For Game Stores

Running a Draft Night at Your Store

Booster, cube, sealed or team draft. Pods, Swiss rounds, a clock and standings — and an honest account of which half of it runs on the counter machine and which half runs on a phone.

Read this first: which half runs where

A draft night is the one thing TurnZero HQ splits across two devices, and it is better to know that before your first Friday than to find out at 6pm.

The store console runs the night and the room: starting the night, the join code, who has arrived, the tables, the wall display, and the record afterwards. The app runs the draft itself: the pods, the Swiss pairings, the round clock, the match results and the standings.

That is a real gap rather than a design preference — the person running FNM is standing at a counter, and the pairings should be on the screen in front of them. It is the largest thing still missing from the console. Until it lands, run the draft from a phone or a tablet on the counter, which is what a shop running EventLink is doing anyway.

Before the doors open

Start the night from the console exactly as on any other evening, and put the join code where people can see it. Getting Your Game Night Started covers that half; nothing about it differs for a draft.

The one thing worth doing while it is quiet: if the event is sanctioned, note your EventLink event code against the night. It sits in the console's own header beside the join code all evening, which is what makes reconciling the two lists at the end a reading exercise rather than a hunt.

The console during a draft night. The header reads Friday Night Draft, Join MOXF, EventLink FNM-4471, with a Running badge and counters showing twelve seated and none waiting. The floor below shows Commander Hall with six tables, two marked In Game and one marked Ready carrying an orange Start the game button, above a Standard Corner and a Back Room.
The EventLink code sits beside the join code in the header for the whole evening. The floor itself is the same floor as any other night. View full size

Splitting the room into pods

A draft pod is the group that opens packs together, and it is not the same thing as a table. Eight is the standard pod; the split happens once, at the start, and the pairings afterwards happen inside it or across the whole event depending on how you set it up.

The draft setup screen in the app, headed Draft night with a three-step indicator. A card shows the join code TZS9, a How many players card with a stepper reading eight expected against four joined and a button offering to add the other four as guests, a numbered list of the four players who have joined, a field to add a player by name, and an orange Next: build the pods button.
The expected count is a plan and the roster is the truth. At a shop sixteen people are standing there long before sixteen have typed the code in, which is why the screen asks for both. View full size

Three things about the split that are worth knowing rather than discovering:

Pods are levelled, not filled. Eleven players at a pod size of eight is six and five, never eight and three. A three-person draft is a materially worse evening than the eight-person one next to it, and levelling is what stops one existing.

The order is random, and it has to be. Nobody has a deck yet — everyone opens the same packs — so seeding a draft pod by anything at all would be seeding it by a fact about a different format.

Sealed has no pods. Everybody opens their own pool, so a sealed event skips this step entirely and goes straight to pairings.

Rounds, pairings and the clock

Pairings are Swiss: nobody is eliminated, everybody plays every round, and players on the same record meet each other so the field sorts itself out. Generate a round and the pairings appear; generate the next one when the last match reports.

Always read the notes under the pairings. They carry the things you can actually do something about: a forced rematch, who got the bye, somebody sitting in no pod. A round with a rematch in it is a normal evening at a shop with nine regulars — the software pairs it and says so rather than refusing to pair, which would be a far worse answer at 7pm.

Start the clock once people have found their tables, not when the pairings go up. Starting it with the pairings charges the room the two minutes it takes to walk to a table, every round. You can add or take five minutes mid-round, which is what a judge ruling that ate four minutes needs.

Time running out does not end the round. The clock passes zero and counts up, because Magic's rule is to finish the turn and play five more turns, and only the person standing in the room can apply that. Nothing here ends a round or invents a result.

A draft gathering in the app, dated Saturday August 29 2026 and tagged Draft and Public, with a link through to the Mox House Games store page, a four-player count, an orange Set the draft up card reading Pods, players and the first round, an empty pods panel offering Start a Pod, a night feed and a leaderboard.
Set the draft up is the way in on every visit, so the organiser lands back on the pods and the current round rather than having to find them. View full size

Reporting a match

A best-of-three has exactly five endings, so reporting one is five buttons rather than a form: 2-0, 2-1, 1-2, 0-2, or a draw. Somebody is standing at the counter telling you one of them, and that is the whole interaction.

The unit is the match rather than the game, which is the thing a spreadsheet gets wrong. A player who went 2-1 and a player who went 2-0 both won one match; counted as game wins they are three against two, and the standings stop meaning anything.

Standings are Magic's own: three points for a match win, one for a draw, and the published tiebreakers in order — match points, then opponents' match-win percentage, then game-win percentage. Nothing invented, so a player who wants to check the top table by hand can.

A table that wants to play the match in the app rather than on paper can. That gives them the life counter and gives you the game-by-game record for free, and it is entirely optional — the organiser's reported result is always the one that wins, so opening a game that somebody has already reported cannot rewrite the standings under them.

The room around the draft

Everything else the console does on a Commander night carries over unchanged. The door screen still shows who has arrived, walk-ins still get a seat with just a name, the rulings screen still catches questions from players' phones, and the wall display still shows the join code and what is happening.

A shop that runs both formats gets one more thing worth having: sections. Put your draft tables in one section and your Commander tables in another, each with its own format, and a game started in either is recorded under the right one without anybody choosing. That is part of setting the store up and takes a couple of minutes once.

Does TurnZero HQ submit results to EventLink for me?

No, and neither does anything else. Wizards publishes no public API for Companion or EventLink, so no third-party software can report into it — anyone claiming otherwise is describing something that does not exist. What TurnZero HQ gives you is the attendance list and the results in a form you can reconcile against EventLink while it is still fresh.

So do I still need EventLink?

For a sanctioned event, yes. Run the two side by side: EventLink for sanctioning, TurnZero HQ for the room. A lot of shops find the draft itself is the part EventLink handles worst and the part this handles best, so the split ends up feeling natural rather than like duplicate work.

Where do the pairings actually happen?

In the app, not the console. That is a real limitation and it is worth knowing before your first draft: the pods, the Swiss pairings, the round clock and the standings are all driven from a phone. The console still runs the door, the room and the results.

How does it handle an odd number of players?

Somebody gets a bye, which is a real match win recorded like any other rather than an absence. It is remembered, so the same player cannot be handed a second one while somebody else has had none — which is the one thing anybody notices about byes.

What happens when the clock runs out?

Nothing automatic, deliberately. The clock passes zero and counts up, because Magic's own rule is to finish the turn and play five more, and the person standing in the room is the one who decides how that applies. Nothing here ends a round or reports a result on its own.

Does a draft move anybody's deck rating?

No. Ratings are for constructed decks with a history; the deck being played tonight is forty cards somebody opened an hour ago, and scoring the second against the first says nothing true about either. A draft night never touches a deck's rating.

Can I run team draft?

Yes. It is the same pods, the same Swiss and the same reporting, with two seats a side instead of one. There is no second pairing algorithm to learn.

Run your draft night on TurnZero HQ.

Pods, Swiss pairings, a round clock and standings, with the door and the room handled on the counter machine.

Open the Store Console