Director Resource

Directors Field Guide

A practical live-session guide for directors running Rotation Deck™ in the field. Use it for setup, round control, sit-out handling, tie resolution, and championship flow.

01

What’s in Your Tote

  • Rotation Deck™ (72 cards), 1, full system
  • Court Station Drop Boxes, 6, one per active court
  • Championship Tokens, 48, Token Chase™ and finals
  • Active Card Storage Box, 1, live deck separation
  • Partner Lock Clips, 3, locked pair exceptions
  • Court Number Labels, optional, facility numbering
  • Bring your own whistle and round timer
02

Fast Setup, 5 Steps

  1. Hang 1 Drop Box on each active court.
  2. Apply court number labels if needed.
  3. Separate active cards in the storage box.
  4. Load 2 tokens per round into each Drop Box. (6 rounds = 12 tokens per box)
  5. Keep 3 Partner Lock Clips at your Command Table.
03

The Round Rule

11 POINTS or 11 MINUTES

Whichever comes first, whistle and timer.

04

Partner Lock Clips

  • Use for: Couples, parent/child, beginner mentors, VIP or sponsor pairs
  • How: Clip both cards, they draw and team as a unit
  • Limit: 3 active locked pairs per session, 1 clip per pair
  • Reset: Clips return to Command Table after every round
05

Championship Trigger

When players take the last token pair from any Drop Box:

“Championship lock.”

Count tokens. Crown the champion(s).

06

Your Director Script

  • “Cards are live.”
  • “11 minutes or 11 points.”
  • “Partner lock is set.”
  • “Round closed.”
  • “Clear the courts.”
  • “Championship lock.”
07

How a Round Works

DRAW GO DROP PLAY
  • DRAW, 1 card, face-down
  • GO, your court number
  • DROP, in box before play
  • PLAY, 11 points or 11 minutes

After each round:

  • Winners take 2 tokens
  • All players drop cards at the court box
  • Clear the court, return to draw

Core Rule: Win • Take two tokens • Clear the court.

08

X1/X2 Wave Cards, Sit-Out

  • X card drawn, player sits out that round
  • Next draw, X card holders draw first before wave cards return to deck
  • 2+ consecutive, bonus draw, player gets priority second pick
  • Wave cards return to deck only after sit-out players have drawn
09

Breaking Ties, No Coin Flips

Ties are always resolved by draw, never coin flip.

  1. Shuffle only the tied player cards.
  2. Add 2 X1/X2 wave cards to the pool.
  3. Redraw, court cards advance, wave cards sit out.

6 tied, 4 spots: 2 wave cards, exactly 4 advance.

10

Rotation Deck™ , 72 Card Spec

  • Active Court Cards, 48
  • Flex / Replacement Cards, 8
  • X1/X2 Wave Cards, 8
  • Format Reference Cards, 4
  • Organizer Command Cards, 2
  • Founder Insert Cards, 2
  • Total, 72

Capacity: up to 14 courts, up to 60 players.

11

Player Briefing Script, Under 2 Minutes

  1. Draw 1 card from the table when cards go live.
  2. Your card tells you your court number and team.
  3. Go to your court. Drop the card in the Drop Box before play.
  4. Play to 11 points or 11 minutes, whichever comes first.
  5. Winners take 2 tokens from the Drop Box. Clear the court.

Finish: After the last round, count tokens. Top players advance.

Most players fully understand the system after Round 1.

12

Edge Cases

  • Player no-shows: Redraw one replacement card or run 2v2
  • Late arrivals: Enter at next draw, no special handling
  • Early departures: Remove their card type before next shuffle
  • Court count drops: Pull inactive court cards from deck, wave cards absorb odd count
  • Odd player count: X1/X2 wave cards handle this automatically
  • Skips Drop Box: Redirect before play begins, cards must be deposited before whistle
  • Cards lost/damaged: Use Flex / Replacement cards, pull a matching flex card
  • Card held during play: Remind once, enforce on repeat, cards belong in the Drop Box
13

Format Variants

  • Token Chase™: Standard, 6 rounds, winners track tokens, top 4 advance
  • Skill Group Play: Each group (3.0 / 3.5 / 4.0) runs its own deck and court block
  • Open Play Rotation: No formal rounds, players redraw as courts open, no tokens
  • Continuous Flow: Rolling draw, courts reset individually, maximum court use
14

Quick Reference, Post at Command Table

DRAW → GO → DROP → PLAY

The core loop, every round, every player.

Organizer Calls

  • “Cards are live.”, start the draw
  • “Round closed.”, end play, finish rally
  • “Clear the courts.”, return to draw table
  • “Championship lock.”, count tokens, advance top players

X1/X2 Wave Cards, Sit-Out

  • X card drawn, sit this round
  • X holders draw first next round
  • 2+ consecutive, bonus draw priority

Tie Break, No Coin Flips

  • Shuffle tied player cards only
  • Add 2 X1/X2 wave cards
  • Redraw, court cards advance

Partner Lock Clips

  • Clip 2 cards, draw and team together
  • Max 3 pairs active per session
  • Clips return to table after each round

Win • Take two tokens • Clear the court.

15

Token Chase™ , Championship Flow

  1. Run 6 timed rounds. Players accumulate tokens.
  2. When last token pair is taken, call “Championship lock.”
  3. Count all tokens. Top 4 token holders advance.
  4. If tied for 4th, run X1/X2 wave card tiebreak draw.
  5. Finalists draw new cards to set championship teams.
  6. One championship match. Winners are crowned.