A scrim is a practice match between two squads from the same community. Scrims are where players learn to play together, where new members get their first competitive game, and where a clan finds out who should be on its tournament roster. They also tend to die quietly, because organizing one every week by hand — posting the sign-up, chasing people, splitting teams, remembering the result — is a chore. Clutchat takes the repetitive parts off the organizer.
How a scrim works
Every scrim moves through the same stages:
- Registration. The bot posts an announcement in the channel you chose and pings the role you chose. Players join with
/scrim registeror the button on the announcement, and can drop out with/scrim withdraw. If you set a squad size or an overall cap, extra sign-ups go onto a waitlist instead of being turned away. - Forming. When registration closes — on schedule, or early with
/scrim-admin close— the organizer is reminded to form the squads. Squads are picked by hand with/scrim-admin manage, which shows the registrants and lets the organizer split them into two balanced teams. Forming is deliberately manual: the organizer knows who plays which role and who should not be on the same side. - Playing. A scrim is a series of one to seven matches between the same two squads. The matches can be played back to back in one session, a couple of hours apart, or spread over days — match one on Saturday and match two on Sunday, for example. Each match has its own play window.
- Reporting. After each match, the two squad captains report a win or a loss with
/scrim report. Matching reports settle the match. Conflicting reports mark it as disputed. - Resolving. The organizer settles a disputed match, or a match that was never played, with
/scrim-admin resolve: award it to Team A, to Team B, or void it so nobody gets a result.
Setting up a weekly schedule
/scrim-admin schedule create is the command that does most of the work. You set it up once with:
- a name, which can include
{n}to number each week automatically (“Scrims #{n}” becomes Scrims #1, #2, #3); - the weekday and time registration opens, and how long it stays open;
- an optional delay between registration closing and the first match;
- the play window for each match, and how many matches are in the series;
- the squad size and an overall sign-up cap, if you want them;
- the game, the announcement channel, the role to ping when registration opens, and the role to remind when it is time to form the squads.
Times are entered in UTC. /scrim-admin schedule list shows the server’s schedules; pause skips weeks without losing the settings (and pulls a scrim that has not opened yet), resume brings it back, and delete removes it. For a one-off session, /scrim-admin open opens registration immediately without a schedule.
Organizer tools
Scheduling, opening, forming and settling scrims happens in /scrim-admin, which Discord hides from members without the Manage Server permission. To let your organizer role use it, open Server Settings → Integrations → Clutchat and allow the role.
/scrim viewshows who has registered and who is on the waitlist./scrim-admin dropremoves a player who registered and cannot make it, so a waitlisted player can take the place./scrim-admin cancelcalls the whole scrim off.
A server can run several scrims at once — one per game, or an early and a late session. When more than one is running, commands ask which scrim you mean rather than guessing.
For players
/scrim listshows every scrim running in the server, and/scrim viewshows one in detail: the schedule, the squads, the series so far and who is registered./scrim statsshows your scrim record, and/scrim leaderboardranks members by scrim XP.
What the results count for
Every completed scrim match awards XP to the players who took part, and that XP feeds a scrim leaderboard of its own, separate from tournament rankings and duel ratings. That separation is intentional. Scrims are practice: squads are mixed by the organizer, so a scrim win says something about the night rather than about a player’s individual rating. Keeping the scoreboards apart lets a community reward regular attendance without letting practice games distort the competitive ladders.
Tips from running them
- Open registration a day before and close it an hour before start. Long windows collect sign-ups from people who forget; short ones miss people in other time zones.
- Set a squad size. The waitlist then fills the gaps left by late drops instead of the organizer asking in chat.
- Pick captains who will actually report. The series cannot finish without both reports or a resolution.