Bughouse live tournaments are more complicated than normal live tournaments, due to the fact that it is a team game. You need to be able to handle drop-outs, odd numbers of participants, etc.There are two main approaches: team tournaments (where you keep your partner all the way through), and individual tournaments (where you get a different partner every game).Both approaches have their merits, but I suspect the the team tournament, where you have the option to choose a partner or get one assigned randomly but keep your partner for the entire tournament, would be more popular. However, I believe it has a few more complications than the individual tournament, so maybe the initial implementation should go with the individual tournament, and team tournaments can be added later.(One problem with team tournaments: if your partner bails out after a couple games, you're stuck without a partner. Are you then forced out too? You could then be paired up with someone else who lost their partner, but how do you report that in the standings? Whose results from the first two rounds does the new team get - the better set, or the average of the two? How do you do tiebreaks for someone who beat one of the two original teams? I think a solution can be found for all the problems, but it will take some work.)So, assuming an initial implementation of individual tournaments, here's a possible design.1. You get a new partner randomly assigned on every round (although not fully randomly, as described below).2. In a normal swiss-style tourney, you are matched against someone with a similar score. For bughouse, you should be paired with someone with a similar score. Thus, a strong player may be saddled with a weak partner in the early rounds, but this will be rare in later rounds. The top games in later rounds should generally have four strong players.3. In a normal Swiss-style tournament, you cannot meet the same player twice. However, for bughouse, you should be able to end up in the same game as another player a maximum of three times: once as partners, once as opponents on the same board, and once as opponents on the opposite board.4. Once a tournament has started, new players should be allowed to join as reserve players. If, due to dropouts or an odd number of initial entrants, there are stranded players with no partner or opponent, players will be drawn from the reserve pool to make up the numbers. The system should, where possible, try to choose players that, based on their rating, will result in a roughly even match. These reserve players will remain for the rest of the tournament unless they too drop out; thus, a reserve player who joins early enough and then wins most of their games could theoretically win the tournament. If there are not sufficient reserve players to complete a match, they should remain in the reserve pool and any stranded players should get a bye.5. Tiebreak should be based not only on the scores of your defeated opponents but also on the scores of your winning partners. A good way to do this would be to add the scores of all your defeated opponents and subtract the scores of your winning partners. If Adam and Ben beat Charles and David, Adam's tiebreak from that game would be the number of games Charles won, plus the number of games David won, minus the number of games Ben won. This means you are rewarded both for beating strong opposition and for winning when partnered with a weak player. (Note: this means negative tiebreaks are possible if a weak player's only win comes when partnered with a strong player against two other weak players.)Any complications I've overlooked? Any other thoughts/comments?