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Log a game in real time

How the two-tap flow works, where the field zones live, and how to keep logging when something goes weird.

Set who’s here, then the line

At the start of a game, tap Who’s here today and select the players who showed up. It pre-fills from your last game, so a steady squad is basically one tap. This matters when your full roster is bigger than who travels to a given tournament — only the present players appear when you’re picking a line, so you’re not scrolling past people who aren’t there.

Before each point you pick the line (the players on the field) and the Starting side — whether you’re receiving (offense) or pulling (defense). The previous point’s line carries over, so between points you just tweak the subs. Managing who’s even eligible — bench, injured, practice squad — happens on the roster; see Managing your roster.

The two-tap flow

Swilly logs by player + zone. In the common case — a completion — it’s two taps after the first holder is set: tap the receiver, then tap the field zone where they caught it. The previous receiver becomes the next holder automatically, so the chain of passes goes tap, tap, tap, tap through the point.

A goal is just a completion where the catch zone is in the attacking endzone — the logger detects that, scores it, and closes the point.

Field zones

The field is a 7-column × 3-row grid (21 zones). Columns run from your defensive endzone (Z1–Z3) to the attacking endzone (Z19–Z21). Rows are the three lanes across the width. We use the zones to power the heatmap surface; without them, heatmaps would be empty.

Turnovers and defensive plays

Not every event has a thrower → receiver → zone path. Use the buttons under the field:

  • Throwaway — current holder turfed it. Logged from the holder’s current zone.
  • Drop — the intended receiver dropped it. The holder loses possession.
  • Stall — stall on the mark. Holder loses possession.
  • D — defensive block. Tap an optional defense type (Layout / Hand block / Foot block / Poach block / Interception / Knockdown) to break it down for the Defense tab.
  • Callahan — defensive score. Counts as a D, a goal, and a catch for the defender. Ends the point.
  • Forced Turn — turnover with no specific block.
  • O.B. Pull — out-of-bounds pull. Tracked but excluded from total defensive plays.

Closing the point

Goal scored? The logger auto-closes. Opponent scored? Tap the Opp scored button. The lineup carries over to the next point by default so you can quickly tweak substitutions instead of rebuilding from scratch.

If you mistap

  1. Undo Last in the score header removes the most recent event.
  2. The event log on the right (or below on portrait) lets you edit any event inline — change the stat type, player, receiver, or zones.
  3. To correct the final score directly, tap Edit next to the score in the header.

Offline and bad signal

Tap events queue locally and sync in the background. The score header shows Offline when the network drops; events keep logging and the count of unsynced events shows next to it. Once you reconnect — even with the tab closed — the service worker flushes them. See the tablet & offline guide for the full picture.

Still stuck?

Email contact@swilly.team with your team name and a screenshot. A real human reads every message; we usually reply within a day during the season.