Five is the awkward size for a knockout: the bracket needs eight lines, so three of the five teams start in the semifinals and only seeds 4 and 5 play in round 1. Type the names best first, and the page draws the 8-line bracket with the three byes already moved on.
The four games
| Round | Game | Notes |
|---|---|---|
| Round 1 | Seed 4 v seed 5 | The only opening game |
| Semifinal | Seed 1 v winner of 4/5 | Seed 1 rested through round 1 |
| Semifinal | Seed 2 v seed 3 | Both teams are fresh |
| Final | Semifinal winners |
Byes show as dashed boxes, so a printed sheet on the wall makes clear that three teams are waiting while one game is played.
Running a five-team event
With one court, round 1 is a single game while four teams wait. Use that slot: let the seeded teams warm up, or run the 4 v 5 game as an early start before the others arrive. With two courts, the second semifinal (2 v 3) can start alongside the play-in game, because neither of its teams depends on round 1; the event then fits in three time slots.
More games for everyone
If the play-in team travelled as far as the others, three byes can feel thin. Double elimination keeps every team in until its second loss: switch Format and the page draws a winners’ and a losers’ bracket, 8 games, or 9 when the losers’ bracket winner takes the first final. A 5 team round robin goes further: ten games in five rounds, everyone plays four.
Five friends with no pecking order? Let chance pick the one pair that has to play first: the random draw page deals the five names onto the lines for you.