How To Create Teams Using Team Builder

LeagueApps Team Builder helps you quickly create and manage teams using a visual drag-and-drop interface.

  • Build and balance teams faster than spreadsheets.

  • Move players between teams while viewing rosters and player details side-by-side.

  • Filter and sort available players using registration and member form fields or tryout data.

  • Supports different workflows depending on whether players are already registered (rec) or need invites (club / tryouts sourcing).

Getting started

Access Team Builder

  1. Navigate to a Club, League, Camp, or Event Program.
  2. Open either the Players or Teams/Groups listing page.
  3. Launch from either:
    • Grouped program level (visibility across all subprograms), or
    • Subprogram level (visibility only in that subprogram).
  4. Click Launch Team Builder.

 

Adding teams

You can create new teams directly in Team Builder without leaving the tool. The Add a new team button appears in the top bar (next to View teams) and works the same way in both the Club and Rec workflows.

  1. In the top bar, click Add a new team (the button with the + icon).
  2. In the Add a team panel, enter a Team name (required, up to 80 characters).
  3. Optionally add a Team photo (max 500kb — .jpg, .png, or .pdf), a Team headline, a Team description, and Notes.
  4. Click Save team to add it, or Save & create another team to keep adding teams one after another.

The new team appears as an empty roster column in the program you are building for. Drag players onto it as described below. To add teams to a different subprogram, launch Team Builder from that subprogram (or from the grouped program level for visibility across all subprograms).

 

Choosing your Available Players pool (Source program)

Team Builder uses a Source program to determine which players appear in the available player pool.

If those players are already registered, assigning them puts them straight onto the team. If you source from another program — such as tryouts — assigning instead creates an invitation the player must accept before they join.

 

Scenario 1: Default source program (destination program)

By default, the Source program is the program you launched from (also the destination program).

When you move registered free agents (including spot pending registrations) onto a team and finalize:

  • Players are moved onto the team.
  • They appear under the team’s Registered category.
  • You can optionally:
    • Notify the player(s)
    • Adjust the invoice to match the new team price

Scenario 2: Changing the source program (example: tryouts)

If you change the Source program to a different program, moving players onto teams becomes an invitation draft.

In this case:

  • Drafted players show under Registration Needed.
  • They are not on the team until they register.
  • You can save a draft to view intended rosters.

To complete the roster:

  1. Click Finalize.
  2. Send invitations (individually or in bulk) to players with Invitation Needed.

After invitations are sent:

  • Player status becomes Invited.
  • Players must accept and complete registration to join the team.

Filtering and sorting players

Use player cards and filters to narrow the list of available players.

You can filter by:

  • Age — an age range or date-of-birth range, as of a date you choose
  • Gender
  • Source team
  • Registration and member form fields, including custom form responses

This is how you build age-balanced teams from a tryout: source from your tryout program, filter the available pool by Age range (along with Gender, Source team, or other form responses), then drag players onto the right teams.

 

Assigning players and finalizing rosters

Drag and drop players from the left panel onto a team roster.

  • You can save a draft and finish later.
  • To commit changes, click Finalize rosters, optionally choose to notify players or adjust invoices, then click Complete moves.

 

Managing rosters after assignment

Moving a player back to the available players pool

You can move a player back to the available players container even if you selected a different Source program.

  • If the player is registered: They become a free agent in the destination program.
  • If the player is in an invitation-needed/draft state: They are removed from the draft roster and return to the original source program they came from.

Moving an invited player

⚠️ Once a player is Invited, they cannot be moved.

To move an invited player:

  1. Delete the existing invitation.
  2. Return to Team Builder.
  3. Select the player again from their source program.
  4. Move them to the correct team.
  5. Send a new invitation.

How to delete an invitation

  1. Navigate to the Invite to Join tool.
  2. Delete the invitation.

Workflow videos by program type

Rec leagues (players already registered)

 

Use this workflow when players are already registered and you need to assign them to teams.

Recommended launch point

For rec leagues programs, we recommend launching Team Builder from a subprogram within a League program type.

  1. Navigate to the program.
  2. Go to either the Teams listing or Players listing.
  3. Click Launch Team Builder.

Available players (registered free agents)

When you launch Team Builder, the available players list will automatically show free agents registered to your program.

For most rec use cases, you do not need to change the Source program.

Club / tryouts (invite-based)

 

Use this workflow when you are building teams across subprograms, or when you want to pull players from a different source program (for example, tryouts) and invite them to register.

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