The Pair Teammates? section of the Add/Edit a Section Dialog Box allows you to control how the pairing of teammates should be handled. This setting applies to both combined (individual/team) tournaments and pure team tournaments. 


You have three options to choose from: "Yes", "No", and "Only if Necessary".





The "Only if Necessary" choice does not precisely match any of the options given in the USCF rule book. You can get variations 28N2 (Don't pair teammates unless it's the last round and one is first and would have to be dropped ...)  and 28N1 (the +2 option) by choosing No in this section, and then putting the trigger score in the Pair Teammates At or Above box in the Pair a Round Dialog Boxwhen you get to that point. For instance, in round six, you would put 5.0 (assuming this is the last round) to get 28N2 and 3.5 (+2 after five rounds) to get 28N1. Note, by the way, that these operate the same way as "only if necessary" applied just to a few high score groups. For instance, if the top two players out of three in the lead pack are teammates, they will not be paired, since it's possible to pair the group by dropping one of them and pairing the other with the third player.


If you are running a team tournament, you can use the Team ID field to prevent "A" and "B" teams from the same school or organization from playing each other. The teams themselves are actually considered to be separate individuals so the Team ID field is free for this type of use. For instance, with two teams from Central High, you might have teams with names Central High A and Central High B, and give them both a team ID of CENTRL. Then use No for the Pair Teammates choice.


If you check the Avoid Pairing Same Club? box, WinTD will check to see if two players have the same "Club Code" and will try to avoid pairing them. This is basically the same logic as is used in the Only if Necessary teammate pairing - it will try not to pair "clubmates," but will if the alternative is to drop them both to a lower score group. You can use club codes with or without team codes. Where both are used, WinTD gives priority to avoiding pairing teammates. Club codes can be used, for instance, to avoid pairing family members, or to avoid pairing players from the same school district.


Avoid Pairing Same State is similar to the club preference described above, but WinTD won't work quite so hard to avoid them. If you select this, a pairing of two players from the same state are treated as a pairing flaw on a par with a color equalization failure. So long as score groups are fairly large, the effect of this preference is to change the set of swaps made used to correct colors.