Cannot host events.

Data privacy

This system functions through the public sharing of information.

Some information is entered by users about themselves.

  • This may include information such as a player's name, nickname, home region, and friend list.
  • Users also input their email address and create a password, but these are never shared publicly.
  • Users may hide their player account at any time. This removes personal information such as that users name, home region, and event attendance from public view.

Some information is collected and submitted by users about other people. This typically happens when registering players for an event or submitting a casual game to the system.

  • This may include information such as player names, event attendance, and match results.
  • Event hosts are required to obtain consent from a player to collect and display this information online before registering that player for an event.

If you wish to have your personal information or account removed from the system entirely, contact us.

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