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Enter a tournament

For whoever runs a squad. Get your club on the site, get into the tournament, pick your side and tell your players — without anybody downloading anything.

1

Start your squad

Start a squad, give it the name your players would recognise, and you convene it. If a squad of that name already exists you are shown it rather than given a second one, because two Coolum Sharks in a draw is somebody's afternoon wasted.

Add the people who might play. A name is enough; an email lets you send them their own link. Untick somebody who has stopped rather than removing them, so last season still makes sense.

2

Choose your shirt

Under The shirt: your colour, a second colour, a style — one colour, stripes, hoops, sleeves or a sash — and up to three letters. It is what your squad wears on every fixture, draw and ladder on the site. Leave the second colour the same as the first and it is one colour, sleeves and all.

The shirt panel on a squad screen
Your colours, your letters, everywhere your squad appears.
3

Get into the tournament

If the organiser has invited you, the invitation email has a link that needs no login: accept or turn it down in one tap. Otherwise, your account page lists tournaments still taking entries: press Ask for a place, choose which of your squads is asking, and the organiser is told.

Where you stand is on that same page: invited, asked, in, or where you sit on the waitlist. Nobody has to email anybody to find out.

4

Ask your players who is coming

Your squad has one availability link that everybody uses. They pick their own name and answer — no login, nothing to set up. You see the answers against each session, and so does the team sheet when you come to pick.

5

Pick the side

From your squad screen, Pick the side on any game. Drag names onto the pitch or tap a name and tap where they go. It marks anybody outside the grade's ages, anybody whose fees are outstanding and anybody who said they could not make it, and it never refuses them: plenty of clubs grant exemptions, and being told is the useful part.

Set your penalty takers there too, in the order they take them. The referee's screen reads that order if it goes to a shootout.

The team sheet with players placed on a pitch
Drag, or tap and tap. The marks are questions, not refusals.
6

Everyone knows where to be

Your players see their next games at the top of every page: who, when, which field, and whether they are starting or on the bench. The fixture page shows both sides on the pitch, and after the game the whole timeline of it: who scored, who was booked, who came on, and the shootout kick by kick.

A finished match on a phone
What your players read on the way back to the car.

And the table, which needs nobody to keep it: it is worked out from the results as they come in.

A grade table on a phone
Your side, in your own shirt, in the right order.

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