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Deuce Ladder

The format

Deuce Ladder rules

Ruleset edition 1.0. Effective July 26, 2026. Reviewed every quarter. Amendments are dated and listed on the changelog.

A rule number never changes meaning once it is published. A withdrawn rule keeps its number and is marked withdrawn. A new rule is appended inside its section as a decimal, the way 7.4.1 sits under 7.4. A citation written down in March still points at the same rule in September. On a ladder page, the edition line above shows the date that ladder's settings last changed.

This is the complete ruleset for a ladder run on Deuce Ladder. A player can read it start to finish in about fifteen minutes. An organizer can paste it into a club email without editing a word.

Every rule carries a number so you can point at it. "Rule 6.3" is a usable sentence in a text message to your opponent, which is the whole reason the numbering exists.

Values written in double braces, like 48, are set per ladder by the organizer. Section 19 lists what an organizer can change and what stays fixed on every ladder Deuce runs. Read this page from a ladder and those values show that ladder's real settings. Read the platform version and they show the defaults.

Doubles ladders run on these same rules with the pair in place of the player. The doubles rules are 2.7, 3.6, 4.6, 5.9, 8.9, 11.8, 12.9, 13.7, and 15.7.

If you are a club captain deciding whether to run a ladder here, the list you actually want is at the end of section 19: the things no organizer can switch off. That list is the argument.

If the ladder format is new to you, start with how a tennis ladder works. Terms used below are defined in the glossary.

In practice, almost every disagreement lands in section 5, 6, 7 or 9. The other fifteen sections are here for the day you need them.

1. Scope and eligibility

1.1 These rules govern play in {{LADDER_NAME}}, run by {{ORGANIZER_NAME}} on Deuce Ladder.

1.2 Where these rules are silent on a point of tennis, the ITF Rules of Tennis apply.

1.3 Where these rules and a national or club regulation conflict, the club regulation applies at that club's courts, and the organizer records the difference on the ladder page.

1.4 A ladder may be open to anyone or restricted to a defined group: club members, employees, residents of an area, an age range, or a level band. Restrictions are stated on the ladder page before you join, never after.

1.5 Players under 18 may join if the organizer has turned that on. When it is on, signup requires a guardian's email address. Contact between players runs through the in-app match thread. No phone number is shown to anyone. What Deuce stores about a minor, and for how long, is set out in the privacy notice.

1.6 One account per person. A player may hold a rung in more than one ladder, and may hold only one rung per ladder.

1.7 Playing under someone else's account, or entering a result for a match played by someone else, is a conduct breach under section 17.

1.8 Section 19 lists the settings an organizer controls. Between seasons they can change any of them. During a season a change is allowed only when it does not touch a challenge already sent or a match already played, it is announced on the ladder page before it takes effect, and it is written to the public activity log. Three settings are frozen the moment a season starts: challenge range, the movement model, and the number of played matches needed to qualify for the playoff. Those three determine who could have climbed and who qualifies, so changing any of them mid-season would change the result of matches that were already played.


2. Joining and placement

2.1 You join a ladder from its public page. No application queue, and no waiting on an organizer to approve you, unless the ladder is restricted under rule 1.4.

2.2 At signup you provide a level. Any of the following is accepted: an NTRP rating, a UTR, a WTN, an LTA rating, an ITN, a national federation ranking, or a club level. If you have none of those, you answer a short self-assessment instead. See the Deuce Rating for how these map.

2.3 Deuce puts you on a rung inside a level band based on the level you gave. That placement is an estimate, not a verdict. Rule 5.4 exists so you can correct it yourself, on court.

2.4 A new player joining mid-season is placed at or below the midpoint of the band. New players are never inserted above an active player who has already played matches that season.

2.5 An organizer may adjust a player's placement or band. Every adjustment is written to the ladder's public activity log with the organizer's name and the stated reason.

2.6 A player who believes their placement is wrong may say so to the organizer at any time. Being placed wrong carries no penalty and no cost.

2.7 Doubles. In a doubles ladder the ranked entity is the pair, not the player. Both players register, the pair joins as one entry, and the pair holds one rung. Pairs are fixed for the season. Rotating partners is not available at launch.


3. Level bands

3.1 A level band is a slice of a ladder holding players of roughly one standard, for example {{LEVEL_BAND}}. Most ladders run two or three bands. Some run one.

3.2 Standings are kept per band. You are ranked against the players in your band.

3.3 Challenges are made inside your band. Cross-band challenges are off by default. Where the organizer enables them, a cross-band challenge may only be sent upward, into the band above, and only to the bottom {{CROSS_BAND_DEPTH}} rungs of it.

3.4 A player who finishes a season in the top {{PROMOTION_COUNT}} rungs of a band is offered promotion to the band above for the next season. Promotion is an offer, not an instruction. You may decline it.

3.5 A player may request a move to a different band between seasons for any reason, including that the current band is too strong or too weak.

3.6 A pair is placed in a band on the stronger partner's level. That placement is an estimate too, and rule 5.4 belongs to the pair.


4. The standings

4.1 The standings are the ranked list of players in a band. Rung 1 is the highest.

4.2 Standings are public. They are readable without an account and are never placed behind a login.

4.3 Standings update when a result is confirmed under section 9, not on a nightly batch. The displayed standing and the result history always agree.

4.4 Each player's row shows rung, played matches, wins, losses, walkovers received, walkovers given, current status, and the date of their last played match. There are exactly five statuses, and no ladder may add a sixth.

Status What it means Can be challenged
active Playing normally Yes
absent A declared absence under section 11 No
decaying No played match for one or more decay intervals under section 12, losing a rung each interval Yes
inactive Repeated walkovers under rule 14.5. Set by the platform, lifted by the organizer Yes
withdrawn Left the ladder or the season No

4.5 Walkovers given and walkovers received are kept separate from wins and losses deliberately. Inside their own ladder, a player's reliability is public information.

4.6 In a doubles ladder every row in the standings is a pair, and both names appear. The five statuses in rule 4.4 attach to the pair, never to one partner.


5. Who may challenge whom

5.1 You may challenge any player ranked above you within five rungs of your current rung. The platform default is five rungs.

Every published club ladder ruleset in our survey caps how far up a player may challenge. An uncapped ladder is a solved and rejected design.

Source: Deuce Ladder competitive research, survey of published club ladder rulesets, July 2026.

5.2 You may not challenge downward. A higher-ranked player cannot compel a lower-ranked player to defend.

5.3 Your challenge range is measured from your rung at the moment you send the challenge, not at the moment the match is played.

5.4 The unrestricted first challenge. No organizer can switch this one off. Once per season, the first challenge you send may go to any rung in your own band, ignoring the range limit in rule 5.1. It reaches your own band and no further. It expires {{FIRST_CHALLENGE_EXPIRY}} days after you join or after the season opens, whichever comes later. The point is that a badly placed player finds their real level in one match rather than five, and an organizer who removed the rule would be recreating the problem it was built to solve. Section 19 lists it as fixed.

5.5 You may have {{MAX_OPEN_CHALLENGES}} challenges open at one time, counting challenges you sent and challenges you received. The platform default is two.

5.6 A player already holding an open challenge at the limit cannot be challenged again until one of them resolves. The standings show how many challenges they have open, which is a display field and nothing more. Rule 4.4 holds the only five statuses a player can be in.

5.7 A player who has declared an absence under section 11 cannot be challenged, and their name is marked absent in the standings.

5.8 A challenge is a match request with a deadline attached. It is not a request for permission. No approval is needed, and no administrator gets emailed about it.

5.9 Either partner may send a challenge for the pair, and either may respond to one. The open-challenge limit in rule 5.5 counts against the pair, not against each player separately.


6. Responding to a challenge

6.1 The player challenged has 48 hours from the time the challenge is sent to respond. The platform default is 48 hours, and that number was not picked in a meeting.

The working consensus across still-operating published club ladder rulesets is 48 hours to respond to a challenge and seven to fourteen days to play it.

Source: Deuce Ladder competitive research, survey of published club ladder rulesets, July 2026.

6.2 There are three responses: accept, decline for a stated reason, or no response.

6.3 Accept. The play window under section 7 opens immediately.

6.4 Decline. A decline requires a reason from a fixed list: injury, travel, an absence about to be declared, or a court or scheduling conflict. A scheduling conflict has to be stated, and it has to cover the whole play window rather than the two evenings that suited the challenger. It is the widest reason on the list, so rule 6.5 caps how often anyone can use any of them. A declined challenge does not count against rule 5.5 for either player, and it may be re-sent after {{DECLINE_COOLDOWN}} days.

6.5 A player may decline {{MAX_DECLINES}} challenges per season. Beyond that, a decline is treated as no response under rule 6.6.

6.6 No response. If the response window expires with nothing said, the challenger is awarded a walkover under section 14 and takes the challenged player's rung. It happens on its own. No player has to report it and no organizer has to decide it, which is the whole reason there is nothing here to argue about.

6.7 Both players get a reminder at the halfway point of the response window, and again with {{RESPONSE_REMINDER_HOURS}} hours left. Nobody can say they were not told.

6.8 A challenge sent to a player who has declared an absence, or who is at the open-challenge limit, is blocked at the point of sending. It is never left to expire against someone who could not have accepted it.


7. Playing the match

7.1 Once a challenge is accepted, both players have ten days to play. The platform default is ten days.

7.2 Both players are equally responsible for arranging the match. There is no home player, and neither of you is the designated organizer of it.

7.3 Each player must offer at least {{MIN_OFFERED_SLOTS}} distinct time slots inside the play window, and at least one of them has to fall on a weekend or outside standard working hours. A Tuesday at seven counts. Three consecutive Wednesday lunchtimes do not. Offers go in the match thread so they are on the record.

7.3.1 Slots must be posted within {{SLOT_OFFER_DEADLINE}} days of acceptance. Three slots offered on the final evening of a ten-day window satisfy the letter of rule 7.3 and nothing else. They do not count as slots offered, and rule 7.4.1 applies to whoever posted them late.

7.4 If the play window expires with the match unplayed, the result is decided as follows, in order:

  • 7.4.1 If one player never offered slots under rule 7.3, the other player is awarded a walkover.
  • 7.4.2 If one player turned down every slot the other offered without offering their own, the other player is awarded a walkover. Saying nothing about offered slots counts as turning them down. Silence inside the play window is not a defense, and it is not a way to reach rule 7.4.3.
  • 7.4.3 If both players offered slots under rule 7.3 and no slot overlapped, the match is voided. Nobody moves rungs. Neither player receives a walkover or a loss, and the match does not count toward the minimum in rule 16.4.
  • 7.4.4 If both players agree in the thread that they can play within {{PLAY_EXTENSION}} days of the deadline, either player may take a one-time extension of that length. One extension per match.

7.5 Rule 7.4.3 is deliberate. A match two people honestly could not arrange should not punish either of them, and it should not be recorded as tennis that happened.

7.6 Weather, court closure, or injury during warm-up suspends the play window for {{WEATHER_EXTENSION}} days. Either player may claim it once per match, in the match thread, before the original deadline.

7.7 A match abandoned part way through for weather or injury is recorded as follows: if a set has been completed, the score at the point of abandonment stands as a retirement result. If no set has been completed, rule 7.6 applies and the match is rescheduled.


8. Where the match happens, and in what format

8.1 Players choose the venue between themselves. Deuce does not assign courts and does not require its own booking system.

8.2 Where a court costs money, the fee is split evenly, unless the two of you agree otherwise before you play.

8.3 The player who was challenged brings the balls. New or near new.

8.4 The default match format for this ladder is {{MATCH_FORMAT_DEFAULT}}. Both players may agree on a different format from the list in rule 8.5, in the match thread, before play.

8.4.1 If the two players do not agree on a format, the ladder default applies. Saying nothing is agreement with the default. There is nothing to negotiate and nothing for the organizer to rule on.

8.5 Accepted formats. There are six, and only these six:

  • Best of three tiebreak sets.
  • Best of three sets with a match tiebreak to 10 in place of a third set.
  • One tiebreak set.
  • Eight-game pro set, tiebreak at 8-8.
  • Short sets to four games, tiebreak at 3-3.
  • FAST4: best of three short sets to four, tiebreak at 3-3, no-ad, lets played.

8.5.1 No-ad scoring is a scoring option inside a format, not a format of its own. The same goes for a deciding-point rule. Either may be agreed on top of any format in rule 8.5, in the match thread before play, and the scoreline is recorded the same way either way.

8.6 A format not on the list in rule 8.5 cannot be recorded, because the scoreline would not pass validation under the scoring rules. Agree on a listed format.

8.7 Matches are self-officiated. Each player calls the lines on their own side. There is no umpire and no appeal on a line call.

8.8 A match played outside the challenge system does not count toward the standings. If it was not a challenge, it was a practice match.

8.9 Doubles matches use the same six formats in rule 8.5, agreed the same way under rules 8.4 and 8.4.1. Line calls work as they do in singles. Each side calls its own.


9. Reporting the score

9.1 The winner submits the score. Submission is expected within {{SCORE_SUBMIT_WINDOW}} hours of the match.

9.2 The loser confirms or disputes it.

9.3 If the loser does neither, the score auto-confirms after {{SCORE_CONFIRM_WINDOW}} days. Silence cannot hold up anyone's rung.

9.4 If the winner does not submit, the loser can, and then the winner is the one on the confirmation clock. Either player is able to get a result recorded. The only person who can hold it up is whoever is being asked to confirm it.

9.5 Only valid tennis scorelines are accepted. A scoreline that could not have occurred under the agreed format is rejected at entry, not flagged later.

9.6 A disputed score goes to the organizer under section 18. Both players see the dispute and both see the resolution.

9.7 Submitting a score for a match that was not played is a conduct breach under rule 17.4. So is altering a score both players know to be different. Both carry the published penalty in rule 17.5.

9.8 Full detail on points, rung movement, and verification is on the scoring page.


10. What the result does to the standings

10.1 The default movement model is a positional swap. Challenger wins, the two players exchange rungs. Challenged player wins, nothing moves at all.

10.2 No player other than the two involved changes rung as a result of a swap. Players between them are unaffected.

10.3 A ladder may instead run on points, at the organizer's choice. Where points are used, rung order follows total points and the scoring page sets out the values.

10.4 A walkover moves rungs exactly as a played win does.

10.5 A retirement is a win for the player still standing and moves rungs normally.

10.6 A voided match under rule 7.4.3 moves nothing.

Sections 1 through 10 describe a match that happens. The rest of the ruleset is about what happens when one does not.


11. Absence

Every ladder loses players to a knee, a work trip, or a newborn. Absence is the rule that stops those players from either stalling their opponents or quitting outright.

11.1 A player may declare an absence for any reason and does not have to say what it is. Injury, travel, work, exams, a new baby, or nothing offered at all.

11.2 During an absence you keep your rung, you cannot be challenged, and decay under section 12 does not run.

11.3 An absence must be declared before it starts. It cannot be backdated. Declaring an absence after a response window has already expired does not undo the walkover under rule 6.6, and declaring one after a play window closes does not undo rule 7.4.

11.4 A single absence may run up to {{ABSENCE_MAX_DAYS}} days. Total absence across a season may not exceed {{ABSENCE_TOTAL_DAYS}} days.

11.5 An absence declared while a challenge is open does not cancel that challenge. Resolve the open challenge first, or decline it under rule 6.4 with absence as the stated reason.

11.6 A player may end an absence early at any time, and returns to their held rung immediately.

11.7 Absence is the third option, and it exists because the other two are stalling and quitting. Both of those wreck a ladder, one slowly and one all at once, so the rules keep this door easy to open and ask nothing in return for using it.

11.8 An absence declared by either partner puts the pair absent. The pair keeps its rung and cannot be challenged. The limits in rule 11.4 apply to the pair once, not to each player.


12. Inactivity decay

Decay is the counterweight to a positional swap. Without something like it, a strong player can hold rung 1 all season on two matches, and the players below have no way to do anything about that except wait.

The largest ladder software vendor names stale players, the ones who never respond to or issue challenges, as a primary reason club ladders fail. It says so in its own organizer guide.

Source: Deuce Ladder competitive research, vendor organizer documentation, July 2026.

12.1 Go {{DECAY_PERIOD}} days without completing a played match and your rung starts to decay.

12.2 Decay drops the player {{DECAY_RUNGS}} rungs per {{DECAY_INTERVAL}} days of continued inactivity. Each player the decaying player passes moves up one rung. Nobody else moves.

12.3 Decay applies to every player on the same schedule, including the organizer and including the player on rung 1.

12.4 Decay pauses during a declared absence under section 11.

12.5 Decay stops the moment a match is played, and it does not reverse. Playing puts you back to climbing, though not back to where you were. This is the part good players push back on, and the answer is that the rungs went to people who were on court. Handing them back would mean taking a rung off somebody who played for it, to compensate somebody who did not.

12.6 Decay does not remove a player from the ladder. A player who decays to the bottom of the band stays there and can still challenge and be challenged.

12.7 Sending a challenge does not stop decay. Only a played match does, because otherwise the rule could be satisfied by challenges nobody ever intended to play.

12.8 Decay is impersonal on purpose. Nobody has to report a quiet player and nobody has to have the conversation. A player sitting on a good rung without playing simply loses it.

12.9 Decay applies to the pair in a doubles ladder. One doubles match played by the pair stops it.


13. Rematch cooldown

13.1 After playing an opponent, you may not challenge that same opponent again for {{REMATCH_COOLDOWN}} days.

13.2 The cooldown applies in both directions. It covers the pair, not the challenger.

13.3 You may play another opponent in the meantime, and doing so does not shorten the cooldown.

13.4 A walkover starts the cooldown as a played match does.

13.5 A voided match under rule 7.4.3 does not start a cooldown.

13.6 The cooldown stops two players from trading wins back and forth and lifting each other past the rest of the band. It applies to every pair of players equally, whatever their intentions were, because the rule has no way to know them and does not need to.

13.7 The cooldown runs between two pairs. Pairs are fixed for the season under rule 2.7, so swapping a partner is not a way around it.


14. Walkovers and forfeits

14.1 A walkover is a match awarded because the opponent did not play it. Causes: no response under rule 6.6, failure to offer slots under rule 7.4.1, refusal without offering alternatives under rule 7.4.2, or withdrawal from the ladder with a challenge open.

14.2 A forfeit is a match a player gives up rather than play, after accepting. It is recorded as a loss and the opponent takes the rung.

14.3 A walkover moves rungs and appears in the standings the way a played match does. It does not count as a played match for playoff qualification. Rule 16.5 is the rule that decides this, and the answer there is no.

14.4 Walkovers given and walkovers received are displayed separately in the standings under rule 4.5.

14.5 A player who gives {{MAX_WALKOVERS}} walkovers in a season is set to inactive by the platform and must be reinstated by the organizer. Nobody arrives at this without warning. The player is told after each walkover given, and told again when one more will do it, the same way rule 6.7 warns twice before a response deadline expires. A rung held by someone who does not play is a rung nobody else can win. That is the only thing this rule is correcting.

14.6 Receiving a walkover does not force you to take the rung. Some people would rather have the match than the position. Turning it down is recorded, and it changes nothing else.


15. Withdrawal and removal

15.1 A player may withdraw from a ladder at any time.

15.2 Withdrawing with a challenge open awards a walkover to the other player under rule 14.1.

15.3 On withdrawal, every player below the departing player moves up one rung. Results already played stand and remain in the record.

15.4 Rejoin in the same season and you come back under rule 2.4, at or below the band midpoint. Withdrawal is not a way to reset a bad run.

15.5 An organizer may remove a player for a conduct breach under section 17, for failing an eligibility restriction under rule 1.4, or at the player's own request. Every removal is written to the public activity log with a stated reason.

15.6 A removed player may appeal to Deuce at hello@deuceladder.com within 14 days of the removal. Deuce replies within five business days. Deuce reviews process, not tennis: whether the stated reason matches the rule cited, and whether the player was told.

15.7 If either partner withdraws, the pair withdraws, and rule 15.3 applies to the pair's rung. Pairs are fixed for the season under rule 2.7, so the remaining player enters again with a new partner at the start of the next season.


16. How a season ends

16.1 This ladder runs from {{SEASON_DATES}}. A Deuce season is 6, 8, 10, or 12 weeks long. The organizer picks one of those four before the ladder opens, and it is published on the ladder page.

16.2 Challenges may be sent up to {{CHALLENGE_CUTOFF}} days before the season close, so that every accepted challenge has a full play window inside the season.

16.3 Final standings are the standings at close, with every pending result resolved under section 9. Where two players finish level, they are separated by the published five-step tiebreaker on the scoring page, applied automatically and in that order. Nobody in this ladder decides a tie by judgment.

16.4 A player must have {{MIN_MATCHES_PLAYOFF}} played matches to qualify for the playoff, no matter what rung they finish on.

16.5 Walkovers received do not count toward the minimum in rule 16.4. Only matches actually played do. A player cannot qualify on other people's silence.

16.6 If a qualifying rung is held by a player short of the minimum, the playoff place passes down to the next eligible player below them, and the player who fell short still keeps their finishing rung in the published standings. Both halves of that matter. The published record shows where everyone actually finished, and the playoff bracket only contains players who put the matches in.

16.7 Playoff size is {{PLAYOFF_SIZE}} players per band, seeded by final rung.

16.8 Playoff matches are single elimination, played to {{PLAYOFF_FORMAT}}, inside {{PLAYOFF_WINDOW}} days of the season close. Sections 6, 7, and 9 apply to playoff matches, with the play window shortened to {{PLAYOFF_PLAY_WINDOW}} days.

16.9 Rungs carry over between seasons at the organizer's choice: full reset, seeded by final standings, or seeded by Deuce Rating. The choice is published before the season starts.


17. Conduct

17.1 Call your own lines honestly and give your opponent the benefit of a ball you did not clearly see out. Self-officiated tennis runs on this and nothing else.

17.2 Show up, on time, at the court you agreed. If something changes, say so in the match thread as soon as you know, not ten minutes before.

17.3 Keep messages in the match thread civil. Abuse, harassment, or discriminatory language is grounds for immediate removal under rule 15.5.

17.4 Do not submit a score for a match that was not played, and do not submit one both players know to be wrong. Agreeing a result before you walk on court is the same breach as inventing one afterward.

17.5 The penalty for falsifying a score is published, and this is it. A first confirmed case voids the result and puts both players back on their pre-match rungs, and it leaves a permanent marker on the match record that the players in that ladder can see. A second confirmed case removes the player from the ladder for the rest of the season and ends their playoff eligibility. Score integrity is the unsolved problem in this category, and a rule with no stated consequence is really only a suggestion, so this one is printed rather than handled quietly case by case. It is written into the terms as well, which binds Deuce to it as tightly as it binds any player.

17.6 Deliberately sending challenges you do not intend to play, in order to appear active, is a breach. Rule 12.7 makes it pointless as well.

17.7 Report a conduct problem to {{ORGANIZER_NAME}} first. If the problem is the organizer, report it to Deuce at hello@deuceladder.com.


18. Disputes

18.1 A score may be disputed within {{DISPUTE_WINDOW}} hours of submission, before auto-confirm under rule 9.3.

18.2 A dispute pauses the auto-confirm clock and both players are asked for their version once, in writing, in the match thread.

18.3 The organizer resolves the dispute. The organizer may confirm either version, void the match under rule 7.4.3, or order a replay inside {{REPLAY_WINDOW}} days.

18.4 Organizer resolutions are recorded in the ladder's public activity log with the rule cited.

18.5 A rules dispute that is not about a score, for example whether a challenge was inside range, goes to the organizer with the rule number attached. Cite the number. The numbers exist for exactly this.

18.6 Deuce does not adjudicate tennis. Deuce reviews whether the process in these rules was followed. Email hello@deuceladder.com or use the contact page.

18.7 There is no appeal on a line call. See rule 8.7.


19. What the organizer sets, and what is fixed

Everything above this line is a rule. Everything below it is a setting.

You get the dials that suit your group. You do not get the mechanics that make a result trustworthy, and the split is not an accident. Those are the parts a player has to be able to rely on without first reading your settings page. Three lists follow: the dials, the fields filled in when the ladder is built, and the things no ladder on Deuce can change.

Configurable per ladder

Rows marked frozen can be set before a season and not during one. Rule 1.8 says why.

Setting Token Platform default
Challenge range frozen five 5 rungs up
Response deadline 48 48 hours
Second response reminder {{RESPONSE_REMINDER_HOURS}} 6 hours remaining
Play window ten 10 days
Play window extension {{PLAY_EXTENSION}} 5 days, once per match
Time slots each player must offer {{MIN_OFFERED_SLOTS}} 3
Deadline to post those slots {{SLOT_OFFER_DEADLINE}} 3 days after acceptance
Weather or closure suspension {{WEATHER_EXTENSION}} 5 days, once per match
Open challenges per player {{MAX_OPEN_CHALLENGES}} 2
First challenge expiry {{FIRST_CHALLENGE_EXPIRY}} 14 days after joining
Default match format {{MATCH_FORMAT_DEFAULT}} One tiebreak set
Level bands and their boundaries {{LEVEL_BAND}} Set at launch, no default
Cross-band challenges {{CROSS_BAND_DEPTH}} Off
Promotion places per band {{PROMOTION_COUNT}} Top 2 rungs
Rematch cooldown {{REMATCH_COOLDOWN}} 14 days
Decay trigger and rate {{DECAY_PERIOD}}, {{DECAY_RUNGS}}, {{DECAY_INTERVAL}} 21 days, then 1 rung per 7 days
Absence limits {{ABSENCE_MAX_DAYS}}, {{ABSENCE_TOTAL_DAYS}} 21 days per absence, 42 per season
Declines allowed {{MAX_DECLINES}}, {{DECLINE_COOLDOWN}} 3 per season, 3-day cooldown
Walkovers before inactive {{MAX_WALKOVERS}} 3
Score submission window {{SCORE_SUBMIT_WINDOW}} 48 hours
Auto-confirm window {{SCORE_CONFIRM_WINDOW}} 3 days
Organizer verification of results see the provenance tiers on the scoring page Off
Dispute window {{DISPUTE_WINDOW}} 72 hours
Replay window after a dispute {{REPLAY_WINDOW}} 10 days
Season length, dates, and carryover {{SEASON_DATES}} Set at launch. 6, 8, 10, or 12 weeks
Challenge cutoff before season close {{CHALLENGE_CUTOFF}} 10 days
Playoff size, format, minimum matches (the minimum is frozen) {{PLAYOFF_SIZE}}, {{PLAYOFF_FORMAT}}, {{MIN_MATCHES_PLAYOFF}} 8 per band, best of three, 4 matches
Playoff windows {{PLAYOFF_WINDOW}}, {{PLAYOFF_PLAY_WINDOW}} 21 days after close, 7 days to play
Movement model frozen positional swap or points Positional swap
Point values, used for ties and for a points ladder the PTS_ values published on the scoring page Win 10, loss 2, challenge sent 3, challenge accepted 3, walkover win 5, walkover given minus 3, forfeit minus 5
Eligibility restrictions see rule 1.4 Open
Minors permitted see rule 1.5 Off

Set at launch, not a dial

Field Token Filled with
Ladder name {{LADDER_NAME}} The name the organizer chose
Organizer name {{ORGANIZER_NAME}} The person running the ladder
Deuce support address hello@deuceladder.com The same address on every ladder

Every value written in double braces anywhere in this document appears in one of the two tables above. If a rule cites a value that is not listed, the table is wrong, and the table is the thing that gets fixed.

Fixed for every ladder on Deuce

  • Challenges go upward only (rule 5.2).
  • Challenge range is capped at some value. It cannot be set to unlimited (rule 5.1).
  • The unrestricted first challenge exists, reaches any rung in your own band, and cannot be switched off. It is not a toggle (rule 5.4).
  • A missed response deadline produces an automatic result, not an organizer decision (rule 6.6).
  • Both players are equally responsible for arranging the match (rule 7.2).
  • A match neither player could arrange is voided rather than pinned on someone (rule 7.4.3).
  • Absence exists and cannot be switched off (section 11).
  • Decay exists and applies to the organizer too (rule 12.3).
  • Rematch cooldown exists (section 13).
  • Challenge range, the movement model, and the playoff minimum cannot change once a season has started (rule 1.8).
  • Doubles pairs are fixed for the season. Rotating partners is not available (rule 2.7).
  • Scores require both players, and an auto-confirm timer exists. Its length is configurable, its existence is not, and silence confirms a score rather than blocking it (section 9).
  • Only valid scorelines are accepted, and only the six formats in rule 8.5 can be recorded (rules 9.5 and 8.6).
  • The penalty for falsifying a score is the one published in rule 17.5, and it cannot be softened.
  • Playoff qualification requires played matches, not walkovers (rules 16.4 and 16.5).
  • Standings are public and never gated behind a login (rule 4.2).
  • Organizer adjustments, removals, and dispute resolutions are written to a public activity log (rules 2.5, 15.5, 18.4).

None of the items on the fixed list can be turned off, including for a paying club. Each one is there because a ladder run without it has a known and documented way of falling apart, and a player who joins a Deuce ladder should be able to assume all of them are in force without reading the settings.


Using these rules for your own ladder

Copy this ruleset into a club email or a member handbook, with or without credit. Print it and pin it on the clubhouse board if that is how your members read things. It was written to be reused, and most of the arguing it prevents happens before anyone plays a match. Set your dials on the organizer setup and Deuce builds this same document with your ladder's real values in place of the ones in double braces, at a public URL you can send to members.

Start a ladder → What organizers get → Join a ladder that already exists → Common questions →

You pick who you play. We make sure the match actually happens.

Tennis Ladder Rules | Deuce Ladder Full Ruleset