The team league
Clubs facing off in encounters — two doubles, a mixed, a singles — with lineups, substitutes and a captain who sleeps better. The interclub format, in full.
What changes
In a team league the unit is no longer the player but the club. You don’t sign up alone: you need a team, with a squad. The standings count teams, the evening is played in encounters — club against club — and each encounter is made of several matches played in parallel across the courts.
It’s the third kind of event, next to the individual league and the tournament: pick “Team league” at creation and the console adapts — team sign-ups, an encounter calendar, lineups.
Team leagues are part of the Club plan, with one division: a club’s or a group’s own league. A championship with several divisions (A, B, C, D, like a regional interclub) needs the Pro plan. On Club, once the division exists, Settings says so in place of the Add division button, with a link to the plans.
The encounter
An encounter isn’t one match but a fixed list of them: say two men’s doubles, a women’s doubles, a mixed and a singles. You compose that list once, in settings (Team play), from the five classic disciplines — men’s and women’s singles and doubles, mixed doubles — and it holds for the whole season: a competition that changed its own shape mid-season would make its standings incomparable.
The club that wins the most matches takes the encounter. Montréal’s interclub plays eight; a small league plays five — the list is yours.
On the player’s side, the session page shows their club’s encounter, not the division: two clubs can play side by side the same night in the same division, and the other one’s matches are not the rest of theirs. And a team that goes by a name is called by it — “ShaBam vs BAMos”, not a list of its fourteen players. It opens on the encounter’s board — both clubs, the count of matches won, how far along it is — then the eight matches in sheet order, each with its score button — any player of the club can enter or confirm the score of any match of their encounter; no “your match” card and no search: in a team league, the encounter is the page. Every settled match carries its own share icon: the card names the pair, their opponents, both clubs, the division, the discipline and the score — as soon as the score is validated, without waiting for the tie to end. And as in every other league, one sheet carries all three cards: Encounter, Match — picking among the rubbers already played — and Season. You come in by whichever button is at hand and move between them without leaving. And once all eight matches are settled, the captain’s link offers the encounter card: the team photo, the score large, the other club named, shared in one gesture — the moment the eight of them are still together is the only one that photo happens in. Win, draw or loss: the card says which, it is not only for the evenings you win.
The encounter calendar
SetRally generates the season’s calendar with the right guarantees: every team plays the same number of encounters, never twice against the same club, at most one encounter per date — and home-and-away balances out as well as it can. Sixteen teams across sixteen Sundays at six encounters each: the kind of puzzle that used to eat your August evenings.
The proposed calendar is a first draft, not a verdict: rearrange the pairings that need it, and the tool tells you what it couldn’t satisfy instead of failing silently.
A session’s Setup page therefore asks for nothing else: it lists the evening’s fixtures, division by division. No format to pick, no matches to generate, no board to rearrange — that belongs to leagues that compose their evening on the day; here the encounters come from the season plan and each club plays one per date.
An encounter’s courts
A fixture can have courts of its own: “BadAces versus Benchwarmers is played on courts 5 to 8.” On a session’s Setup page, each fixture carries a Courts field: the evening’s courts as buttons, the ones you touch being held for that encounter. A line under the buttons says what you just promised (“this encounter’s matches will not leave courts 5 to 8”), and Release all hands the block back in one press. The buttons carry your courts’ names as soon as you give them one, and their number otherwise. Filling the board respects them: the encounter’s matches never leave its courts, and no other encounter comes in.
It is optional, and it belongs to the team league. With no courts picked, the encounter follows its division’s block like everything else on the platform — which is what you want when the gym’s eight courts serve everybody. The Where it is played line next to it stays what it was: a note for captains — “back hall”, an address — that holds nothing.
Two more things once you are on the fixture: Move to another date shifts the encounter within the season — dates where either team already plays are struck out, and an encounter that has started no longer moves. And Add a place writes a word in plain language for the captains — “back hall”, an address — for the evening that is not in the usual gym. That place reserves nothing; only the courts above do.
Captains have nothing to ask for: the encounter’s courts show under the fixture, at the top of their team link, under the names you gave them — “Courts Central · A · B”, never “1 · 2 · 3” in a gym whose courts have names.
The lineup
Before the encounter, each captain opens their team’s link (below) and places their players match by match — the screen checks every seat (a women’s doubles wants two women) and your league’s rules: a cap on matches per player (one for men, one for women) and one match per discipline. When the event reads official levels, every name carries its level, and a player ranked above the division is flagged the moment they are tapped; the singles order is checked the same way, with a button that swaps the two singles. An unknown level never blocks. Depending on the organizer’s setting it warns or refuses. A gender missing from the file never blocks either: the gender rules simply pass over that player, and a stand-in named on the night can give theirs in one tap. Four rules keep the system sporting:
- Before the encounter’s start time it is a draft: save it, come back, change your mind as often as you like. Nothing is committed, and the other club sees none of it.
- At the encounter’s start time the captain locks it in — Lock in the lineup, under the matches, with what locking in commits you to just above it; if you land at the top of the page, Review and lock in takes you down to it. The button saves what is on screen: no need to save first. To keep a draft without locking in (a player running late), Save without locking in. Locking in fixes your half, and it is what the seal is waiting for. Both lineups are revealed on the second lock-in, never the first: a captain who locked in alone must not be able to read a lineup the other can still change. If the other captain is slow, nothing holds you up — play and enter scores, and the first score entered reveals both halves anyway. Score entry opens at the start time regardless: the link holds all season, and must not let anyone score an encounter that hasn’t begun.
- After the reveal, a change is requested: tap a name on the rubber and the panel opens on the whole pair — in doubles, changing one player often forces the other, so both stay in hand until you send. Once the pair reads right, Send the request, and the opposing captain Approves or Refuses. One match at a time — the player who turns up at 7:05 doesn’t reopen the whole sheet. A refusal leaves the lineup exactly as it was; if you can’t agree, your organizer can settle it. While the opposing captain hasn’t locked in, there is nobody to consult: the change simply applies.
- If your organizer has turned lock-in off (Settings), none of this applies: no Lock in the lineup button — the only one is Save the lineup —, both lineups show at the encounter’s start time, and each stays editable match by match until that match is played.
- A match played is a record: a score freezes its match, not the whole encounter, and no request can reopen it. The ones already played carry a Played — seats fixed tag. A score awaiting confirmation freezes too: changing who played under a disputed score would make the disagreement unresolvable.
- Forfeits are declared, with their price: a club that can’t field a match says so, and the screen states the consequence before submitting — “2 matches go to your opponent before a shuttle is hit.” No surprises at the net. And mid-encounter, a match that can no longer be finished is conceded from its score sheet: Declare a forfeit. They are not the same thing — the first says “we can't field this match” before the tie, the second “we won't finish this one” during it. You only declare your own; the sheet never asks who wins, it knows which club is speaking, and the match goes to the other one.
Once saved, the lineup becomes what the matches are called: the player page and the score sheet read “Daigneault / Zagar vs Viau / Benoît”, club second, instead of eight identical “club A vs club B” lines. Until a captain has composed, the two club names hold the line.
The team link
Each team has one link, for the whole season — and it is the only one you have to hand out: a team league shows no player link, since this one already carries the schedule, the standings and the scores. Under it the captain names the lineup before each encounter, enters the scores during it, and reads the season table under the Season tab — no account, no second address. The club’s roster is not theirs to keep: it is yours. They may pass it on to a teammate: the captain stays answerable for the score, and is often on court themselves.
A team that signed up online gets its link in the email confirming its place, and whoever signed the team up becomes its contact. For the others — and for any re-send — the link goes by email, to the captain, at the address on the team’s card in Teams. Two ways to send it:
- Automatically, before each encounter. In settings, Reaching the captains sends the link so many days before each date, at a set time, to every captain whose team plays that day — with the opponent, the date and the division. A word for the captains, written once for the season (“call time 12:45, shuttles provided”), goes with every send. Details in chapter 7.
- On demand, to one team or all of them. On a team’s card, Send by email; under The links to share, at the top of the tab, Send the link to the captains sends to every team with an address at once — one email per team, since no two teams share a link. That email presents the link for the season — lineups, scores, results and standings — and asks to keep it; it names the team’s next encounter if there is one, and carries no organizer’s note. Emailing, by hand or automatic, starts with the Club plan; the link can always be copied.
Every email that carries the link — the one confirming the team’s place as much as the sends to the captain — says it is for the team only: passing it to a teammate, yes; sharing it outside the team, no, and the captain alone is responsible for it.
The card then reads “Link sent on…” — or “never sent”, or that an address is missing. Without email, Team link copies the same address, to paste into a message.
When a player can’t make it
A team league never asks who is coming. No invitation to answer, no door check-in, no attendance list: the night has three parts — Set-up, Play, Results — and attendance is the calendar. A club is there because the fixture puts it there.
An absence is therefore settled where it shows, in the lineup. The captain names a stand-in for that encounter only: a name, nothing else — no account to create, nothing added to the club’s roster. If your league caps stand-ins (under Settings), they see their budget before naming anyone — “Stand-ins: 2 of 5 allowed this season” — and the refusal, when there is one, falls when the lineup is saved rather than when the name is typed: it is fielding somebody that spends, not writing them down. And whatever they truly cannot field, they declare; the screen puts a number on it before they send.
For a change that lasts — a player who joined in September, another who left — it is the club’s roster you edit, and that happens in the console, under Teams; at most the players-per-team number you set under Sign-up, twenty at the very most — each club’s card reads “7 / 8 players”. The captain cannot touch it themselves: they write to you, and you decide. What they can do alone is name a stand-in for one evening. As for merging two short-handed teams, that belongs to doubles leagues: in a team league the stand-in plays that role.
Scoring and standings
Every match in the encounter scores like everywhere else in SetRally: the players on court enter the score, the opposing club confirms from their phone, a disagreement goes up to the organizer — or, if you chose it, nobody confirms match by match and the two captains sign the sheet at the end. The captain, meanwhile, sees the encounter as a board — “5 of 8 settled, one score waiting to be confirmed” — without running between courts. The board keeps itself current: scores entered on other phones appear without touching anything, and it stops looking once the encounter is over. A captain’s link always opens the encounter of the day — the next one to play, or the last once the season is done: no list of dates to wade through. Past results are read under the Season tab beside the encounter one: the season standings, one division at a time, with encounters won, drawn and lost, the points, the club’s own row marked in the table, and an arrow per team saying what the last session did to its place (▲ up, ▼ down, – held). Once the club has played an encounter, My card appears in its own row — as in every other league, where the button lives inside the rank you are already reading — and turns it into a card: the rank large, the points, the team photo if the captain adds one. It is the public page’s table, computed once: it cannot say one thing here and another there.
A locked match is fixed under the same setting as everywhere else (Players can fix a score, Scores tab): from their page, the captain taps Fix the score under the match — a match won by walkover too, to the score actually played — and the opposing club approves or refuses from its link. The encounter’s result and the standings recompute themselves.
The organizer fixes from the session’s Results page. It shows each encounter as a block — the two clubs, the encounter score, “Finished” or “6 of 8 played” — that folds once complete and opens onto its matches, each with its code (MD2, XD1…) and the seated players rather than the same two clubs eight times. Fix on a match reopens its pad — empty if the match was a walkover, to enter the score actually played — and the encounter and the standings roll up on their own; the confirmation message says the encounter’s new score. The encounter block itself is not scored: its result is the sum of its matches — and it comes apart both ways. Reset a match and the encounter, if it was finished, goes back to in progress: it stops showing a winner and drops out of the standings until that match has a score again. Enter one and it closes right back. A composition walkover reads “Walkover — club name”, never as a score, and More then History say who wrote what on each match.
The encounter’s result derives itself from its matches, and the club standings pile up session after session with the same league points as the rest of the platform — with one difference: they go to the encounter, not to the matches. The club that wins the night takes its level’s “win” value, whether it was 5-3 or 8-0. The table then reads in nights — wins, draws, losses and points — a 4-4 encounter being a draw. Level on points, these separate clubs, in order: encounters won, the difference between matches won and lost over the season, then the same difference in games. Presence does not apply: a team league has no door to check in at, and paying for it would pay the encounter twice.
The encounter sheet, signed by both captains
Under Settings, Score entry, When the other club confirms: Per encounter. The evening then runs as it does on paper: scores go on the sheet, and the sheet gets signed at the end.
- During the evening, players enter scores as usual, but nobody confirms them: they stay provisional. The captain’s band counts them in grey, with “Provisional — 5 of 8 matches entered”. A player enters a score once; a mistake is the captain’s to fix — Fix the score under the match. There is no locking delay: nothing turns official on its own. A forfeit declared in the lineup counts as a score once the encounter starts.
- At the end, once all eight matches have a score, each captain’s page shows the Encounter sheet: one line per match, from their club’s side (their points first), with W or L. The captain doesn’t have to scroll back up for it: as soon as the last score is entered, their page brings them to the sheet, and while their signature is still owed, a Review and sign the sheet button stays at the bottom of the screen as they go through the matches. Sign the sheet, then Sign to confirm. The second signature makes the encounter official: every match becomes final at once, and that is when the standings move. A signature records a club and a time, not a person: two phones from the same club sign for the same club.
- A score that changes after a signature cancels it — the other captain’s, and the one who made the change too. That captain is brought back to the sheet: it shows “Your signature was cancelled”, the changed match with what they signed next to what is there now, and they sign again — the button at the bottom of the screen then reads Review and sign again. A sheet that changes while a captain is reading it refuses their signature and says so.
- A captain who doesn’t sign: on the Play page, the encounter’s header says which club to chase (“Provisional · waiting for Longueuil to sign”), and the Sheet row at the foot of the unfolded encounter carries Approve the sheet: you make the encounter official in their place. Locking the session also approves every complete sheet nobody signed — the lock’s confirmation says how many.
- Once official, only organizers can still change a score, from the Play page; such a fix doesn’t reopen the signatures, and the match’s journal keeps it. A score you enter yourself before the end is final straight away, and drops any signature already given.
- On the players’ side, there is no Confirm button any more: the encounter card says “5 of 8 played · provisional”, then “the captains sign the sheet”, and only announces the winner once the sheet is official. The encounter’s share card waits for that too.