# Teams, players and fixtures — LEKKIN help

> Add and correct teams, invite players and their guardians (or import a whole squad), and see and add your fixtures.

[Help](/help/) / [Club Hub](/help/club/)

# Teams, players and fixtures

Club HubEveryone who uses the Club Hub. Adding and changing things is for club admins5 min read

Your teams, the people who play for them, and every game they have, from your club’s side of the pitch.

Anyone who can open the Club Hub can look at teams, players and fixtures. The buttons that change them only appear for club admins.

## Teams

**Teams** lists every team your club runs, with its age group, gender and league. Teams always carry your club’s name in front.

![The Teams page: an Add a team button and each team with its age group, gender, league and ground](/help/club/teams-players-and-fixtures-1.jpg)

**Adding a team:**

1.  Press **Add a team**.
2.  Enter the **Team name**, and choose its **Age group** and **Gender**. The age groups are your sport’s own: Open, Under 7s to Under 18s, Under 21s, Under 23s and Veterans in football; Open, the Bee Netball stages (Buzzers, Fliers, Stingers), Under 11s to Under 19s and Legends in netball; Open, Under 6s to Under 18s, Colts and Veterans in rugby union. Open is an adult side with no age limit.
3.  Choose a **League** if you want to. See [Which league your team plays in](/help/club/your-teams-league/).
4.  Press **Add team**.

**Correcting a team:** open it from **Teams**, choose **Edit team** from the button in the bottom corner, change what’s wrong and press **Save changes**. Two teams at the same club can’t have the same name. **Home ground** is where the team plays its home games: one of your club’s venues and, if you like, one pitch there. It lists your club’s own grounds (added in **Facilities**, under **Venues**) and any shared ground your club plays at, never another club’s.

**Use club name in fixtures:** tick it on one team, usually your first team, and that team’s games say just your club’s name (“FC Farsley” rather than “FC Farsley Men”) in the Team Hub and the Player Hub, and in the messages its players and their guardians get. The Club Hub still shows every team’s name, so you can tell your teams apart. Only one team at a time can have it: ticking it on another team takes it from the first. The first team you add to a new club has it already. A club you added yourself because it isn’t on LEKKIN is always shown by its club name alone.

**A team’s page** has four tabs:

-   **Overview**: its form first, with its last results as W/D/L, its record this season, and a bar for every game (goals for above the line, against below). Then its season in figures: how many are in the squad, its captain and vice-captain, its top scorer, who has played most, and who has been player of the match most often. Then the next five games and the last five results, home side first.
-   **Squad**: who plays for it (below).
-   **Competitions**: what it’s in this season.
-   **Configure**: its leagues, age group and gender, home ground and kit. A club admin changes the age group, gender and home ground with **Edit team** from the button in the bottom corner. Its leagues change through its **Competitions** and the season’s question (see [Which league your team plays in](/help/club/your-teams-league/)).

A team’s **leagues** are the leagues it’s entered in this season, so a team in two leagues shows both. Cups don’t count, and nor does a league marked friendly.

Its competitions are listed as in the Team Hub: its league first, then cups, then friendlies, with **Leave** beside one the team can still leave. A league or cup marked friendly says **Friendly league** or **Friendly cup**. A club admin can add the team to one from the **Competitions** tab’s button in the bottom corner: **Join a competition** for one that lets clubs enter themselves, or **Create a competition** for one your club runs, with this team already in it. See [Your teams’ competitions](/help/club/your-teams-competitions/).

The **Squad** tab lists who plays for it. Club admins and team management can:

-   **add a player who’s already at the club**: choose **Add a player from the club** from the button in the bottom corner, search by name and press **Add**;
-   **take a player out**: press **Take out** on their card. They stay at the club, and their games for the team stay in its history.

Somebody new to the club is invited or imported first (below).

**Pitch priority:** when two of your teams want the same pitch at the same time, the higher one gets first choice. In **Facilities**, open **Configure**, then **Team priority**, put the teams in order with **Up** and **Down** (**Add to the list** brings a team in, **Take out** leaves it unranked) and press **Save order**. Every pitch request in Facilities then says which team it’s for and its place, and two requests for the same slot list the higher team first. When a team chooses a pitch another of your matches already has, a higher team is offered to take it from the lower one; it’s never taken unless they say yes, and the lower team’s manager and coaches are told, in the app and by email (or the club’s admins, if that team has neither).

## Players

**People** opens on the **Players** tab, which lists everyone registered with your club. Use **Search** to find somebody by name or email. **Team** and **Position** narrow it to one team, or the players your teams play in one position. **Cards** or **Table** switches between photo cards and a table you can sort by a column’s heading; on a phone each row of the table is a card, its ⋮ at the top right opening what you can do to that player.

**Earlier seasons:** the arrows either side of the season’s name, at the top, step back through your club’s seasons, and forward again to this one. An earlier season lists everyone who was at the club at any point that season, with the teams they were in then, and when anyone who has since left did so. **Team** and **Position** work on that season too. It’s there to look at: you can’t tick, add or change anyone, and somebody who has left can’t be opened. **Staff & access** has the same arrows, showing who held a role at the club and each team that season. LEKKIN has kept who held each role since November 2026, so a role held and given up before then isn’t listed.

To act on several players, tick them: once one is ticked, tapping anywhere on another ticks them too, rather than opening their page. The button in the bottom corner becomes **Act on several**: **Add to a team** or **Remove from a team**.

**Inviting a player:**

1.  Choose **Invite player** from the button in the bottom corner.
2.  Choose their team, and enter the player’s **First name** and **Last name**. **Display name (optional)** is the name they’re known by, if it isn’t their first and last name (Ronaldinho, say); where it’s set, it’s shown instead. Their email, date of birth and squad number are optional. If somebody in that team already wears the squad number, nobody is added: you’re told which numbers are taken, so you can choose another or leave it blank.
3.  If your club has its own player fields, like a shirt size, fill them in. A required one has to be filled in before you can send. See [Your own player fields](/help/club/your-own-player-fields/).
4.  To add their guardian at the same time, tick **Add their guardian** and enter the guardian’s first and last name (a display name is optional here too), and their email if you have it.
5.  Press **Send invitation**.

![The Invite a player sheet: choose the team, the player’s name and optional email, and a tick box to add their guardian](/help/club/teams-players-and-fixtures-2.jpg)

Anyone you gave an email address is sent an invitation to the Player Hub. If they don’t have a LEKKIN account yet, the player joins the squad straight away. If their email already has a LEKKIN account, nothing is added until they accept.

**Got your squad in a spreadsheet?** Choose **Import from a spreadsheet** from the button in the bottom corner to add up to 100 players at once. See [Importing players from a spreadsheet](/help/club/importing-players-from-a-spreadsheet/).

**Letting people ask to join:** open **Configure**, then the **Joining** tab, and press **Make a join link**. Share the link, the QR code, or the button for your website, all on that tab. Whoever uses your club’s link chooses the team they’d like to join, from every team with its age group and gender (_U12 · Mixed_, _Open age · Male_), so the request says where they think they belong.

**A link for one team:** further down the same tab, each team has its own link. Whoever uses it joins that team without being asked which, which suits a team’s own group chat. The team’s manager can answer its requests in the Team Hub too. Switching off your club’s link switches off every team’s link as well.

Anyone who fills in a form confirms their email. Their request then waits on the **Join requests** tab of **People**, saying which team they asked for, with its age group and gender, and whether it came through that team’s own link. You also see their answers to any of [your own player fields](/help/club/your-own-player-fields/) you ask on the form. Their team is chosen for you; check it, change it if it’s wrong, and press **Approve** or **Reject**. Approving puts them in that team’s squad, with those answers. You can **Replace link** or **Switch off** on the **Joining** tab at any time.

![The Joining tab of Configure with joining switched off: a Make a join link button](/help/club/teams-players-and-fixtures-3.jpg)

## A player’s page

Press a player on the **Players** tab to open their page: their photo across the top (the club’s squad photo if there is one, otherwise the photo they chose, or their initials until there is one), how long they’ve been at the club, where they’d like to play, **every team they’re in**, and their games and sessions this season in each.

**Club details**: your club’s own player fields, like shirt size or school, with what this player has. Club admins and team management press **Change** to fill them in. See [Your own player fields](/help/club/your-own-player-fields/).

**Injuries**: club admins, team management and the welfare officer see a player’s injuries on their page, and a small **+** on the squad picture of anyone injured today. Club admins and team management can record them here too, with **Add an injury** from the button in the bottom corner, and mark them back or change them, as the team’s staff do in the Team Hub and the player or their guardian in the Player Hub. The welfare officer reads them only. Other players never see them.

**Discipline and suspensions**: a player’s page shows any suspension still to serve, their cautions towards the next ban and this season’s cards. Club admins and team management can **Add a suspension** for a ban no card on LEKKIN earned: one the league or County FA gave (choose the competition, and the length comes from its rules for the offence) or the club’s own (every game the team plays). Choose the reason from the list, or type it and enter the number of matches; the length can always be changed. A player in two teams has one **Add a suspension** for each, as a ban is served in the games of the team it’s for. You can record a fine with it, which goes on that team’s fines list to ask for. **Withdraw** takes back one added by mistake.

-   **Add to a team:** choose it from the button in the bottom corner, pick the team, and press **Add to team**. They join its squad from today; the team’s manager can set their number and positions.
-   **Take them out of a team:** press **Remove from team** under it. They stay a player at the club, and their record in that team is kept.

The same button has their **Consents**, **Guardians**, **History**, **Squad photo** and, for a player without an account, **Rename**.

**Squad photo** adds the club’s own photo of the player, shown on its squads and their page instead of the one they chose. The player, or their guardian, is told and can remove it from the Player Hub; you can add another, and they’re told again. Their team’s management can add it from the Team Hub too. It’s one photo per player at the club.

## Correcting a player’s name

On the player’s page, choose **Rename** from the button in the bottom corner to fix their name: **First**, **Last** and **Display name (optional)**. It’s only there for a player who doesn’t have an account, such as a player the club added or a player from an import. Someone who signs in to LEKKIN changes their own name.

**Giving them an email, so they can sign in.** For a player who doesn’t sign in to LEKKIN yet, choose **Set email and invite** from the same button and type their address. They’re emailed an invitation from the club; the address is saved only when they accept it, so whatever was on record stays until then. Their page says the invitation is waiting, and sending again (to the same or a different address) replaces it. A guardian with no login has the same option in **Guardians**. Someone who already signs in changes their own email in their account.

## Guardians

On the player’s page, choose **Guardians** from the button in the bottom corner to see who acts for them. To add one:

-   **Someone already here** links a person your club already has a record of.
-   **Someone new** adds a first and last name (a display name is optional) and, optionally, an email, then **Add and link**. This makes a record only. It doesn’t give them a login. If their email already has a LEKKIN account, you’re offered an invitation instead. To add a guardian who is new to LEKKIN and can sign in, use **Invite player** and tick **Add their guardian**.

To take one off, press **Remove** beside their name and confirm. They keep the Player Hub only if they act for another player at the club. A team’s manager can add and remove guardians for their own squad from the Team Hub too, and every change, from either, is in the club’s **History**.

When your club messages players, anyone with a guardian recorded is contacted through the guardian instead.

## Consents

On the player’s page, choose **Consents** from the button in the bottom corner to see how they, or their guardian, answered the club’s questions. To see everybody who hasn’t answered yet, open **Reports**, then **Consents**. Only club admins can see consents.

Your club can ask its own questions too, beside ours. See [Asking your own consent questions](/help/club/asking-your-own-consent-questions/).

## Fixtures

**Matches** gathers every game your teams play, in every competition, in three tabs, the same as in the Team Hub:

-   **Calendar**, where it opens: the month, every team’s games on it.
-   **Fixtures**: games with no result yet. **To record** comes first: games that have been played but have no score in yet, newest first. Then **Upcoming**, soonest first.
-   **Results**: games with a score, newest first. A result the other club has contested says so on the game.

Each game shows home or away, both sides, the kick-off, the competition and any score.

**Recording a match or a result happens in the Team Hub.** Each game has a button for it: **Record match** for club admins, **View match** for everyone else, and **Match sheet** once there’s a score. You’re asked first, then taken to the Team Hub as your team in that game. See [Running a match day](/help/team/match-day/).

## The clubs you play

**Teams → Opposition** lists every club you play, and what your club has noted about them: who to ring there, their ground, and the colours they wear. See [The clubs you play](/help/club/the-clubs-you-play/).

## Adding and moving your own fixtures

Your club adds its own fixtures. (Where a league runs a competition’s fixtures on LEKKIN itself, they arrive here from the league and there’s nothing to add.) A club admin can:

1.  Press **Add fixture**, choose the competition and your team, and say whether you’re at home or away.
2.  Choose the opponent. If they’re not listed, choose **Not listed, or not decided yet…**. If you know who, choose **Yes** and type their club’s name: only your club can see an opponent added this way. Tick **Send them an invitation** to put the game on their fixtures too, whether or not they use LEKKIN yet ([Inviting another club to play you](/help/club/inviting-another-club/)). If you know when but not who yet (a cup draw still to be made), choose **Not yet**: it shows as _To be confirmed_, and you choose the opponent later in the match centre, under **When and where**.
3.  Add the round and kick-off if you know them. For an away game, **Where we’re playing** is filled in from their ground, if your club has noted it under **Teams → Opposition**. Change it if this game is somewhere else; your squad sees it in the Player Hub. Then press **Add fixture**.

To change a game with no result yet, open it (tap its card, then **Go to the Team Hub**) and change the date, time or round under **When and where**, the first step of **Pre-match**. The other club and your squad are told. A fixture your club added can also be removed there. Team managers and coaches can do this for their own team’s games too.

If none of your competitions allow it, the form tells you.

**The league you named in the League check counts.** If a team’s league and division are set (under **Competitions**), that division is offered even before the team is entered in it. Adding the team’s first game there enters it for the season, so it then appears in that division’s table.

Still stuck? [Tell us what you were trying to do](/contact/).
