Win/Loss/Draw Record
W-L-D record, sorted by wins
The foundational league table: wins, losses and draws tallied separately, ranked on wins.
BestAny competition that wants standings nobody has to have explained to them.
WeakBlind to schedule and volume β ten wins from ten games ranks level with ten from a hundred.
Full detail, worked examples and fit βWin Ratio
wins / games_played
Wins over games played, inside a league table, with draws optionally counting as half.
BestLeagues where people play very different numbers of fixtures.
WeakSmall samples produce extreme ratios; it needs a minimum-games threshold to behave.
Full detail, worked examples and fit βWins Only
count(wins)
Rank by total wins and ignore everything else β losses and draws simply do not appear.
BestAll-time honours boards where the count is the story.
WeakFifty wins and two hundred losses outranks forty-nine wins and none.
Full detail, worked examples and fit βPoints Total
needs scoressum(all match scores)
The cumulative score you have put on the board across every match, unnormalized.
BestScore-based games where lifetime output is itself the badge β bowling, Scrabble.
WeakNeeds real scores, and heavily rewards whoever played most.
Full detail, worked examples and fit βAverage Score
needs scorestotal_score / games_played
Total points divided by games played β the rate counterpart to Points Total.
BestComparing scoring efficiency when people skip rounds.
WeakNeeds real scores, and a couple of good nights can carry a small sample.
Full detail, worked examples and fit βMargin Total
needs scoressum(your_score - opponent_score)
Points scored minus points conceded, added up. Soccer's goal difference, generalised.
BestTwo-sided scored games where the size of a win carries information.
WeakOnly works for two-sided matches, needs scores, and rewards running up the score.
Full detail, worked examples and fit βMargin Average
needs scorestotal_margin / games_played
The same margin, per game, so it does not reward whoever played most.
BestComparing how decisively people win across different numbers of fixtures.
WeakSame two-sided and score requirements, and very swingy over a handful of games.
Full detail, worked examples and fit βPoints Standings (3-1-0)
3Γwins + 1Γdraws + 0Γlosses
Three for a win, one for a draw, none for a loss β world football's table since the nineties.
BestLeague play where draws exist and you want winning to be worth clearly more than not losing.
WeakTwo-sided matches only, and the three-to-one ratio is a value judgement baked into the table.
Full detail, worked examples and fit βPoints Standings (W/L)
wins Γ win_points + losses Γ loss_points
Configurable points for a win and a loss, in formats where a draw cannot happen.
BestBest-of series, elimination brackets, anything sudden-death.
WeakTwo-sided matches only, and it has nothing to say if your game can end level.
Full detail, worked examples and fit βPoints Standings (W/D/L)
WΓwp + DΓdp + LΓlp (configurable)
The fully configurable league table β set your own value for a win, a draw and a loss.
BestCompetitions whose incentives do not match the standard 3-1-0.
WeakTwo-sided matches only, and badly chosen values quietly reshape how people play.
Full detail, worked examples and fit βPlacement Points
configurable points array by position
You define the exact points for each finishing position, as an array. Everything past the array scores the default.
BestRacing-style free-for-all where you want precise control of the curve.
WeakFree-for-all only, and the curve is only as sensible as the numbers you picked.
Full detail, worked examples and fit β