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Running a league

Set up a league season

From an empty screen to a published schedule teams can sign up to.

Works today

A league here is one game with a season attached. Everything else — teams, fixtures, standings, playoffs — hangs off that, so you never maintain the same date in two places.

Standing one up

  1. Create the game and turn on team play. That gives you the league console.
  2. Set how many sessions the season runs. One session is one scheduled time teams play. That single number drives the schedule, the standings and the public page.
  3. Open team entry. Captains claim a team, build a roster and pay in; you approve who's in.
  4. Generate fixtures once entry closes. You can still move, reschedule, postpone or swap home and away per fixture afterwards.
  5. Publish. Players see the schedule, captains see their week, and the public page fills in as results land.

What you control

  • Whether entries are teams, pairs or individuals.
  • A d1R band or team average cap, so a stacked side can't enter a social division.
  • A team minimum, a per-member rate, or both.
  • Whether results count as soon as they're reported, or only once both captains confirm.

Common questions

Can I change the schedule after fixtures exist?

Yes. Individual fixtures can be moved or postponed, and if the season start date moves you get a one-click prompt to shift week one and everything after it.

A team drops out mid-season.

Withdraw them from the console. You can suspend, withdraw, reinstate or replace a team, and the standings account for it rather than leaving a hole.

A week is rained out.

Cancel that session and a make-up is appended automatically. A season never silently gets shorter because the weather turned.