# Your club’s own competitions — LEKKIN help

> Run a league or cup of your own, for a season: only your teams, your own opponents and the clubs you invite can see it or play in it.

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# Your club’s own competitions

Club HubClub admins4 min read

A summer league, a tournament, a cup between neighbouring clubs: your club runs it, and nobody else can find it or join it unless you invite them.

## What it is

A competition your club runs: a **league** (everyone plays everyone, with a table if you want one) or a **cup** (knockout rounds), for one season.

It’s yours. It never appears when another club sets up, picks its league, or looks for competitions to join. The only teams in it are your own, your own opponents (clubs not on LEKKIN), and teams from clubs you invite. To anyone else, it doesn’t exist.

## Creating one

1.  Open **Competitions** in the menu (on a phone, under **More**).
2.  Press **Create a competition**, the round button in the corner.
3.  Give it a name, choose **a league** or **a cup**, the sport if your club plays more than one, and tick the teams to put in it.
4.  Press **Create the competition**. It opens, ready for the clubs you want.

It’s for the season running now. Your club can have only one competition of a name each season: if you already have one, you’re pointed to it instead.

You can also start one while adding a fixture: choose **Add a competition…** where you pick the competition. A team’s manager can create one from the Team Hub too. It’s still your club’s, it shows here, and every team at your club can play in it.

Each competition opens on its **Table** (or a cup’s **Rounds**), with tabs for its **Fixtures** and **Results**, and **About this competition** underneath. A cup, or a league with its table off, also has **Teams**. In a league with a table, its teams are listed under the table for your club, with **Remove** and any invitations waiting. Once a competition is archived, or its season is over, there’s no **Fixtures** tab. It also lists how a game is played there (its length, players a side, the bench and substitutions) and its **suspension rules**: how many matches each kind of sending-off brings, and how many cautions by which date bring a ban.

## Bringing teams in

Open the competition from **The club’s** on the Competitions tab, then use the round button:

-   **Add a team or opponent**: one of your teams, or one of your own opponents, the clubs you’ve added that aren’t on LEKKIN.
-   **Add a new opponent**: a club not on LEKKIN, added straight into the competition.
-   **Invite one of your opponents on LEKKIN**: clubs your teams play that are on LEKKIN are listed under **Your opponents on LEKKIN**. Press **Invite** and their club admins are asked in LEKKIN, with no email address needed. Only that club can answer it.
-   **Invite a club**: for a club that IS on LEKKIN. Type their secretary’s or a manager’s email and we send them a link, or get a link to share yourself (on WhatsApp, say). Their club admin, or a manager there, signs in and chooses which of their teams enters, or says no. You hear either way.

The link works **once**, for two weeks (never past the end of the season). We only show it when you make it. A waiting invitation is listed on the competition, with **Withdraw** beside it.

## Running it

-   **Add a fixture** from the competition’s round button, between any two teams in it, your own or not.
-   **In a cup, date a game before the draw**: in **Add a fixture**, tick **Teams not drawn yet** and give its round, date and time. It shows only on the cup’s own page until it’s drawn, and nobody is told about it yet. Once it’s drawn, press **Set the teams** on the game: its date stays, and both teams are told it’s on.
-   Or choose the competition when you **add a fixture** as usual. Only the teams in it can be the opponent: add one to the competition first.
-   **A game between two clubs not on LEKKIN**: under the game, **Record the result**. Enter the score, and if you like who scored and any cards, with a name or shirt number.

Only your club adds its fixtures. A club you invited records its own results and sees everything: who’s in it, every fixture and result, and the table. Players and their guardians see it in the Player Hub.

For a league, **Show the table** puts the table on the page for everyone in it.

**Edit the rules** from the round button sets how a game is played there: players a side, the number and length of each half (or quarter), the break, how many on the bench and how many substitutions (leave either empty for no limit), and the points for a win, draw and loss in a league, or the length of extra time in a cup. Every game in it uses them from then on. Age limits stay the sport’s.

A team you invited can leave, from its own Competitions tab, until it has played a match in it. You can take out your own teams and opponents the same way: **Remove** beside them.

## When it’s over

**Mark it friendly** from the round button if it’s for fun: a friendly league never counts as your teams’ league, so a team’s page lists only the leagues it really plays in. **Mark it competitive** undoes it.

**Archive it** from the round button. It takes no new fixtures or clubs, waiting invitations are withdrawn, and it stays for everyone in it to read, under **Archived** on the Competitions tab. **Bring it back** undoes it.

## If you’re invited into another club’s competition

Open the link you were sent and sign in. If a club you play invited your club by name, its notification opens the invitation for you, and only your club can answer it. You see the competition, who runs it and who’s in it so far. Choose which of your teams enters and press **Enter this team**, or **No thanks**. A team manager can only enter their own team.

## Who can do this

Club admins, and from the Team Hub a team’s manager. A team’s coaches can add teams, opponents and fixtures and record games between clubs not on LEKKIN, but not create, invite, change the rules, show the table or archive. A secretary can’t.

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