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Game DayGame Logging

Game Logging

UltiStackr’s game logger lets you record every point of every game in real time. Track the score, log which line was on the field, and build a complete picture of how your team performs when it matters most.

Creating a New Game Log

To create a game log:

  1. Navigate to Game Day from the main menu.
  2. Tap New Game.
  3. Fill in the game setup details (see below).
  4. Tap Create game log.

Scheduling Details

Standalone game logs include schedule fields:

  • Date — The game date.
  • Start time — The scheduled start time.
  • Timezone — The timezone for the game.

Tournament-linked game logs inherit their tournament context, so the standalone schedule fields may be hidden when you create a game from a tournament event.

Setting the Opponent Name

Enter the name of the opposing team, select an existing opponent, or create a new opponent profile from the picker.

Selecting the Game Format

Choose the format that matches your game:

  • 4v4 — Common for summer league and beach ultimate
  • 5v5 — Small-field formats and some indoor leagues
  • 6v6 — Popular for mixed and recreational leagues
  • 7v7 — Standard USAU and WFDF regulation format

The game format determines how many players you need to assign per line. Make sure your roster has enough active players before starting the log.

Division and Ratio Rule

Choose the game division:

  • Open
  • Women
  • Mixed

For mixed games, choose the ratio rule used by the event:

  • Prescribed Ratio Rule (ABBA) — WFDF / USAU pattern.
  • End Zone Decides — The designated end zone determines the ratio.
  • Receiving Team Decides — The receiving team chooses each point.
  • Manual — Coaches choose the ratio point by point.

Mixed lineups use FMP and MMP labels. As you build a line, the logger shows whether the selected players match the required ratio, whether the ratio is still unknown, or whether the line needs adjustment.

Game Timing Settings

Set the timing rules before creating the log:

  • Timeouts per half
  • Timeout duration
  • Half-time duration
  • Half-time score cap

These settings drive the in-game timer, timeout controls, and halftime controls.

First Pull and Capture Mode

After the game log is created, use the logger setup controls to choose:

  • First pull — Whether your team is receiving or pulling.
  • Capture mode — Use Events for the fastest chip-based logging, or Spatial when you also want to capture field position.
  • Starting end zone — Available in Spatial mode so the field direction is recorded correctly.

Logging Points

Once the game is underway, you’ll log each point as it happens. The capture surface follows an Event -> Result -> Player flow so you can record the action in the same order it happened.

The logger has one live capture surface, with a points/events timeline available beside it on wider screens or in the bottom sheet on smaller screens.

Event Capture

Use the event columns to choose what happened, then choose the result and involved player.

Common offensive events include:

  • Caught Pull
  • Picked Up
  • Brick Called
  • Dropped Pull
  • Dump, Pass, or Huck

Common results include:

  • Catch
  • Score
  • Drop
  • Throwaway
  • OOB
  • Block
  • Catch Block
  • Stall Out

On defense, the point starts with the Pull step. After the pull, you can log opponent completions, opponent scores, opponent drops or throwaways, blocks, interceptions, stall outs, pressure turnovers, and Callahans.

Which Line Was on the Field

Select the players who were on the field for that point. You can pick from saved line templates, reuse the last line, or manually choose individual players from the bench.

The selected-line strip shows how many players are selected out of the required game format. For mixed games, it also shows the current FMP/MMP balance and whether it matches the point’s required ratio.

Offense or Defense

Each point is tagged as an O-point or D-point depending on which side of the disc your team started on. This flows naturally from the previous point:

  • If your team scored on offense, you’ll pull next (D-point).
  • If your team scored on defense (a break), you’ll receive next (O-point).
  • If the opponent scored, the possession flips accordingly.

UltiStackr automatically suggests whether the next point is offense or defense based on the previous result. You can always override this if needed — for example, after a timeout or if the tournament uses alternate rules.

Events Mode vs. Spatial Mode

Events mode is the fastest way to log the game. It captures the sequence of point events without requiring field taps.

Spatial mode uses the field canvas. Tap the field first, then select the event, result, and player. Spatial mode records where touches, throws, pulls, turnovers, blocks, and scoring plays happened so the report can include field-position review sections.

You can switch capture mode from the logger setup controls. Once point logging is underway, some setup choices may be locked to preserve a consistent game record.

Score Tracking

The live scoreboard is always visible at the top of the game log screen, showing:

  • Your team’s score vs. the opponent’s score
  • The current point number
  • Whether you’re on offense or defense
  • A review control for opening the game review overlay

Game Timer, Timeouts, and Halftime

Game Timer

UltiStackr includes a running game timer that starts when you begin the game log. The timer is visible during play and is recorded alongside each point for post-game review.

Timeouts

Tap the Timeout button to log a timeout. You can record:

  • Which team called the timeout (yours or the opponent’s)
  • The type of timeout (if your league distinguishes between team timeouts and injury timeouts)

UltiStackr does not enforce timeout limits — it’s up to you to track how many timeouts each team has used based on your league’s rules.

Halftime

When the game reaches halftime (either by score cap or a timed half), tap Halftime to mark the break. UltiStackr will:

  • Log the halftime score
  • Flip the pull direction for the second half
  • Give you an opportunity to review first-half stats and adjust your lines

Pull Tracking

When your team pulls (starts a D-point), you can record detailed pull data for each point. This gives your coaching staff a durable record of pull quality and field position.

Recording a Pull

After selecting the line for a D-point, the game logger prompts you to record pull details:

FieldDescription
Hang TimeHow long the disc stayed in the air (in seconds)
DistanceHow far the pull traveled
AccuracyWhether the pull landed in the target zone
ResultWhat happened when the pull landed

Pull Results

ResultMeaning
Caught in-boundsThe receiving team caught the pull cleanly
Dropped in-boundsThe pull landed in-bounds but was dropped by the receiver
Landed in-boundsThe pull landed in-bounds without a catch attempt (e.g., a ground pull)
Out of boundsThe pull went out of bounds — receiving team gets the disc at the brick mark or sideline

Pull data stays with the game log. Over time, you can identify which players have the most consistent pulls and use that data to choose your pullers for critical D-points.

Timeline and Review

The logger includes a live timeline with two views:

  • Points — Completed points plus the ongoing point, including scorer, turnover count, and break result.
  • Events — The event-by-event sequence for the selected point.

On wide screens, the timeline appears in the side rail. On smaller screens, it appears in the bottom sheet with a collapsed peek bar for the latest event.

Use the timeline to:

  • Review what has happened so far.
  • Edit, remove, or add events on the ongoing point.
  • Open a completed point and review the recorded events.
  • Confirm score changes when an edit changes the result of a finalized point.

The review overlay opens from the scoreboard area and gives a full-width review surface while keeping the game log as the source of truth.

Completing and Saving the Game

When the game ends:

  1. Log the final point.
  2. Tap End Game.
  3. Review the game summary, which includes:
    • Final score
    • Point-by-point breakdown
    • O-line and D-line performance
    • Player participation per point
    • A link to the full game report
  4. Tap Save to finalize the game log.

Once saved, the game log is added to your team’s game history and linked to the current season. You can always revisit it later from the Game History screen.

Linking to a Calendar Event

If this game was part of a scheduled event (tournament, league night, scrimmage), you can link the game log to that event during setup or after saving. Tournament games created from the tournament event inherit the tournament division and ratio rule.

Viewing Game History

All saved game logs are accessible from Game Day > Game History. From here, you can:

  • Filter by season — View games from a specific season or across all seasons.
  • Filter by opponent — See your record against a specific team.
  • View game details — Tap any game to see the full point-by-point log, lineup data, and score progression.
  • Open reports — Use the full report for a cleaner post-game review or shareable recap.
  • Track your record — See your team’s overall win-loss record and trends over time.

Game history gives your staff a durable record of scores, lines, and point-by-point decisions so you can review performance after the match.


Next up: Learn how to review saved games in Game Reports or manage your lines and substitutions during games in Lineup Management.

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