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Breakside docs

Breakside records ultimate frisbee games at whatever level of detail you want: two taps a point, or every throw placed on a field diagram.

Quickstart is enough to run a game. Details covers each tab. Advanced covers the features you turn on when you need them. Every clip is a silent screen recording of the app, and loops as you scroll past it.

Breakside needs a free account — sign in from the home page. Once you're signed in it works offline: record a whole tournament with no signal and it syncs when you're back.

Quickstart

Everything needed to track a real game.

Create a team and add players

On the Teams screen tap Create Team and name it. That opens the team's Start Game screen; Roster + Stats is where players go.

Each player needs a name; the jersey number is optional. +FMP and +MMP add the player under their gender-matching category, which drives ratio checks and the Auto line filler. The cursor goes back to the name box after each add, so a whole roster can be typed in one go. On a wide screen the same row also sets each player's Position and Default line.

Start a game

Type the opponent's name, then tap Offense or Defense — whichever side you're starting on.

The same screen sets players on field (7 by default), whether to enforce a gender ratio, and how long the between-points countdown runs.

Pick a line and start the point

The Line tab is the roster with a checkbox per player. Check who's going on and tap Start Point.

The button names the line it will use — Start Point (O-line). A wrong player count or gender ratio colors it as a warning but never blocks you: you can always start the point with whoever is checked.

We Score

We Score opens the attribution dialog: assist on the left, goal on the right. Picking both records the point and closes the dialog.

Use Unknown Player if you couldn't see somebody. The chips (Break, Huck, Layout, Sky, Hammer) tag the scoring throw, and Not a score — continue possession backs out of a mistaken tap.

They Score

One tap, no dialog — the opponent's players aren't on your roster. The point ends and the between-points countdown starts.

Key Play

Key Play records one event without switching to full play-by-play. Open a group — Throws, Turnover, or Defense — pick the play, pick the player.

Use it when you don't plan to record every throw, but want to capture a great huck, a layout D, or an egregious throwaway.

The game log

The Log tab lists each point in order: its roster, the events inside it, the score line, and a break/hold badge. Between-point events — timeouts, halftime, subs — appear in order after the score line.

End the game

Menu → End Game. The summary has the final score, a sortable player stats table, team break/hold totals, a Game Flow chart (the score margin point by point, with the biggest runs marked and who-threw-to-whom Connections beneath it), and the full game log. Tap a section's heading to collapse or open it; Game Flow starts collapsed, and your choice is remembered on that device.

From there, Export saves the stats as an Excel workbook or a Google Sheet, downloads the game as JSON, or copies the game log as text to paste into a message.

Details

Every in-game tab, and what each is for.

The six tabs

  • Simple — We Score / They Score / Key Play.
  • Full — every-event play-by-play, as a list of players.
  • Field — every-event play-by-play, placed on a field diagram.
  • Line — the roster with checkboxes; where lines are set.
  • Log — the running game log.
  • All — play-by-play, next line, and log in resizable panels.

A game opens on the Line tab. Start Point takes you to the tab you tracked from last time — Simple the first time, with a hint about Full and Field.

Simple, Full, and Field share one possession model, so you can switch tabs mid-point and they agree on who has the disc. Timeout, Halftime, and End Game are reachable from all of them.

Full play-by-play: offense

One row per player on the field. Until the pull is received, each row offers Drops Pull, Catches Pull and Picks Up; tapping the name is the same as Picks Up. After a block or an opponent's turnover, your first tap on a name says who picked up the disc. Every tap after that records a completed pass to the player you tapped, and they become the holder.

A caught or picked-up pull shows in the log as a pickup by that player; a dropped pull is a turnover with nobody credited for the throw. The Full stats level counts pull catches and dropped pulls per player (a dropped pull is also a drop and a turnover).

The holder's row offers Throwaway and Break; every other row offers Drop and Score. Score opens the same attribution dialog Simple mode uses, pre-filled with thrower and receiver.

The mini log at the bottom is the running record of the possession, newest last.

Full play-by-play: defense

On defense every row offers Block and Interception. A block puts the disc down with nobody holding it — your next name tap says who picked it up. An interception makes that defender the holder straight away.

The bottom bar adds They turnover (the opponent gave it away with no defender to credit) and They score.

Modifier chips

Under the player rows, a strip tags the event that just happened. Last pass/catch was a: break, huck, layout, sky, hammer, reset, swing. After a turnover it reads Last turnover was a: (huck, good D); after a defensive play, Last D was a: (sky, layout).

Chips amend the event in place, so tagging one a beat late doesn't reorder anything. In Field mode huck, reset, and swing are set automatically from throw geometry — the chips stay editable either way.

The O/D pill

The pill in the header shows which side you're on. Tap it when possession changed and you didn't see how: it inserts an inferred turnover charged to Unknown Player, so no real player's stats move.

Tapping it again retracts that inferred event rather than stacking another.

Undo

Undo removes the last event. Repeated taps walk back through the possession and across a point boundary; a double-tap backs out a point you started by accident. Undo is on the Full, Field, and Line tabs.

Row density

The compress button cycles row density on the Full tab, trading row height for more of the mini log at the bottom.

Field mode

Field records where each play happened. Tap a player, then tap the field where the throw landed. Tapping an empty spot brings up a player picker; you can also drag a player onto the field.

On offense, before the pull is received, the action row offers Drops Pull and Catches Pull; placing a player without either is a pickup.

Huck, reset, and swing are classified from the geometry of each throw as it lands — a huck covers at least half the playing field, a reset goes meaningfully backward, a swing travels at least a quarter of the field's width. The thresholds are in Advanced Settings → Field, and dragging a placed marker re-derives them.

Rotating the phone to landscape shows a full-screen field.

The attacking direction switches automatically each point. Long-press the attack/defend/home/away labels to flip the perspective to match your view from the sideline.

Setting the next line during a point

The Line tab also works while the current point is running, with its own Start Point and Lineup Ready buttons. Checking players there sets the line for the next point; the current point is unaffected.

The Mode control chooses how you plan. O/D keeps a single combined Next line. O&D lets you prepare distinct O and D lines and fields the right one based on who scored; a separate O or D line persists across points until you change it.

The On Deck line

In O/D mode the line toggle flips between Next and On Deck — the line for the point after next. Useful when the line coach has already set the next line and would otherwise be idle.

When the next point starts, the On Deck line is promoted to become the Next line automatically, whether that point turns out to be offense or defense, and the On Deck view clears so you can plan the one after.

The On Deck view adds a read-only On Deck column: each player's projected points-played going into that point.

The All tab

All shows simple-mode play-by-play, next line, and the game log at once, with drag-to-resize dividers between the panels.

Advanced

Features you turn on when you need them.

Player details

Tapping a player's name on the roster opens their details: name, jersey number, FMP/MMP, Position (Handler / Cutter / Hybrid), and Default line (O-line / D-line / Crossover).

Two ways to take a player off the team live here, and they are not the same. Remove from roster takes them off this team only — their record and their game history are kept, and you can add them back. Erase record permanently destroys the person: the record is deleted and every mention of them in past games is replaced with "Removed Player". That one cannot be undone, so it shows you exactly what it will destroy and asks you to type ERASE first.

The Auto line selection (see below) uses each player's position and default line, if set, to help pick a line.

Wholesale and Auto

The controls row above the line table holds a Wholesale icon over the checkbox column — one tap clears the whole line — and Auto, which fills the empty slots with the players who have played the fewest points, respecting the gender ratio.

Uncheck any players you are rotating out, or tap Wholesale to start from scratch, then tap Auto to round out the line. Auto on a line that's already full warns instead of replacing your picks. Players who tie on every priority are chosen at random, so Wholesale then Auto can give a different line.

Set the priorities used by Auto to select players under Advanced Settings.

Game events

Events is reachable from every tab, during points and between them.

  • Timeout — asks who called it; logged by team name.
  • Injury Sub — swap a player mid-point.
  • Correct Lineup — replace a mistakenly entered player and reassign that point's stats.
  • Half Time — records the break, flips the drawn field's ends, and applies the opening-puller-receives rule to the next point.
  • Swap O & D — force-swap which team pulls next. A correction, for stats started mid-game or a game entered on the wrong side; not a substitute for halftime.
  • End Game — ends the game and shows the stats.

Pull details and hang time

Starting a defense point opens the pull dialog: who pulled, the quality (Good / Okay / Poor / Brick), and optional flags — Flick, Roller, IO, OI.

The stopwatch is optional. Tap it on release, tap again on landing; the hang time, if recorded, shows up in the log as Pull by Frank (1.9s hang). Field mode has the same flow, timed against the spot you tap for the landing.

The point clock

Point time, and each player's playing time, count actual play rather than the wait for the pull. On defense the clock starts when the pull is thrown: at the stopwatch's first tap if you timed the hang, otherwise when you record the pull. On offense, recorded on the Full or Field tab, it starts on the first touch — the catch, the pickup, or the dropped pull. Until then the header timer sits at 0:00.

Simple mode has no pickup tap, so an offensive point started there is timed from Start Point. Undoing the first touch resets the clock to waiting, and the pause button starts a waiting clock by hand.

Set tracking: turning it on

Team Settings → Set Tracking. Name your own offensive and defensive sets — zone, vert, ho-stack, whatever you call them. Teams that don't turn it on never see any of this.

The stats screens and every Excel export then gain a By set breakdown — Zone (D): 8/12 stops, 4 breaks, Ho-stack (O): 5/8 scored.

Tagging a possession

With set tracking on, a Set: control sits on the Full tab's top line and in the Field tab's action row. It offers your offensive list while you have the disc and your defensive list while you don't. Tap to cycle, long-press for the full list.

The "Last turnover was a:" / "Last D was a:" row carries a second copy showing the set that possession was played in, so you can name the D you were running after the fact.

Only one set per possession (for now): switching from zone to person partway through overwrites the tag rather than recording the change, so that possession reads as person.

Stats scope

The roster screen's Scope control switches between All-time, Event, and Game numbers. Stats next to it picks how many columns to show. Tapping a column header sorts by that column; tapping twice sorts the other direction.

Export

The Export button on the game summary, the event roster and the team roster opens a dialog that starts from what you're looking at. Pick a format: Excel (an .xlsx download) or Google Sheets (a new sheet in your own Google Drive; Google asks for permission the first time, and Breakside can only see the sheets it creates). Numbers and percentages come through as real numbers, so the columns sort and chart properly.

Then choose what goes in: the scope (all-time, an event, a phase or a single game), optionally a separate sheet per event, phase or game, the Stats level, and all players or just one. A one-player export still shows the team's totals, so you can hand a player their own numbers without sharing everyone else's. None of these choices change what the stats table on screen shows.

For a single game you can also download the complete game as JSON, or copy the game log as plain text. Anyone watching a shared game link can export its stats and log too.

Standby screen

Tap ☀ in the game header for a black screen that shows only the score, plus the next-point countdown between points. Tap anywhere to come back. On a phone with an OLED screen, black pixels are switched off, so this is the cheapest way to keep the app open for a whole game.

It also comes on by itself after a minute with no taps: a 5-second warning counts down first, and any tap cancels it. It never does this while you're the Active Coach mid-point, with a dialog open, or while the mic is on. Press and hold ☀ to turn the idle timer off or on; Advanced Settings sets how long it waits.

Multi-coach

Two coaches on the same game claim different roles: Play-by-Play and Next Line. The role buttons stay hidden while you're coaching solo and appear once a second coach connects. You can always show or hide the role buttons from the menu. Tap a button to claim or release a role.

To add a coach, Team Settings → Invite Coach makes a code, a link, and a QR code the new coach can scan straight off your phone.

The video clip is the line coach's phone: they take Next Line, and Play-by-Play fills in when the other coach connects.

The line coach taps Lineup Ready to signal the next line is set; the indicator turns green on both screens until the point starts. Lineup edits sync continuously either way — the ping is simply a notification; the line coach is not prevented from making further changes.

Tournaments and other events

New Event on a team card creates a grouping of games, such as a tournament or league season. The event has its own card with its own settings, its own roster and aggregate stats, and a New Event Game button that starts games inside it. Event rosters can leave players off of the team roster, or include "pickup players" without adding them permanently to the team roster.

The roster can change during the event: when a player turns up late, open the in-game menu and tap Event Roster + Stats, check them (or add them as a pickup) and save. The Line tab offers them from the next point; a point already on the field keeps its line.

Event settings carry defaults — players on field, gender ratio, alternating gender pulls — so each game in the event doesn't need setting up again.

Phases within an event

Event settings is where phases are named — Day 1, Pool Play, Bracket, whatever the format is. Auto-label phases by day fills them in from the games' calendar dates.

Once phases exist, every game in the event gains a phase picker, and the event's game list groups under phase headings. Tagging is retroactive — you can name the phases after the weekend and file the games then.

Stats screens and Excel exports filter and group by phase; the event-roster export puts each phase on its own sheet.

Intrasquad scrimmages

New Scrimmage on a team card splits the roster into two squads for a practice game. The dialog deals everyone out, balanced by gender, position and O/D line the way the Line tab's Auto picks (in the order set in Advanced Settings); tap a squad to move a player, tap their squad again to sit them out. Untick the box by the name of anyone absent or injured: they come off both squads and stay off. Auto fills the empty spots around your own picks; Clear then Auto deals everyone who is here afresh. Name the squads (Dark and Light to start), pick who pulls first, and tap Start, tracking Dark or Light.

That creates a game for each squad. You track one with everything a real game has — lines, play-by-play, the field, undo, Review. The other coach opens the team and taps Track on the other squad; each of you records your own squad's stats. With one coach, the untracked squad simply stays at 0–0. The card shows the score as the halves report it, and says so when the two disagree.

A squad can have two coaches of its own, one on play-by-play and one on lines, exactly as in a game: both tap Track on the same squad, and the Play-by-Play and Next Line role buttons appear once the second coach connects. Each coach needs their own coach account on the team, and roles belong to one squad — a line coach helps the other squad only by leaving that squad's game and joining the other.

Squads change as practice does. Squads on the card, or Edit Squads on a squad-game's menu, reopens the picker: move players, untick an absentee, Auto, rename the squads or the label, and save. Both squads' games update at once, and a coach tracking either squad sees the change on their phone, with a note saying who moved. A point already on the field keeps its line — the new squads play from the next point. Someone shows up late? Add them to the roster from the dialog's Add player row and tap their squad; tap a name to fix a typo or a number.

Scrimmages live in their own Scrimmages section of the team card, alongside the events — tap its top row to fold it to one line or open it, and the same for each scrimmage inside (the newest starts open, older ones folded; events fold the same way). The section's Scrimmage stats covers every scrimmage; a scrimmage's own Stats covers just that one — with Connections and the same Export as everywhere else. Scrimmages stay out of the team's games, events and all-time stats. End Scrimmage on a scrimmage, or End Game inside either squad's game, ends both squads' games at once; a coach still tracking the other squad is returned to the team list. Deleting a scrimmage removes both squads' games.

Speech narration

Tap the mic and describe plays out loud: "Alice to Bob, huck to Carol for the score". Speech is transcribed live and converted into structured events when you tap the mic again to stop. Between points, the same mic takes the next line ("Wholesale, then put in Alice, Bob, Carol…" or "Drew goes in for Frank").

Opt-in per session, and it needs a connection. Events it can't place are reported rather than dropped silently.

Advanced Settings → Audio Narration → Mic button chooses where the mic shows: on every game tab, only on the Line and All tabs for calling lines, or not at all. If you deny the microphone by mistake, the browser won't ask again on that page: reload Breakside (or close and reopen it) and tap the mic to get the prompt back. The message that appears also offers to hide the mic button.

Recent and pinned teams

The Teams screen lists the teams you opened most recently first. The pin next to a team's settings gear keeps it in a group at the top, newest pin highest. Pins and the order are kept per device.

Email lists

Team Settings → Email Lists gives a team its own addresses on team.breakside.pro: one for everyone, one each for parents, coaches and staff, an optional players list, and one per player that reaches the player, all of their guardians, and every coach. Coaches manage the directory there; a contact can have several addresses.

Only addresses in the directory can post. Mail from anyone else is held for a coach to release or discard, never bounced.