How to Score a Match

A complete guide to scoring matches in OPLHub, from setup through completion.

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Overview

Match scoring in OPLHub follows three main phases: Setup, Scoring, and Completion

1. Setup

Configure lag winner, first breaker, and race targets

2. Scoring

Record actions as the match progresses game by game

3. Completion

Match ends when a player reaches their race target

Starting a Match

Begin from your schedule to access match setup

1

Navigate to Your Schedule

From the Hub, go to Schedules and find your upcoming match. Scheduled matches appear with a 'Score Match' button when it's time to play.

Schedule page showing a match ready to score
2

Tap 'Score Match'

The Score Match button takes you to the match setup page where you'll configure the match before starting.

Match Setup

Configure match parameters before play begins

1

Review Player Information

The setup screen shows both players with their avatars and skill levels. Skill levels determine the handicapped race targets for each player.

Match setup showing two player cards with skill levels
Player cards display names, avatars, and skill levels. Tap 'Start Match' when ready.
2

Select the Lag Winner

Tap the 'Lag' button next to the player who won the lag. This is typically who gets to choose whether to break first.

Tip: When you select the lag winner, they are automatically set as the first breaker. You can change this if the lag winner chooses to give the break.

3

Confirm First Breaker

The 'Break' button indicates who breaks first. Usually this is the lag winner, but it can be changed if they defer the break.

4

Adjust Race Targets (Free Play Only)

In free play mode, you can adjust the race targets using the + and - buttons next to each player's race number. League matches use fixed handicapped races.

Note: Race targets are calculated based on player skill levels. Higher-skilled players need to win more games to win the match.

5

Start the Match

Once lag winner and first breaker are selected, tap 'Start Match' to begin scoring. You'll be taken to the scoring interface.

The Scoring Interface

Understand the layout before recording actions

1

The Scoring Screen

The scoring interface has three main areas: the match header at the top showing scores and race progress, action buttons in the middle for recording shots, and the action history at the bottom.

Full scoring interface showing header, action buttons, and history
The complete scoring interface with all three sections visible

Match Header

Player Cards: Shows scores and race progress. Active shooter is highlighted.
Timer: Shows elapsed match time
Game/Inning: Current game number and which player is shooting

Action Buttons

Color-coded buttons for recording shots. Available actions change based on game phase (break or play) and game type.

Action History

Timeline of recorded actions displayed as compact tiles. Each tile represents either a player coming to the table or an action they took.

2

Understanding Action Tiles

The action history uses a compact tile system to show the flow of the game.

Player Tiles

JD
1↑

Gray tiles show when a player comes to the table. The initials identify the player.

Inning indicator (top-left corner): Shows the inning number and position. means top of inning (breaker shooting), means bottom (opponent shooting).

Action Tiles

P
15s

Colored tiles show the action taken. Colors match the button colors (green = pot, orange = miss, etc.).

Shot clock (bottom-right corner): Shows seconds elapsed since the previous action. Helps track pace of play.

Common Abbreviations

PPot (successful shot)
MMiss
SSafety
FFoul
TTimeout
DDry Break
IBIllegal Break
WWin
LLoss
CConcede

Recording Break Shots

Every game starts with the break phase

When a new game starts, the interface shows break-specific actions. Record what happened on the break shot:

Made Ball
Ball was pocketed on the break
Dry Break
No balls pocketed, legal break
Illegal Break
Illegal break (not enough balls to rail)
Break Foul
Foul committed on the break (scratch, etc.)
Pot 8 on Break
8-ball: The 8-ball was pocketed on the break
8 + Foul
8-ball: 8-ball pocketed with a foul on the break
9-Ball Win
9-ball only: 9-ball pocketed legally on the break
1

Watch the Break

Observe the break shot carefully. Note whether balls were pocketed, if the cue ball scratched, and whether the break was legal.

2

Tap the Appropriate Button

Select the button that matches the break outcome. The most common outcomes (Made Ball and Dry Break) are larger for easy access.

Special Break Situations

  • 9-Ball Win: If the 9-ball is pocketed legally on the break (9-ball only)
  • Pot 8 on Break: The 8-ball pocketed on break (8-ball only)
  • 8 + Foul: 8-ball pocketed with a foul on the break

Recording Regular Play

Track shots during the play phase

After the break, the interface switches to play phase actions. Record each shot as it happens:

Pot
Successfully pocketed a ball
Miss
Shot attempt that missed
Foul
Foul committed during play
Safe
Intentional safety play
TO (n)
Player takes a timeout (n = remaining)
End Game
Open the game ending dialog
Undo
Remove the last recorded action
1

Record Successful Shots

Tap 'Pot' when the current shooter legally pockets a ball. They continue shooting.

2

Record Misses

Tap 'Miss' when the shooter attempts a shot but fails to pocket a ball (without fouling). Turn passes to the opponent.

3

Record Fouls

Tap 'Foul' when a foul is committed (scratch, wrong ball first, no rail, etc.). Opponent gets ball in hand.

4

Record Safeties

Tap 'Safe' when the shooter intentionally plays a safety shot. Turn passes to the opponent.

Game-Type Specific Actions

Push
9/10-ball: Push out after break (shooter stays)
Pass
9/10-ball: Pass the shot to opponent
Slop
10-ball only: Unintentional pocket (opponent decides)

Push/Pass Rules (9-ball and 10-ball): After a legal break where a ball is pocketed, the breaker can "push out" to any position. The opponent can then accept the table or pass the shot back.

Using Timeouts

Players get one 60-second timeout per game

1

Tap the Timeout Button

When a player calls for a timeout, tap the 'TO' button. The number in parentheses shows remaining timeouts for the current player.

TO (1) Button shows one timeout remaining
2

Timer Countdown

A dialog appears with a 60-second countdown timer. The timer continues running even if the player uses less than 60 seconds.

Timeout dialog showing countdown timer
Timer shows remaining seconds, then overtime if exceeded
3

Complete the Timeout

When the player is ready to resume, tap 'Completed' to close the dialog and record the timeout in the action history.

Note: If the timeout exceeds 60 seconds, the timer switches to overtime display (e.g., +0:15). While there's no automatic penalty, this helps track if timeouts are being abused.

Ending a Game

Record the final outcome when a game ends

1

Tap 'End Game'

When a game-ending situation occurs (game ball pocketed, early 8, three fouls, etc.), tap the 'End Game' button to open the outcome dialog.

2

Select the Outcome

Choose what happened from the list of possible outcomes. The options vary by game type:

Win
Current player legally pocketed the game ball
Early 8 Loss
8-ball: Pocketed the 8 before clearing group
8 & Foul Loss
8-ball: Pocketed 8 while committing a foul
3 Foul Loss
9/10-ball: Three consecutive fouls
Concede
Player concedes the game
3

Review Winner/Loser Preview

The dialog shows a preview of who wins and loses based on your selection. Verify this is correct before confirming.

Game ending dialog showing outcome selection and winner/loser preview
The preview updates as you select different outcomes
4

Confirm the Outcome

Tap 'Confirm' to record the game result. The match advances to the next game, or ends if someone reached their race target.

Correcting Mistakes

Use Undo to fix recording errors

1

Tap Undo

The Undo button removes the last recorded action. It's available whenever there's at least one action in the current game.

Note: Undo only works within the current game. Once a game ends and the next begins, you cannot undo actions from the previous game.

2

Verify the Correction

Check the action history to confirm the wrong action was removed, then record the correct action.

Match Completion

What happens when the match ends

1

Race Target Reached

When a player wins enough games to reach their race target, the match automatically ends.

2

Return to Schedule

After match completion, you're automatically redirected to the schedule page where the final result is displayed.

Schedule page showing completed match with final score

Match Data Synced

All match data is automatically synced to the cloud. Statistics are updated and the result counts toward league standings.

Quick Reference

Common actions at a glance

Button Colors

Green = Successful shot / Win
Orange = Miss / Dry break
Pink = Foul
Blue = Safety / Defensive
Purple = Timeout
Cyan = Push / Pass / Slop
Amber = End Game / Special

Game Type Differences

8-Ball: Pot, Miss, Foul, Safe, Timeout, End Game, Undo
9-Ball: Same as 8-ball plus Push/Pass
10-Ball: Same as 9-ball plus Slop button

Scoring Tips

Best practices for accurate scoring

Offline Support

The scoring interface works offline. A cloud icon appears when disconnected, and data syncs automatically when you're back online.

Use Portrait Mode

The scoring interface is optimized for portrait orientation on mobile devices for easy one-handed operation.

Wait for the Final Outcome

Always wait until all balls stop rolling before recording an action. The outcome can change mid-shot — for example, a player may call safe but then accidentally foul. Recording after the balls settle avoids unnecessary undos.

Communicate

If you're unsure about a call (foul vs. clean shot), confirm with both players before recording. It's easier to get it right the first time than to undo and re-record.

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