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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.

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 (Huck, Break, Sky, Layout, 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, and the full game log.

From there: Excel (.xlsx) export, JSON download, or Copy Summary to paste the log 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.

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. After a pull or a turnover, your first tap on a name indicates who picks up the disc. Every tap after that records a completed pass to the player you tapped, and they become the holder.

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 was a: break, huck, reset, swing, hammer, sky catch, layout catch. 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.

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.

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.

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

Excel (.xlsx) export is on the game summary, the event roster, and the team roster. Workbooks are multi-sheet — split by phase on the event roster, by event on the team roster — with real number and percent types, so the columns sort and chart as numbers rather than text.

JSON export from the game summary gives you the complete game object, including every event.

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.

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.

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.

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.