Section L:User profile
L.1: Registration
L.2: Login
L.3: Google Sign in
L.4: Facebook Sign in
L.5: User preferences
L.6: Login without an account
L.7: Trial period and purchase of the Use License
Section 0:Tournament management
0.1: Tournament list
0.2: Adding a user as a championship editor
0.3: Viewing and removing editors
0.4: Share Request Notification
Section 1:Tournament creation
1.1: General informations
1.2: Adding a new team
1.3: Copying teams
1.4: Cloning tournaments
1.5: Setting the club colors of the teams
1.6: Setting the strength scores of
Section 2:Chamiponship management
2.1: Scores refresh
2.2: Standings
2.3: Top scorers
2.4: Matches
2.5: Social sharing
Section 3:Championship options
3.1: Championship settings
3.2: Exchange of players

3.4: Automatic match generation
3.5: Publish tournament
Section 4:Team management
4.1: Viewing team stats
4.2: Viewing team statistics graphs
4.3: Edit team parameters
4.4: Adding and editing team players
Section 5:Match management
5.1: Setting the match score
5.2: Random generation of the match
5.3: Setting the goals / points
5.4: Saving match

Section 6:Players management
6.1: Creating new players of the
6.2: Editing the players of the team
6.3: Removing the players of the
6.4: View of the player parameters
6.5: Players exchange
Section 7:Crest creator
7.1: Coping a crest
7.2: Deleting a crest
7.3: Crest creation and editing
7.4: Saving crest
7.5: Export crest image
A. Championship & Tournament 2.3.2 - User Manual

To provide the user the access to the service, the A. Championship & Tournament application (mobile and desktop) causes the user's Electronic Devices to automatically access the Internet. It is therefore necessary that an internet connection is present and active on the user's device.


Section L: User Profile

The use of the features provided by the A. Championship & Tournament applications is bound by the registration of a user profile. This registration can only take place in four ways:

L.1: Registration

From the Login screen, that is the first screen that appears when using the application for the first time, press "Have no Account? Sign Up for free". The user is led to the registration screen where he is required to perform the following actions:



The user can send the data entered by clicking on "Sign Up". It is possible to perform this action only after completing all the required fields.

If, after sending, the data is successfully validated by the server, an "unconfirmed" User Profile is automatically created. In this state, the User Profile is not enabled to access the application features, so registration is not to be considered completed.

Activation takes place only with the acceptance, by the user, of the confirmation message received at the email address provided. Confirmation takes place when the User navigates to the web address (link) contained in the confirmation message received via email.

Upon confirmation of registration, the activation of the User Profile immediately follows, which will finally be enabled to access the application features by providing their credentials on the Login screen (Paragraph L.2).

L.2: Login

From the Login screen the user can perform the following operations:

L.3: Google Sign in

From the Login screen, press the red "Sign In" button with the Google symbol to log in through Google Single Sign-On. If the user is already registered with the selected Google account, he will be directly logged into the User Profile. If no User Profile has been previously registered associated with the selected Google account, the user will be prompted to perform two actions:

At the end of the registration, the User Profile is created and automatically activated, and then enabled to access the application features. The username is generated from the email address of the Google account (excluding the domain) except in the event that the same username is already associated with another User Profile. In this case, a series of numeric, random and unique characters is automatically added to the username. Once logged in, the user can change their username in the Preferences screen (Paragraph L.5) as long as the new username meets the criteria indicated therein.

L.4: Facebook Sign in

From the Login screen, press the blue "Sign In" button with the Facebook symbol to log in through Facebook Single Sign-On. If the user is already registered with the selected Facebook account, he will be directly logged into the User Profile. If no User Profile has been previously registered associated with the selected Facebook account, the user will be prompted to perform two actions:

At the end of the registration, the User Profile is created and automatically activated, and then enabled to access the application features. The username is generated from the email address of the Facebook account (excluding the domain) except in the event that the same username is already associated with another User Profile. In this case, a series of numeric, random and unique characters is automatically added to the username. Once logged in, the user can change their username in the Preferences screen (Paragraph L.5) as long as the new username meets the criteria indicated therein.

L.5: User preferences

From the Home screen, which is the first screen that appears after accessing the application, press the "Account preferences" button. From here the user can perform the following operations:

L.6: Login without an account

This feature is only available on the mobile application.

From the Login screen, which is the first screen that appears the first time you use the application, click on "Login without account". The user who accesses the application through this mode does not create a User Profile. The application features available to this type of user will be the same but with some limitations that the user without an account must take into account:

L.7: Trial period and purchase of the Use License

The licensing features and regulations described below are valid only for the use of the "A. Championship & Tournament Desktop”. The full exploitation of the functions on a mobile application (Android) is exempt from these constraints.

The use of the "A. Championship & Tournament Desktop "is bound by the creation of a User Profile and, in the event of the expiry of the Trial Period, by the purchase of a Use License linked to it. The following conditions apply:




Section 0: Tournament management

0.1: Tournament list



From the Home screen, which is the first screen that appears after accessing the application, press the "Your Championships" button. Here are listed all the leagues created by the user or the leagues of other users for which the user has the role of Editor. By pressing on each of them, the user accesses the Championship screen from which all the components of the tournament are managed (teams, matches, players, statistics, etc.).

The following elements may be present on each line of the list:

0.2: Adding a user as a championship editor

The "Add Editor" button defined in Paragraph 0.1 triggers access to the User Profile search screen that the Owner user intends to invite to become the Editor of his tournament. To search for the user to whom to send the sharing request, it is necessary to enter the username or part of it in the search bar and then press on the magnifying glass. From the list of users resulting from the search, the Owner must select the user he wishes to invite. The latter then receives a sharing request notification that he can accept or decline. If accepted, the user becomes the Championship Editor and will then be enabled to access, action and modify most of the tournament content. Each tournament can have up to 10 editors.

0.3: Viewing and removing editors

The "Show Editors" button defined in Paragraph 0.1 triggers the opening of a panel which shows the list of the tournament editors. From this screen, the Owner also has the possibility to remove the Editors from the tournament and to see the User Profiles in the list whose sharing request has not yet been accepted or declined. Tournament editors can be at most 10.

0.4: Share Request Notification

On the header of the Home screen, which is the first screen that appears after accessing the application, a bell is visible which represents the notifications of the received sharing requests. The bell is normally colored gray, but turns yellow when there are one or more sharing requests, addressed to the user, still unanswered. By pressing on the bell the user can access the Tournament Sharing Requests screen. For each request received, the user can:




Section 1: Tournament creation

1.1: General informations

From the Home screen, which is the first screen that appears after accessing the application, press the "Create new championship" button. This triggers access to the Championship Creation screen. In this screen, the following actions will be possible:

The following restrictions apply:

1.2: Adding a new team

The “Add team” button triggers the creation of a new team slot in the list of teams to be created in the Championship Creation screen. The inserted slot is devoid of information which will be specifically valued by the user. This information consists of:

These data are stored in volatile memory, and therefore subject to permanent cancellation, until the user completes the creation of the Championship by saving it.

1.3: Copying teams

The "Copy Team .." button triggers the opening of a selection panel that lists all the teams created by the user in other tournaments of the same User Profile. From here the user can select the teams he wants to copy. The selection triggers the creation of a new team slot in the list of teams to be created in the Championship Creation screen. The inserted slot will already be populated with the copied team information, although they can still be modified by the user. When the user confirms the saving and the creation of the Championship, the players of the copied teams are also generated.



1.4: Cloning tournaments

The "Clone championship .." button triggers the opening of a selection panel that lists all the tournaments created by the user. From here the user can select the tournament he intends to clone. Tournament selection automatically triggers:

When the user confirms the saving and creation of the Championship, the players of the teams copied through the cloning of the championship are also generated.

1.5: Setting the club colors of the teams


For each team it is possible to set the two club colors through the appropriate square next to the space for the name. By pressing on the respective colored squares (initially black), the user accesses the color selection screen which can be selected through the infinite RGB palette made available. These colors will then be editable in the Team Management screen (Paragraph 4.4). The club colors will be displayed next to the team name in both tables and matches. They can be hidden by disabling the respective setting in the Championship Settings panel (Paragraph 3.1). It is possible to hide the team colors and show the club crest at their place checking the “Crest” checkbox (Section 7).

1.6: Setting the strength scores of the teams

For each team you can set the attack strength score and the defense strength score. These scores will be used as parameters by the system algorithm to calculate the result of the matches in which the user chooses to randomly generate the score (Paragraph 5.2).

It is possible to change these parameters in the Team Management screen (Paragraph 4.4). These parameters can be hidden by disabling the respective setting in the Championship Settings panel (Paragraph 3.1).




Section 2: Championship management

From the list of championships screen (Paragraph 0.1) the user can press on the row of the championship whose data, actions and modifications are to be accessed. The Championship Management main screen consists of the following elements:

2.1: Scores refresh

Users who have access to the tournament, ie the Owner and the Editors invited by the Owner himself, can access the tournament data, actions and modifications even at the same time from different devices. The modification of the tournament data, therefore, could (in certain situations of inactivity) not be propagated in real time to all connected users. The "Refresh" button triggers an update of all tournament data on the interface keeping all users informed of the new changes. For example: with the "Refresh" button the Owner user can force the instant update of all the data of the championship and can therefore observe in real time the changes in the standings caused by the modification of a match score by an Editor .

2.2: Standings

The first tab of the tabset of the Championship Management screen displays the standings. The standings informations (points, goals, matches) are automatically calculated by the software when the scores of the matches played (Paragraph 5.1) or some settings change. The standings display the following information in descending order based on the team score:


Pressing on the team line leads to the Team Management screen (Section 4) where, among other things, it is also possible to observe the sums of the won, lost and drawn (played) matches .

2.3: Top scorers

The second tab of the tabset of the Championship Management screen displays the scorer ranking. The information of the ranking (the goals or points scored by the player) is calculated automatically by the software when the goals / points scored by the scorers, in the played matches, change (Paragraph 5.3) or when the players are deleted. The ranking displays the following information, in descending order based on the goals / points scored by the scorer:




By pressing on the player line, the user accesses a panel that displays the player informations configured in the player edit panel (Paragraph 4.5).

2.4: Matches

The third tab of the tabset of the Championship Management screen displays the list of matches divided by round (or matchday). The number of rounds is automatically calculated by the software based on the number of matches that can be played in a round. The number of matches of a round is calculated on the basis of the following formula: number of teams participating in the tournament divided by two.

Pressing on the match line takes the user the Match Management screen (Section 5).


From this list view the user can perform a series of actions for each match. The actions are described in the following paragraphs.

2.4.1: Played / not played match

Enabling or disabling the “Match Played” checkbox on the match line indicates whether the match has been played or is still to be played. If the match is played, then the green dot is filled, the match score is automatically processed to update the following data:

2.4.2: Matches options

The user can open the Match Settings menu in the following ways:

Once the Matches Settings menu is open, the user can select other matches (or deselect them) by simply pressing on the respective line in the list. The selected matches are willing to undergo the actions provided by the Settings menu. When a match is selected, its row in the list turn green. The unselected matches remain colored in the ordinary standard gray.

The menu can be closed in three ways:

• pressing on the “X” on the right of the menu;

confirming the setting of the date(s) of the selected matches;

removing the date(s) of the selected matches;

deselecting all the selected matches.

When the menu is closed, all matches are deselected and it is no longer possible to select them until the menu is reopened.

In summary: the action of pressing (with the left mouse button in the case of the Desktop application) on the match line can trigger two events:



Match Settings allow the user to perform the following operations on selected matches:

2.4.3: Round summary

Pressing the green circular summary button, at the bottom right of the match tab, triggers the opening of the summary panel of the rounds. This panel lists all the rounds of the tournament. By pressing on the match day you want to search, the screen automatically scrolls the list of matches until the match day is visible in the foreground. This summary makes it easier for the user to switch from one round to another in the event that the championship consists of a very large number of rounds.

2.5: Social sharing

This feature is only available on “A. Chamionship & Tournament” mobile application.

In the first tab of the tabset of the Championship Management screen there is a round green button for Social sharing at the bottom right. By clicking on the button, the possible sharing options are extended. Carrying out a Social sharing consists in the software generating a screenshot of the standings, and the consequent creation of a message or post on Social ready to be published. The social networks on which the user can publish the ranking of their tournament are:

In order for the sharing operation to be carried out, the user must have the respective social application installed on his device.




Section 3: Championship options

To access the Championship Options, the user has to press on the three horizontal bars located at the top right on the header of the Championship Management screen. This operation triggers the appearance, on the right, of the menu containing the Championship Options. From this menu the user can perform the following operations:

3.1: Championship settings

By selecting the “Game Settings” item in the Championship Options menu, the user accesses the Championship Settings panel. From here he can configure the following settings:


To make the changes to the settings persistent, the “SAVE SETTINGS” button has to be pressed.

3.2: Exchange of players

Selecting the item “Players exchange” in the Championship Options menu the user accesses the Player Exchange screen. Here the user can select the two teams between which he intends to swap players. The selection of the teams triggers the population of the respective player lists. From these lists the user must select the player(s) to trade. Once the player has been selected, the user must press on the respective arrow to move him to the list of players of the other team. This move automatically triggers the updating of the scorer ranking, the list of players in the Team Management and the list of players of the teams in the Match Management.



3.3: Manually adding matches

Selecting the “Add Match” item from the Championship Options menu the user can access the match creation panel. Here the user can select the home team and the away team. Once selected, he has to click on "Create" to proceed with the creation of the match. The new match is automatically added as the last match (among the matches existing at that moment) of the tournament.

3.4: Automatic match generation

Matches on the calendar can be automatically generated by the software by making sure that all teams meet each other once during the tournament. The generation of the matches by the system takes place using the Berger Algorithm. This automatic generation can be done in two ways:

3.5: Publish tournament

Selecting the “Publish” item from the Championship Options menu, the user can publish their tournament on a A. Championship & Tournament website page, so that anyone would be able to view its standings, top scorers ranking and matches scores. The user can choose to use this option to keep their followers or their audience updated on the ongoing of the champioship. The user can undo this operation by clicking on the “Unpublish” item that appears in place of the “Publish” item when the tournament is online.

When the tournament is published, the publish icon turns yellow and the same symbol is visible at the left of the tournament name both in the Championship top header bar and the Load Championship screen. By clicking on this icon the software opens the default browser to lead the user to the tournament related page on the website. The user views the public page of their tournament at the same way everyone will view it. Once the user unpublishes the tournament, it will be no more visible.

Anyone can navigate at service.championshiptournament.com/web/tournaments to search the tournament he want to view between all the published tournaments of all the registered users.



Section 4: Team management

Pressing on the row of the team in the standings table (Paragraph 2.2) the user accesses the Team Management screen. This screen contains the following information:

and the following items:

4.1: Viewing team stats

From the Team Management screen it is possible to observe two sections of statistics: the sums of match played / won / drawn / lost accompanied by the sums of the various goals / points scored / suffered, and the list of matches played and to be played in the tournament where the team in question is engaged. The team stats contain the following information:

The list of matches shows in sequence all the matches played and to be played by the team in the tournament, indicating the name of the teams and the result (0-0 by default). Match lines can be colored in different ways based on certain conditions:



4.2: Viewing team statistics graphs


Selecting the item “Team charts ...”, from the options menu of the Team Management screen, the user can access the team statistics graph screen. Each section of the page containing one of the graphs can be collapsed or extended by pressing the arrow at the top left of the section. The graphs that the user can observe are the following:

4.3: Edit team parameters

In the Team Management screen it is possible to modify the following parameters:

4.4: Adding and editing team players

By selecting the “Team players ...” item, from the options menu of the Team Management screen, the user accesses the Team Players Management panel, described in Section 6.




Section 5: Match management

Pressing on the match line in the matches list (Paragraph 2.4) the user can access the Match Management screen. This screen contains the following information:

and the following tools:

5.1: Setting the match score

For both teams in the match it is possible, in the Match Management screen, to increase or reduce the number of goals / points scored by the team by 1. This operation is performed by pressing on the respective buttons located to the right of the team score (initially it is always equal to 0).

The score set by the user is not permanently recorded in the tournament data until the user saves the match by pressing the "SAVE MATCH" button. Saving triggers the processing of the score by the system in order to calculate the outcome of the match (win / loss / draw) for the teams, the standings, the statistics and so on (Paragraph 5.4).

5.2: Random generation of the match score

By selecting the item “Random score”, in the Match Management screen, the system is ordered to generate a provisional random score. The score is calculated by an algorithm that takes into account the attack and defense strength score of the respective teams to generate a semi-random outcome. The algorithm also takes into account a small advantage for the home team. Once the random score has been processed, the score of the teams turns green to indicate that that result is determined by the automatic processing of the software and not by user input. This score is not permanently recorded in the tournament data and can normally be changed by the user by increasing or reducing the points / goals assigned to each team through the buttons described in Paragraph 5.1.

This score is not saved until the user saves the match by pressing the "SAVE MATCH" button. Saving triggers the processing of the score by the system in order to calculate the outcome of the match (win / loss / draw) for the teams, the standings, the statistics and so on (Paragraph 5.4).

5.3: Setting the goals / points scored by the players of the match

By selecting the item "Scorers ...", in the Match Management screen, the user accesses the players of the match management screen. Here the players of the respective teams are listed in two separate lists. The user can increase or reduce by one the goals / points scored by each player in the match using the "+" and "-" buttons placed at the right side of the player's name. These scores are not saved until the user returns to the Match Management screen and saves the match by pressing the "SAVE MATCH" button. Saving triggers the scoring of goals / points scored by players in the team player lists and in the scorer table (Paragraph 5.4).



Going over the team name with the mouse a popup with the team’s scorers of the match is prompted. This feature is available only on “A. Championship & Tournament Desktop”.

5.4: Saving match

Selecting the "SAVE MATCH" item in the Match Management screen triggers the saving of all scores provided by the user or generated automatically. Saving triggers the processing of the score by the system in order to:

5.5: Using the timer

The match timer is available to the user in the Match Management screen. The timer counts down the time left at the end of the match. The total time of the match is set by the user. The following actions are possible:

When the remaining time expires, the timer stops and resets automatically. The end of time is reported to the user through a notification also containing the name of the two teams and the result.




Section 6: Players management

By selecting the “Team players...” item, from the options menu of the Team Management screen, the user accesses the Team Player Management panel. The team players are listed here. Each player's row contains the following elements:

There are also two other buttons:

6.1: Creating new players of the team

By pressing the "+" button to add a new player, located in the Team Player Management panel, the user accesses the panel for adding a new player. Here he can provide the following features:

At the end of entering the user data, it is necessary to press the "Save" button to complete the creation of the player who will now appear in the list of team players. It is possible to create up to a maximum of 23 players for each team.

6.2: Editing the players of the team

By pressing the edit button, located in the Team Player Management panel for each player in the list and represented by a pencil, the user triggers access to the player's edit panel.

Here the user can modify or provide the following features:

Player name, which must be up to 23 characters long.

• Player role (optional), which must consist of a maximum of three characters.

• Player number (optional) included in the range 0-99.

• Notes or additional information relating to the player (optional), which must be composed of a maximum of 300 characters.

6.3: Removing the players of the team

By pressing the delete button, located in the team's Player Management panel for each player in the list (represented by a trash can), the user triggers the permanent deletion of the player from the team and tournament.

Upon confirmation of the operation by the user, the player is permanently removed from the system. This means that:

6.4: View of the player parameters

By pressing on the player line in the Player Management panel, the user triggers access to the player display panel. Here the following parameters are displayed more extensively:

6.5: Players exchange

Refer to Paragraph 3.2.




Section 7: Crest Creator

This module is available only by using “A. Championship & Tournament Desktop”. It is not available on the mobile app.

The user who can edit the tournament is also able to create and edit the club crest of each team they can access. Only the creator itself of the crest is able to edit or copy it. The other users that are able to edit the same team are allowed only to assign a brand new crest to the team, created by them, but they are not allowed to edit the one created by another user profile.

A user can create at most 30 crest. Once reached the limit, the user can delete the older crests to create new ones. The deleted crests are still visible and assigned to their team, but they will not be editable or duplicable.

For create or edit the crest the user can access the Club Crest Creator Panel from two points:

7.1: Coping a crest

On the top of the Club Creator Panel (or on the left, depending on the window size) it is available a browser which contains all the previews of the crests created by the user in all their tournaments. Clicking on one of these previews, the user can copy all the parameters of that crest to assign it to the current selected team or change it slightly before assigning it on the current selected team.

Saving a crest after copying it generates a duplicate of it, and not an assignament of the same crest to one or more teams. To assign the same crest to more teams it is necessary to copy the team on the New Championship screen while creating a new tournament.


7.2: Deleting a crest

The deleted crests are still visible and assigned to their team, but they will not be editable or duplicable.

By clicking on the trash can on the bottom right corner of the crest's preview, the user can delete the crest. Cancellation makes further modifications or copies of the crest impossible, but the teams which the crest assigned to them will continue to show it in the various screens (standings, top scorers ranking, matches etc …) until the “Show crest” field in the Team Management screen is unchecked by the user.

7.3: Crest creation and editing

In the Crest Panel is possible to edit several attributes through the editing parameters.

7.3.1: Crest shape

The user can select the shape of the crest, every consequent drawing will be rendered inside the shape, except for the plant decorations and the stars.

The shape is selectable through the drop-down menu “Shape”.

Between the available shapes there are: the square, the oval, the shield, the Circle and the Rhombus. It is also possible to set the background color of the shape, and the border width and color.

7.3.2: Strips

The user can configure the strips that will fill the shape. The strips parameters are:


7.3.3: Name text

There are many parameters to setup the team name drawing text:

7.3.4: Stars

The user can indicate how many stars draw on the top of the team's crest (outside the shape).

Usually the stars represent the milestones achieved by the club (such as an high number of trophes or a ten of championships won).

The shape is automatically resized to leave space to the stars. It is also possible to setup the color and the size of the stars. Set 0 stars to draw no stars and to make the shape fill all the available space on the canvas.

7.3.5: Plant

The user can decorate the shape with a kind of plant or a kind of parchment. It is possible to select between a default set of decorations and to setup the color, the position and the size of the plant.

7.3.6: Symbol

The user can add a symbol to the crest, setting also the color, the size and the position of it. Currently is available a suite of more than 25 symbols.

To move and place the symbol the user has to drag and drop it directly with the mouse. To drag the symbol is necessary to click on the symbol and, holding down the mouse, move it to place it. Then release the mouse button to end the placement.

7.3.7: Custom images


The user can load three different custom images from their device and place and resize them inside the shape of the club crest. The user can remove the images or edit the size using the corrispective button and the fields. To move and place the images the user has to drag and drop them directly using the mouse. To drag the image is necessary to click on the image and, holding down the mouse, move it to drag the image. Then release the mouse button to end the placement.



7.4: Saving crest

The user can save the crest by clicking on the “SAVE” button. The saving causes the creation of the crest, if new, or the saving of the new modifications executed on the existing crest. Anyway the saving perform the assigning of the crest to the team selected (the team from which the user accessed the Crest Creator Panel).

7.5: Export crest image

The user can export the crest they are creating or editing and save it as an image (with Portable Network Graphics extension) on its device by clicking on the “Export PNG” button.

It is possible to perform this export even without saving the crest.