Setting up a club needs an account. It takes a minute, and you carry on here.
For a club set up by mistake. One that has played games is renamed instead — those games are part of other clubs' records and children's seasons.
This club keeps its name. The other club's teams with all their games, its players, tournaments and administrators move here. If both clubs had the same team, merge those teams afterwards.
Whoever creates a club administers it.
Its squad lists and unplayed fixtures go with it; the players stay in the club. A team that has played is renamed instead.
This team keeps its name. The other team's results, squad, training, coaches and followers move here, and the other team disappears from the list.
The team's page → · Training — the week and the squad →
Pick a club, season and team first.
Team-only is the default for children. Names are hidden from public pages until somebody decides otherwise — the numbers still show.
Pick a club, season and team first.
Pick a team first.
They need an account already. A coach can run the team and its squad; a scorer can score its games.
The team keeps its id, so every game it has played and every squad it has had stays attached to it.
Friendlies — find a game or offer a slot →
Leave it empty and their baskets still count for the team score — they just have nobody to credit. The scorer can fill this in later, before tip-off.
Open it for entries, then draw it when the teams are in. The fixtures are ordinary games — scored, watched and counted like any other.
Shown to people signed in, not to the public — an account number on a page anybody can read is an invitation to swap it for somebody else's. The platform records who has paid; it does not take the money.
If the club has a Redsys terminal (see Card payments, below), entrants can also pay the fee by card on the tournament page. The money goes to the club's bank and the entry is marked paid when the bank confirms it.
Everything this club has on the platform, newest first — including the ones set up and never played. A game that should never have existed can go; a game that was played is corrected from its play-by-play instead.
Pick a club first.
A code from an authenticator app on your phone (Google Authenticator, Microsoft Authenticator, 1Password…) as well as your password. Anything to do with a club's money asks for it, so a stolen password alone cannot reach it. How to set it up
Scan this with your authenticator app, or type the key in by hand.
Recovery codes. Each one signs you in once if you lose your phone. Keep them somewhere safe, away from the phone. They are shown only now.
Families pay a monthly or yearly fee by card, and it renews by itself. The money goes straight from their card to the club's bank through the club's own Redsys virtual terminal (TPV virtual).
The same terminal takes the entry fees of the tournaments the club organises: entrants pay once, by card, on the tournament page.
Ask your bank to enable card tokenisation for recurring payments (pago por referencia / COF) and merchant-initiated payments (MIT) on the terminal. Without them only the first payment goes through.
Guide for club administrators · Security and privacy
In the Redsys back office, turn the online notification on (HTTP + respuesta). The platform sends this address with every payment:
A new or changed terminal is checked by MeHoop and takes effect 24 hours after it is approved. Every administrator of the club is emailed at each step and can cancel it. The terminal already in place keeps working until then.
A plan's price cannot be changed: families agreed to it. For a new price, add a new plan and turn the old one off — its members keep paying what they signed up for.
A team can have its own fee. Its players pay that one instead of the club's; players of a team without its own fee pay the club's.
Card payments of membership fees and tournament entries, newest first. Tap somebody's name to see only theirs.
Before approving, check with the club — by phone, not by replying to an email — that the merchant code is theirs. An approved terminal takes effect 24 hours later.
They cannot sign in until they open the link we emailed them. If it never arrived, send a new one; it works for 48 hours.