Role 01 · Club Owner

Set up your club, hand it over to your managers.

7 slides · about 90 seconds. Use the arrow keys, the dots, or the buttons below to navigate.

Slide 1 · Welcome

You're the Club Owner.

That means you own the account, decide how the club is structured on the platform, and bring your managers in.

You're the only role that can:

  • Create and remove teams.
  • Create managers and assign them to a team.
  • Edit the club's contact details on your profile.

Day-to-day player and course work is handled by the team managers. You can hand a team over and never log in again — or stay involved as much as you like.

Top Bins · Club admin
Teams You
Managers You
Players Manager
Courses Manager

Slide 2 · Step 1

Your club is signed up.

If you got here from sign-up, you've already done this. The form captured your name, login, password, and contact details (with consent for email and phone).

You can update any of this later under Profile → Edit:

  • Display name (changes what everyone sees you as).
  • Contact email and phone (and the consent flags).
  • Password — you'll need to type the current one first.

Login name is fixed. If you ever need to change it, support can do that for you.

Slide 3 · Step 2

Add your first team.

Open Teams from the top bar and hit New team. Each team gets its own format, age group, and (later) manager.

You'll fill in:

  • Name — e.g. U10 Lions.
  • Format — 5-a-side, 7-a-side, 9-a-side or 11-a-side.
  • Age group — e.g. Under 10.

New teams come pre-loaded with a set of sample courses for their format, so players have something to train on from day one. The manager curates from there — archiving samples they don't want and building custom courses of their own.

Teams · New team
Name U10 Lions
Format 7-a-side
Age group Under 10
Create team

Slide 4 · Step 3

Invite a manager.

A team can run without a manager, but it'll feel pretty empty. Bring someone in from the Managers page.

  1. Open Managers in the top bar.
  2. Click New manager. Enter their name, a login name they'll remember (doesn't have to be an email), and a temporary password.
  3. Open the team you want them on, click Edit, and pick them from the manager dropdown.
  4. Send them their login + password (text, email, whatever works) and ask them to change the password on first sign-in via Profile → Edit.

A manager can run multiple teams over time, but they only manage one team at a time — moving them to a new team replaces the old assignment.

Slide 5 · Step 4

Hand it over.

Once a manager is assigned, they take over the day-to-day. Your job is mostly done.

From here the manager will:

  • Add players (each gets their own login + password).
  • Curate the team's sample courses (archive the ones they don't want), and build their own custom courses with the visual decision editor.
  • Watch the team leaderboard as players train.

Players never sign up themselves. The manager creates the player and shares the login.

Org · how it nests
Club Owner
U10 Lions Manager
Players × 12 IQ
U12 Tigers Manager

Slide 6 · Day-to-day

What you'll see going forward.

Most of the time you'll just be checking on club structure or updating contact details.

  • Teams — full list with format, age group and manager.
  • Managers — who's running what; create new ones or reset their password.
  • Profile — your own details and password.

Player-level data (IQ scores, leaderboards) lives with the team manager. That's intentional — coaches own player progress, you own structure.

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