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. In 2020, a sister site was created for another Steamforged game, Godtear.
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.
Ben created the first Guild Ball ranking system and was a significant inspiration for Longshanks.
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.
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!
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.
Supported game systems
By default, Longshanks uses tournament events from the past year when calculating and reporting data. You can use the "data filters" option that appears in the main menu on some pages to adjust which events and games are included.
Player rating on Longshanks is based on the rating percentage index (RPI).
|OR||=||average R of all opponents|
|OOR||=||average OR of all opponents|
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.
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.
|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 reached the game threshold, their rating is equal to their RPI.
Awards & badges
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.
These awards are often given to the winner of regional, national, or world championship events. They generally stay visible for one year after the date of the event.
The most highly-rated player within each faction. These awards require a minimum rating of 500.
Play multiple tournament games each with multiple different factions. (The number of games required is based on the game system threshold.)
Initiate, Enthusiast, Disciple, and Fanatic
Play the same faction in multiple games. (The number of games required is based on the game system threshold.)
Winning Spree, Rampage, Dominating, Unstoppable, and Godlike
Win multiple consecutive games.
Play 100 or more tournament games. (If the threshold for a game system is 50 or greater, this award is disabled.)
Build the game community by hosting events with a large number of players players. (The number of registered players required is based on the game system threshold.)
Badges appear next to a player's name to mark factors not based on gameplay.
Player profiles created in the last 30 days.
Game company staffAtomic Mass Games
To have a game company badge added to your profile, contact us.
Supporters of all levels help keep this site running and get access to advanced features.
Windy City Game Lab
Site administrators and special contributors.
Getting a player profile
Accessing an existing profile
If you have ever attended an organized play event for one of the supported game systems, you may already have a player profile. If you find a profile in the player list that matches you, follow the instructions on that profile page to claim it.
An unclaimed player profile can be registered for events by an event organizer, but you must claim your profile to register for events yourself, host events, or change your player information.
Creating a new player profile
If you do not have a player profile and want to set one up, you can create a new player profile.
Editing your information
Once you have claimed your profile and logged in, you may update your name, home region, password, and other profile information using your control panel.
Each player 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 profile information.
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 profile, 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.
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.
- You may modify your profile 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. A profile may be locked if an offense is severe or repeated.
Abuses of these policies are NOT tolerated.
Players and event organizers may send direct messages (DMs) to one another. Direct messaging is disabled by default and must be enabled on your control panel. If you enable direct messaging, any player may send you a DM at any time by visiting your player profile.
- Your 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 organizers may send announcements to event attendees to share information about the event or give updates. 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.
Your current permission level is shown on your control panel.
Users without one of the elevated or restricted permission levels shown below are in good standing and have access to all normal Longshanks features.
Subscribers have access to additional features, including more detailed data analytics, the ability to add a nickname, and the ability to host team tournaments.
Administrators can modify player profiles, games, and events created by other users.
These users test out and offer feedback on new features of the site before they become public.
Users may receive warnings for certain unacceptable behaviors. These users retain all standard permissions, but are flagged so that administrators can monitor their activity.
The profiles 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 profiles.
Players may register for Open events directly. Event organizers can register players for their events using player ID numbers.
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.
To register for a locked event or team tournament, contact the event organizer.
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 control panel.
You may add up to five other players as friends. Event organizers may choose to avoid matches between mutual friends during a tournament.
Modify your friends list from your control panel.
Players may not register for an event once it reaches its player capacity (if one is set). An event organizer can always add or remove players, even after the event reaches capacity.
Game pairings are set automatically using one of the methods shown here.
If an event has an odd number of players, one player will need to sit out each round.
Each player is paired at random against another player with the same number of tournament points. In some cases, players may be paired up or down to a player with a different number of wins if necessary.
A bye is assigned randomly to a players with the least number of tournament points if necessary.
Each player is paired at random against another player.
A bye is assigned randomly if necessary.
Players are ranked by tournament points, then the tie-breaker chosen for the event (if any). The player in first place is paired against the player in second place and so on.
A bye is given to the player in last place if necessary.
Each player plays against each other player over the course of a Round Robin tournament. The order of matchups is determined at random. A bye is assigned randomly if necessary.
Players may play in all rounds of most events, but some events use player elimination. Longshanks supports the following elimination methods.
Players are eliminated if they lose a game.
Single elimination is only recommended for highly competitive events.
Players are eliminated once they lose two games.
Double elimination is only recommended for highly competitive events.
This method generally requires at least one extra round 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.
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.
Players are ranked within an event using the following metrics:
- tournament points
- number of wins
- number of ties
- number of losses
- the chosen tie-breaker for the event (if any)
If two or more players have equal values for all the ranking metrics, they are given the same ranking. Those players are displayed within the ranking list in order of their player rating.
By default, players with the same win/loss record are given the same ranking in an event. A tie breaker may be applied to an event if desired.
Strength of Schedule (SOS)
SOS sorts players by which one faced more difficult opponents during the event.
A bye game is recorded as an opponent with no wins when calculating SOS.
To reduce the impact of byes and players dropping from an event after losing early rounds, a player's R has a minimum value of 1/3.
|OR||=||average win/loss record of all opponents|
|OOR||=||average OR of all opponents|
Margin of Victory (MOV)
MOV sorts players by which one won scored more points compared to their opponents.
A bye game is not included when calculating MOV.
|N||=||Number of opponents|
Organizing an event
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.
Rematches and pairings between mutual friends are highlighted when setting the pairings for a new round. It is recommended that you manually change a rematch if one appears. If you discover an error after posting a round, simply delete the round and redo the pairings.
Once selected, these options apply only to this round. They must be re-selected each round.
You may choose which pairing method (see above) will be used for this round. The system uses Swiss pairing by default.
You may choose to use player elimination. Single elimination pairs only undefeated players. Double elimination also pairs players who have a single loss.
Avoid pairing friends
You may choose to automatically avoiding pairings between mutually-recognized friends. This is not recommended beyond the first round of a tournament.
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.
Practice & test events
When you create a new event, it will automatically be hidden. Keep events hidden 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.
Hidden events are not included in any rating or award calculations, so they will not affect the included players in any way.
Creating new player profiles
You can create a new profile for players who don't already have one. Please avoid duplicate entries by confirming that players don't already have profiles and by checking the spelling of names before creating new profiles.
- Strictly follow standard tournament procedures.
- Use a multi-player team format such as the one used by the World Team Championship.
- Can be hosted by subscribers only
- Convention side events, alternate game modes, product release events, etc.
- Players may self-register.
- Registered players may withdraw from the event, change their registered guild, and enter game results.
- Only event organizers may register players or enter game results.
- Registered players may withdraw from the event and change their registered guild.
- Games have begun and new players may not register for the event.
- Late players may be added by the event organizers.
- All other Open, Locked, or Hidden rules apply.
- Registration and game results may not be modified.
- For events that aren't ready for the public yet.
- Use this status to practice and learn how to use the event hosting system.
- Only visible to the event organizer.
- Not included in any data calculations.
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.
- The "hidden" event status has been renamed "under construction." The color and icon for this status have also been updated to reflect this change.
- A new "hidden" event status option has been added. An event with this status is equivalent to an Open event in every way except that it does not appear in any public event lists. Players must have the event link in order to view the event.
- Added support for single- and double-elimination rounds.
- Reconfigured the pairing options display when adding a new round.
- Added support for minimum and maximum player score, score step size, and min/max point value. Score range can impact if score appears as a type-in field or a menu in game submission windows.
- Added faction names to the faction ranking section of the Statistics page.
- Added a filter that marks factions on the Statistics page with low play counts to warn users before conclusions are drawn. This also hides low-play-count factions from the GhostDeer Index entirely.
- Event organizers may now add players to an event after it has begun. A player who joins an ongoing event cannot be added to an existing round but will be included in subsequent rounds.
Ranking within events now ignores total game count (to support the addition of late players). Players are now ranked by:
- tournament points
- number of wins
- number of ties
- number of losses
- the chosen tie-breaker for the event (if any)
- The "newbie" badge now only marks player profiles created in the last 30 days (instead of 90).
- Team events have been upgraded to match the rest of Longshanks 2.0.
- Improvements to the player profile claiming system.
- General improvements and fixes to the Statistics page. Fixed a bug that was reporting erronious subfaction stats.
- Added reCAPTCHA checks to the pages that create and claim player profiles.
- Other minor bug fixes.
- Added Monrad and Random pairing options.
- The pairing system can now avoid pairing friends in every round (still not recommended beyond round 1).
- Adjustments to the appearance of faction icons (smaller) for a more concise page layout.
- Subscriber only Added a printable player check-in sheet for events.
- Added a button to copy the link for an event to the user's clipboard (for easier sharing).
- UX improvements, especially for smaller mobile screens.
- Popup windows (game result entry, game system chooser, etc.) can now be closed by pressing ESC.
- Refinements to the roster list submission system based on early user feedback.
- Game systems may now use a tournament point scheme if desired. (This is recommended ONLY for games that require it.)
- Minor bug fixes and performance improvements.
- Preparatory work for automating the subscription system through PayPal.
- Reactivated the leaderboard.
- Discord and Twitter handles may be added to a player profile.
Players may submit roster lists when registering for an event.
- Players and event organizers may modify roster lists after they have been entered.
- All players may view all roster lists once the first round of an event has begun.
Players may choose to be unrated.
- Unrated players don't appear on the ranking page and their player rating is not displayed anywhere.
- Public launch of Longshanks 2.0.
Security & privacy
Your password is never stored as plain text or made visible to site administrators. 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 other business entity for any reason.
A player may hide their profile if they wish to be anonymous. Hidden players:
- Appear as an ID number rather than a name.
- May participate in games and events as normal.
- Cannot send or receive direct messages.
- Do not appear in the ranking.
- Cannot earn most awards.
- Cannot host events.
This system functions through the public sharing of information.
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 information is limited to name, events attended, and match results.
- Event organizers are required to obtain consent from a player to collect and display this information online before registering that player for an event.
Some information is entered by users for their own account.
- This information includes home region, nickname, email address, and password.
- Email addresses are never given out to anyone 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.
- Passwords are never stored as plain text. No one, even the site administrators, ever sees or has access to your password.
- Users may hide their player profile at any time. This removes personal information such as that users name, home region, and event attendance from public view.
If you wish to have your personal infortmation or player profile removed from the system entirely, contact us.
Every effort is made to be in complance with the European Union's General Data Protection Regulation and other worldwide data collection laws.
Unauthorized duplication or reuse of the data presented on Longshanks, either in whole or in part, is prohibited.
This requirement is to allow us to comply with the GDPR data removal policies. We are unable to anonymize or delete unauthorized copies of data at user request, therefore such copies are not allowed.
Ownership & copyright
Longshanks owns the aggregated statistical data and representations generated by the system in response to user queries. Player, event, and game data submitted by users are the property of those users. Most submitted data may be anonymized or removed at any time by the submitting user. Non-user-editable data can be anonymized or removed by administrators upon user request.
Longshanks is wholly owned by Windy City Game Lab, LLC. Neither Longshanks nor Windy City Game Lab are affiliated with or endorsed by any of the individuals, companies, or other entities that appear on or are referenced by this website unless indicated otherwise.
No challenge to copyright or claim of ownership is intended in relation to any intellectual property that appears on Longshanks. Names, images, and logos relating to specific companies or game systems are the property of their respective owners and are used either with permission or under the assumption of fair use.
If you believe that any of your copyrighted work appears on Longshanks in a way that constitutes copyright infringement, please contact us. To help us resolve the situation as quickly as possible, please include a description of the copyrighted work, where it appears on the site, your relationship to the copyright owner, and a statement describing how the use infriges upon copyright law.