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Every change is reversible.

Scheduling is a long series of small decisions made by tired volunteers at night. Some of them are going to be wrong. The useful question isn't how to avoid that — it's how fast you can walk one back.

Change history

  1. v412:14 PMYoumoved Hawks vs Coyotes → Field 3 · Sat 11:00
  2. v402:11 PMYouadded rule · rest 6 days · U12 Div A
  3. v391:58 PMD. Martinezrenamed division · U12 Div A
  4. v38TueYoure-planned phase · regular season · 9 games moved
The top row is the last thing you did. Undo takes it back out.

01 · Saved changes

Every edit is saved as its own step

Nothing in a Big Sports season is edited in place. Every change — a game moved, a rule added, a team renamed, an entire phase re-planned — is saved as its own step, with your name and the time on it, and a record of what it actually did.

That isn't a log file we keep for ourselves and show you a summary of. It's how the schedule is stored. What you're looking at on the grid is the sum of every saved change up to right now, which is precisely why any one of them can be taken back out again.

02 · Undo

Undo means undo

Undo on the grid. Undo on the rule you just added. Undo on the re-plan you accepted ninety seconds ago and immediately regretted. It's the same undo everywhere, because underneath it's the same thing everywhere, and redo works the same way.

It is not a per-screen buffer that forgets the moment you navigate away. It's the season's own history, and every editing surface is looking at the same copy of it.

03 · The record

What did we agree on Tuesday?

Every league has this meeting. Somebody is certain the U10 semifinal was moved to the 14th. Somebody else is equally certain it wasn't. Both of them are volunteers, both of them are tired, and neither of them is lying.

Open the change history and read it out: a record of who changed what, when, and what it looked like before. Not something you'd need a database seat and a support ticket to query — a list you can scroll in front of a room. Most of these disagreements end in about fifteen seconds.

It also means handing the schedule to a new volunteer is a much smaller act of faith than it used to be. You can see what they did.

04 · Revert

Take it back out

Reading history is the minimum. Taking a change back out is the point.

Pick a change and undo it — even if it isn't the last thing that happened. You'll see what that implies for everything after it before a single thing is saved, and if reversing one change would strand another, you'll be told rather than discovering it in week seven.

The practical effect is that you stop being careful. You run the aggressive re-plan to see what it says. You drag six games around to find out how the weekend feels. It's all reversible, and reversible decisions get made a great deal faster than permanent ones.

Questions

Questions people ask

How far back does the history go?
The whole season. It starts the day you create the season and it doesn't roll off after thirty days or the last ten edits — the schedule you're looking at is the sum of every change up to now, so all of them are still there.
What counts as a change?
A game moved, cancelled, or rescheduled. A rule added, edited, or removed. A team, division, or venue changed. A whole phase re-planned. If it altered the schedule, it's a row in the history with a name and a timestamp on it.
Does it record the edits I made by hand?
Yes, and it doesn't treat them differently. A game you dragged across the grid is a saved change exactly like an engine re-plan. There's one history, not a real one and a manual one.
Can I undo something that isn't the most recent change?
Yes. Pick it out of the history and take it back out. You'll see what that implies for everything that came after it before anything is saved — and if reversing one change would strand another, you'll hear about that first.

Get started

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