Running a Team
If you captain a team in a team league, this page is your side of the club: getting your team set up, bringing your players in, entering a season, and keeping your season roster in shape. What you do each round, from lineups to fighter assignments, is in Playing a Team League Round.
Teams are permanent, seasons are not
Your team belongs to the organization that runs the league, and it stays put: the same team carries across seasons, keeps its name, logo and history, and has its own page at /o/your-org/teams/your-team.
Your season roster is separate, and you rebuild it each season. People can join and leave the team without touching last season's results.
That split is deliberate: a player who moves on doesn't disappear from the season they actually played.
Becoming a captain
There are three ways:
You founded the team. Teams are founded in a season: on the season's page, while registration is open, choose Start a new team and give it a name. You're the team owner, the highest role, and captain powers come with it. An organizer can also add a new team to their season and name you its captain, which makes you its owner too.
Your organizer made you captain. For teams that already exist, including every team carried over from a previous league, the organization's staff can name the captain.
You asked to captain it. If your team played before and nobody can manage it now, it has no captain. On the season's registration card, below the list of choices, choose Your team isn't listed? Request to captain an existing team, pick it, and the organization's staff decide. If they approve, the team is yours to run.
A team has one owner and any number of captains. Both can invite players, answer join requests, enter the team into a season, set the roster, and do every step of a round. Only the owner (or the organization's staff) can make or remove captains and transfer ownership.
Team logo
Open your team's page and press Manage team. Under Team details, drop an image on Logo or click it to choose one. PNG, JPG and WEBP images up to 5 MB work, and square ones look best. The new logo isn't used until you press Save changes, so you can try another image first. To take a logo down, press the X on it and save. Once saved, it shows on your team's page and next to its fixtures.
Owners, captains and the organization's staff can change the logo.
Building your team
Open your team's page and press Manage team. In the members section, press Invite player, then search for them by name.
Invitations are invitations: the player gets a notification and has to accept before they're on your team. Nobody is added silently, and nobody can add themselves to your team.
An invite can be:
- Accepted: they join as a member and stay until they leave or you remove them. You get an Invitation accepted notification that opens your team's members list.
- Declined: nothing happens, and you can invite them again later. A decline isn't permanent.
Members stay on the team between seasons. You invite someone once, not every season.
Join requests
Players can also ask to join your team from a season's registration card. You get a notification, and the request waits in the Requests section of your team's manage page, above the members. The Review N join requests button on the season page's team card goes straight there.
- Accept makes them a member of your team until they leave, and puts them on that season's roster. If your entry is already confirmed, you can pick their board and Main or Sub as you accept, or choose Decide later. If your entry is still waiting for approval, they join the roster when the organizer approves it.
- Decline tells them, and they stay registered for the season as a free agent or ask another team.
Deciding is yours: there's no organizer step on top. A player can have only one request open per season, and requests close when the season's fixtures are published.
Entering a season
When the organizer opens registration, open the season's page. Its registration card asks How are you taking part?: choose Enter a team I captain and pick your team. The page also shows a card for each team you captain, with an Enter team name button that does the same thing.
The card also offers Put me on my team's roster, ticked by default, with your own board and Main or Sub. Untick it if you run the team but won't play.
Whether your entry needs approval depends on the season. If the organizer approves entries, yours shows as pending and you're notified when it's approved ("Your team is in") or declined, with the organizer's reason if they gave one. The approval notice opens your team's season roster, ready for you to set boards. Otherwise your team is in straight away.
You play for your own team. Once a team you captain is in the season, you can't also be a free agent or ask to join another team, and you can't enter a second team you captain in the same season. If you registered as a free agent before entering, that registration is reused for your team, not duplicated. Players who aren't captains have their own ways in; see Joining a Team League.
If your roster is short of the league's minimum when you enter, that's fine. The organizer sees which teams are short so they can chase. Fill it during the registration window.
Setting your season roster
Your season roster lives under Season rosters on your team's manage page. For each player you're fielding:
- Board: 1, 2 or 3. Boards decide which places a player can take in a lineup.
- Main or Sub: mains are your expected starters, subs cover for them. Subs can still be put in a lineup.
The current season comes first, with its name and state at the top ("Fall 26 · Registration open"). Finished seasons are folded away under Past seasons. Their rosters are final and can't be edited; ask your organizer if one needs correcting.
Members who registered to Play for your team wait at the top of the season's roster under Waiting for a board. Pick a board for each and choose Add to roster. Players you accepted with Decide later are already on the roster, listed first, until you give them a board.
To add any other member, pick them in the add row under the roster, choose their board and Main or Sub, then choose Add to roster. Players must be registered for the season first. Members who haven't registered show as "Not registered" and can't be picked. Use Copy registration link to send them the season page: they register there and choose Join a team in this season, then you accept their request.
When you change a board, the roster says Saved next to the player. If the change can't be made, it goes back and says why in the same place.
Most leagues ask for at least 7 players, with at least 2 on each board, so you can field six every round and still cover an absence. Your organizer sets the exact numbers; ask them if you're unsure. The roster shows how many players you have on each board.
One team per player per season. A player can only be on one team's roster in a given season. If someone already registered as a free agent, adding them to your roster moves that registration onto your team; it doesn't create a second one.
Changing the roster during the season
You can change the roster at any time, with one exception: a player named in a submitted lineup for a fixture in the open round is locked. Until that round closes you can't take them off the roster, move them to another board, or let them withdraw. Switching them between Main and Sub on the same board is still allowed. If something really has to change, ask your organizer, who can lift the lock with a recorded reason.
Adding a player mid-season works the same way as before the season: they register first, then you add them. If registration has closed, the organizer has to add them.
Taking someone off the roster sends them back to the free-agent pool without a board. They stay a member of your team. The confirmation lists any boards they have coming up or have played.
Free agents
Players can register for a season without a team. They go into a free agent pool, and the organizer places them onto teams that need players; you don't have to invite them first. Someone placed on your team this way joins it properly, so they're there next season too. A player who has asked to join your team isn't in the pool while you decide.
Leaving, removing, and the difference
- You can remove a player from the team, except the owner, who has to transfer ownership first. You can leave the team yourself from the same list.
- Any member can leave on their own: the team's page has a Leave team button for every member except the owner. The owner transfers ownership first.
- Removing someone, or leaving, also takes them off the team's roster for any season that's still being played. They stay registered for that season as a free agent. Finished seasons don't change.
- A player in a submitted lineup can't be removed, and can't leave, while that round is open. The lineup was built around them. Wait for the round to close, change the lineup, or ask the organizer: an organizer can take them off the season roster with a reason, and then the removal goes through.
- Taking someone off the season roster is different, and lighter: they stay on the team, they're just not fielded this season.
None of these erases games already played.
Pulling out of a season is an organizer action, not a captain one. If your team can't continue, talk to the organizer and they'll handle it. That's deliberate: a team dropping out mid-season gives walkovers to every club it hasn't finished playing, which changes the table for people who had no say in it, so it isn't a button we give to one person.
Each round
Once the season starts, every round asks the same things of you: submit a sealed lineup, record the draft your clubs held, seal your fighter assignment, and make sure your boards get played and reported. All of it happens on your fixture's page, which has a bar at the top telling you what you owe and when. The full walkthrough, with the rules, deadlines and what happens if something is late, is in Playing a Team League Round.
You can reopen a finished board. If a board in one of your club's fixtures was reported wrong, open its match page and choose Reopen Board 2a (with that board's place) from the menu. The fixture page's board list links to each board's match page. Captains of both clubs can do this. The result comes off the fixture until it's fixed, the players on that board report it again, and the other club's player confirms it. The games already entered stay, so they only change what was wrong. The other club's captains and both players on the board are told it was reopened, and the corrected result is never approved automatically: the player on the other side of the report has to confirm it. You can't reopen a board in a finished season, or in a fixture settled by a walkover or cancelled. Ask your organizer for those.
Related
- Playing a Team League Round: lineups, the draft, assignments, boards and deadlines
- Team Leagues: following a season, standings and tiebreaks
- Joining a Team League: every way into a season, from the player's side
- Notification Preferences: how invites and round notices reach you