How your rating is worked out.
Every player has a number from 0.00 to 7.00 and a reliability from 0 to 100%. Nothing here is simplified for public consumption — this is what the code does, and the widget below runs the same functions that rate real matches.
The formula, in five sentences
- Average each pair’s two ratings. That gives two team numbers, and the gap between them is all that matters — not who is on which side of it.
- The gap predicts what share of games each pair should win. Half a level is worth about 9.5 percentage points.
- Compare that prediction to the share you actually won. The difference is the surprise. Who won is never an input — only the margin against expectation.
- The surprise becomes a rating for that match: your team’s average, plus 3 × the surprise. One match, one number, arguing for a level.
- Your rating is the weighted average of all of them, plus your placement, recomputed from scratch every time. Nothing is added to a running total, which is why nobody — including us — can reach in and adjust it.
That fifth sentence is why an established player moves in hundredths and a new one moves in tenths: with forty matches behind it, one more barely shifts the average. There is no separate rule that slows you down, and no cap on the rating change — a genuinely surprising result is allowed to say so. The one bound anywhere near this is on the SCORE: a whitewash is read as 98% of games rather than 100%, so a single perfect scoreline cannot imply an infinite gap in ability.
Why you can lose and go up
Expected to take 26% of games and you took 43%? You were better than the prediction, so the number rises — even though the scoreboard says you lost.
Why you can win and go down
Beat a much weaker pair 6-4 when the maths expected 6-1, and you have underperformed a prediction you were always going to beat. The number edges down.
What we deliberately don’t do
- No decay for taking a month off. Your rating does not fall because you stopped playing. What falls is our confidence in it, because we weight recent evidence more heavily — the number stays exactly where you left it.
- No cap on a single match. If a result is surprising, it is allowed to be. Nothing clips the change.
- No points for turning up. Playing more does not raise your rating; playing better does. More matches raise your reliability.
- No hidden adjustments. The rating is a function of the match log. Rebuild the log and you get the same number, every time.
- No self-assessment after the first day. The questionnaire gets you a starting point and then washes out.
- No separate ladder. Bands are labels for conversation, not tiers to climb.
The scale
8 bands, with boundaries following Playtomic’s published chart so the two numbers are directly comparable.
- Initiation0.00 – 1.00
- Beginner1.00 – 1.50
- Improver1.50 – 2.50
- Intermediate2.50 – 3.50
- Upper Intermediate3.50 – 4.50
- Advanced4.50 – 5.40
- Competitor5.40 – 6.00
- Elite6.00 – 7.00