Wednesday, 23 September 2026

Did you say team tournaments? Indeed we did.

Kim Sellstedt
Karlstad

Tournaments 2.0 gave everyone even more ways to run a tournament. It just quietly assumed you were playing alone.

That assumption is gone. Milarki v3.1 brings team tournaments to the site: build a team, sign it up, pair your players against theirs, and watch the standings move as the tables finish. Worlds-shaped events fit now. So does a Tuesday night where two clubs decide to settle something.

Here is what landed.

Teams

A team has a name, a colour and an image. It can belong to a club, where any member can create one, or it can be your own,.

Every team has admins, and one of those admins is the captain. Admins are the people who can run the team: edit it, manage who is in it, and enter it into a tournament. The captain is the one the rest of the site treats as the face of the team, standing next to the team name and leading it at the event. That is the whole structure. No owner sitting above the admins, no tiers below them.

Admins are also table bosses for their own team's battles automatically, so the people who know the team are the people who can run its tables. Beyond captain you can give an admin a role label. Anything else is a label you type in for your own benefit.

Three settings decide how open a team is: how people join it, whether every member can edit it or only the admins, and who is allowed to enter it into a tournament. If the team belongs to a club, that club's owners always have full access to it.

You will find teams on a Teams tab on the club page, a Teams tab on your profile, and a My team tab inside the tournament itself.

Signing up is booking a slot

You enter the team into an event, not the line-up. Nobody has to be chosen yet.

That is the point. Registration often closes months before anyone knows who can actually come, so you hold the slot now and work out who is playing later. The captain comes along from the team, and you can swap them if your usual one cannot make it.

The roster then stays open right up to the army list deadline. An army list belongs to a named player, so that is the last honest moment to settle who is playing, and it is where the line-up locks. After that, only the organiser can change it.

Building the line-up happens in the My team tab. Seat slots on one side, your teammates in a pool on the other, and you drag them across. Everyone you place becomes a full participant straight away, with their own seat and their own army list, so nobody has to wait for the rest of the team before starting on theirs. Anyone not playing, a captain or a coach, keeps the tab without taking a seat. And if the tournament is waiting on you, the next action card will say so.

Short a player? Pull in anyone as a guest. They play for the team without joining it or the club.

And if the whole thing falls apart before the roster locks, the team can withdraw.

Both teams choose who plays who

The organiser pairs the teams. The teams pair the players.

Inside each team match, both sides pick the match-ups, and it is not turn based. Two settings shape it: who is allowed to pair, captains only or anyone in the team, and whether each side has to approve the pairing before it counts. Turn approval off and the pairing stands as entered.

While you pair, you can see what army each player has brought instead of guessing from names.

A table starts when its two teams are ready

This is the part we care most about.

The round starts when the organiser has paired the teams. Each table then starts as soon as its own two teams have finished pairing and, if you asked for it, approved. No waiting for the whole room.

One slow captain should not hold up eleven other tables. Now they do not.

For organisers

Named tables. Give each table a name instead of a number, and the name follows through to the broadcast and stream views. Your tables can be realms, or pubs, or whatever your event runs on.

Team ranking is visible. How teams are ranked is written out on the Rules tab, so nobody has to ask.

Swiss for now. Team tournaments run Swiss in this release. Knockout stages for teams are coming, but we would rather ship the format that works than the format that mostly works.

Represent your team in singles

Teams are not only for team events.

In a singles tournament you can now say which team you are playing for, and those games flow back to the team page. A club that fields half the room at a local GT gets a record of it without anyone running a team event at all.

Team pages fill up

Teams have their own Stats tab and their own achievements, and team activity now appears in the flow, both on the site and on the team's own page.

You can also set a primary team, so the site knows which one is really yours, and joining a team works by request or invite rather than someone adding you by hand.

Grouped leaderboards

Tournament and club leaderboards can now be grouped, by team, by club, by faction and more. The same board, cut the way you want to look at it.

Useful for team events, better than useful for a club night where everyone wants to know which faction is quietly winning everything.

Teams in the public API

Teams, team matches and team standings are published in api v1.2.0. If you are building on top of us, the team data is there.

Notifications that know about teams

Organisers get told when a player drops or leaves their tournament. And people get told when their team membership or role changes, rather than finding out when something stops working.

A changelog, and a faster site

Every release has its own page now, linked from the footer, so you can see what changed and when without waiting for a post like this one.

The site is also meaningfully faster on mobile. There is less to download, and pages no longer jump around while they load.

The rest of it

A long tail, most of it from your reports during testing:

Location is no longer required on a tournament, which matters for online and club events.

Army lists pasted in are no longer lost if you confirm before the list finishes reading, and the parser stopped inventing fractional unit counts.

Screen readers are now told the sort direction on sortable tables.

Join requests got the finish they were missing: they notify the right people, the approval link goes somewhere you can open, and approving a duplicate no longer throws an error.

Plus a long run of tournament fixes found by running actual events at it: pairing drag and drop, round resets, byes, leaderboards holding on to finished matches, and mobile layouts that could not cope with a long team name.

Tell us what breaks

Team tournaments are new, and new means something in here is wrong in a way we have not seen yet. If a table will not start, a score looks off, or the standings say something impossible, tell us. That is how most of this list came to exist.