Foosball

Record game

Pick 1–2 players per team. Draws are not allowed.

Red

0/2
vs

Blue

0/2

How ratings are calculated

Rating and confidence

Ratings are Glicko-2, which tracks two numbers: your rating, its guess at how good you are, and your rating deviation (RD), how sure it is of that guess. You start at 1500 with an RD of 350. Each game pulls the rating towards the result and shrinks the RD, and beating someone stronger moves you further. Only the winner counts: the score is recorded but never used, and there are no draws.

1v1, both players settled at RD 100
1500 beats 1700
+39.3
1700 loses to 1500
−39.3
1700 beats 1500 instead
+13.1
1500 loses to 1700
−13.1

The upset pays about three times the expected result.

Why the board sorts by rating − 2 × RD

The ranking uses your rating minus twice your RD — roughly the rating you have proven, rather than the one you might have. New players sit at 800 however good they are, so climbing means playing games to shrink your RD, not only winning them. The Rating column shows the raw rating; the sort order does not.

board position=rating − 2 × RD
Rating ± 2 × RD
On joining: rating 1500, ranked at 800. After 5 wins: rating 1842, ranked at 1501On joining1500800After 5 wins18421501800120016002000

The band is everything the rating cannot rule out. The board sorts on its left edge, so a wide band ranks low however high the rating sits.

A new player winning against a settled 1500
On joining
1500 − 2 × 350 = 800
After 5 wins
1842 − 2 × 170 = 1501

Most of the climb comes from the RD collapsing, not the rating rising.

A team becomes one opponent

Glicko-2 rates one player against one opponent, so the other team is collapsed into a single virtual opponent: the mean of their ratings, and the root mean square of their RDs. Both teammates face that same virtual opponent, but their changes differ, because of the two adjustments below.

2v2 — their team collapsed into one opponent
Opponents 1400 and 1600 combine into one virtual opponent rated 1500 with RD 102, which is what you are rated against.Opponent A1400 · RD 80Opponent B1600 · RD 120mean of ratings · RMS of RDsVirtual opponent1500 · RD 102one resultYou

Your teammate is rated the same way, in their own separate calculation against the same virtual opponent.

virtual rating=mean(their ratings) − carry + handicap
virtual RD=√( (RD₁² + RD₂²) ÷ 2 )
Carry and handicap are the two adjustments below; both are 0 in a straight 1v1.

Being carried is worth less

Your virtual opponent's rating is shifted by 20% of half the gap between you and your teammate. Play beside someone stronger and it is treated as weaker, so the win pays less; carry someone weaker and it is treated as stronger, so you get credit. It is only a nudge: Glicko's underdog bonus still outweighs it, so the weaker player on a lopsided winning team gains far more than their partner.

carry=0.2 × (teammate rating − your rating) ÷ 2
The same 1500 opponents, seen three ways
With a stronger teammate the virtual opponent drops to 1400; with a weaker one it rises to 1600.−100+1001400carried bya 20001500equalpartner1600carryinga 1000

Only the virtual opponent moves — your teammate's rating never enters your own calculation directly.

2v2 win against two settled 1500s
The 1000, partnered with a 1000
+51.2
The 1000, carried by a 2000
+48.6
The 2000, partnered with a 2000
+3.3
The 2000, carrying a 1000
+5.4

Being carried costs a couple of points; doing the carrying pays a couple more.

Uneven teams: 1v2

When the teams are different sizes, the solo player is treated as 100 points weaker than their rating. Glicko only ever sees the gap between two ratings, so this lands as a shift with opposite signs: the outnumbered player's virtual opponent goes up by 100, and the pair's goes down by the same. Going solo pays more for a win and costs less for a loss; beating someone you outnumber pays less than beating an even-sized team, and losing to them costs more.

handicap=+100 outnumbered, −100 outnumbering, 0 when even
1v2 — opposite signs on the two sides
The solo player is rated against 1500 plus 100, or 1600. Each member of the pair is rated against 1500 minus 100, or 1400.The solo playeroutnumbered+100Virtual opponent1500 + 100 = 1600harder game, so a win pays moreEach of the pairoutnumbering−100Virtual opponent1500 − 100 = 1400easier game, so a win pays less

The outnumbered player faces a nominally stronger opponent; the pair faces a nominally weaker one. That is what stops a pair from farming rating off a solo player.

One 1500 against two 1500s, all settled at RD 100
Solo player wins
+32.8
…each member of the losing pair
−32.8
Solo player loses
−19.0
…each member of the winning pair
+19.0
For comparison: an even-sided win
+25.8

The solo player's win beats the +25.8 even-sided baseline; the pair's win falls short of it. Per head the two sides now mirror each other.