Single Elimination · 3–64 participants

Single Elimination Bracket Generator

Create a bracket for 3–64 teams or players with seeded, random, or manual placement, automatic byes, and winner advancement. It stays saved in this browser, needs no account, and is ready to print.

  • 3–64 Teams or Players
  • Local Save
  • JSON Backup
  • Seeded / Random / Manual
  • Automatic Byes
  • Winner Advancement
  • No Account
  • Print-ready
Preparing your local tournament workspace…

What is a Single Elimination Bracket?

In a single-elimination bracket, one loss eliminates a team or player. Each Match winner advances into the connected next-round position, and the field keeps shrinking until the final produces one Champion. When the field is not a power of two, the bracket uses automatic byes so the highest eligible seeds can advance without a played Match.

For a full power-of-two field, an N-participant bracket normally has N − 1 competitive Matches. An eight-participant tournament therefore has seven Matches. If a first loss should continue through a Losers Bracket, use the Double Elimination Bracket Generator. If every participant should meet every other participant, use the Round Robin Generator.

Open a standard seeded bracket to see its real shape, opening matchups, and bye positions, or use the generator above to enter your own teams or players.

How to create a tournament bracket

Start by giving the tournament a name, then add between 3 and 64 participants. You can enter one participant at a time or paste a newline-separated roster when you already have a list. Before generation, the setup screen lets you correct names, reorder the roster, add short names or logo URLs, and choose how seeding should work.

  1. Enter a Tournament Name so the bracket is easy to identify.
  2. Add participants individually or paste a complete list.
  3. Choose Ordered, Random, or Manual Seeding.
  4. Review the participant count and select Generate Bracket.
  5. Open a ready Match, enter its Score, and save the result.
  6. Explicitly select the Winner, who then advances to the next round.

The generator builds the necessary rounds and connects each Match to its destination. Scores and winners remain separate decisions: a score can describe what happened, but BracketMetrik will not guess which participant should advance.

Seeding and automatic byes

Seeding determines where participants enter the first round. Ordered Seeding assigns seeds from roster order. Random Seeding creates a new random order when the bracket is generated. Manual Seeding lets you enter a unique seed from 1 through the participant count for every roster entry; generation remains unavailable while those seeds are missing or duplicated.

The bracket uses standard seed placement after seeds are assigned. When the participant count is not a power of two, BracketMetrik selects the next supported bracket size and places automatic byes according to that seed structure. A bye is not an extra participant or a played Match. It advances the eligible seeded participant into the next round without inventing a score, and bye positions are not claimed to be fully random.

8 participant example
4 quarterfinals
2 semifinals
1 final
7 total Matches
6 participant example
8-slot bracket
2 first-round byes
6 participants remain in the seeded field

Record results and correct mistakes

Select a ready Match Card to use the Match Editor. Saving only one side of a Score records an In Progress Match. Saving both sides makes the full Score available, but it still does not select a Winner. Choose one of the two resolved participants explicitly to complete the Match and send that Winner to the connected Match in the next round.

Match Details can store a scheduled time, venue, and notes. Reset clears result data and returns a Match to the appropriate playable state. Void marks a Match as not producing a Winner. Reopen removes a completed decision while preserving a complete Score as an In Progress result. Undo and Redo move between complete tournament snapshots, so setup and bracket changes can be reviewed without reconstructing them field by field.

Correcting a historical Winner can affect every later Match fed by that result. BracketMetrik previews the downstream results that must be cleared and asks for confirmation before applying the change. Cancel preserves the existing bracket. Confirm replaces the historical Winner, recalculates the affected path, and removes stale scores, winners, and losers downstream while leaving unrelated branches alone.

Local saving, JSON backups, and printing

The current tournament automatically saves to IndexedDB in this browser and restores after a reload. No account is required, and there is no cloud sync or server copy. Clearing browser site data, using a private session that is later closed, or losing access to the browser profile may remove local tournaments, so a JSON backup is the portable copy.

Export JSON Backup downloads the formal local backup file. Importing that file in another modern browser can move the saved tournament and its Undo/Redo History without creating real-time synchronization. Merge adds or updates the backup records alongside local records. Replace transactionally replaces the local tournament collection and requires explicit confirmation. Replace is a storage operation, not a tournament Action, so Tournament Undo cannot reverse it.

The print bracket controls prepare A4 or Letter paper in Landscape orientation. A large bracket may use multiple pages, while Match Cards stay intact and editing controls stay out of the printed document. A browser's Print dialog may offer “Save as PDF,” but BracketMetrik does not provide a separate PDF export generator. Print settings, backup previews, and other interface-only choices are not saved as tournament business state.

  • Browser-local auto-save and refresh restore
  • Portable JSON backup with Merge and confirmed Replace
  • A4 or Letter Landscape printing
  • Snapshot-based Undo and Redo

Common uses for a bracket generator

A tournament bracket generator can organize any small event in which a field is reduced to one Champion. Common examples include classroom competitions, school clubs, amateur sports, esports and gaming, board or card game events, office competitions, community events, and family or friend tournaments. These are general use cases rather than endorsements or claims about particular organizations.

The same workflow applies across those settings: assemble the participant roster, choose seeding, generate the single-elimination bracket, record each explicit Winner, and print the bracket or keep a JSON backup when a portable copy is useful.