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On this page

  1. Getting Started
  2. Coaching Staff
  3. Team Info & Roster
  4. Practice Schedule
  5. Game Day Planning
  6. Running a Live Game
  7. Statistics & Tracking
  8. Under the Hood: How the Logic Works
  9. Your Data & Storage
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Getting Started

Two ways to start a team

You can build a roster by hand, or bring one in with a code from your league:

  • Start from scratch. Tap Add your first player on the empty roster screen and add players one at a time.
  • Have a code from your league? Tap Have a LeagueRun code? on the empty roster screen and enter it. Your roster and practice info pull in automatically. See Team Info & Roster for the full walkthrough.

Invited to help as an assistant coach?

If a head coach invited you, you're joining their team, not starting your own. Create a SquadRotate account with your own email. Then tap Have an assistant coach invite code? on the empty roster screen and enter the code they gave you, or follow the link they emailed you. You'll land on their team with a read-only view. See Coaching Staff for what that view covers.

The three tabs

The tabs under the top bar follow a coaching week:

  • Roster: your players, team size, formation and coaching staff
  • Practice: your daily routine and weekly practice plans
  • Game-day: plan your rotation, then run the game live

The menu behind the logo

Tap the SquadRotate logo in the top left, or your team name next to it, to open the menu. You can also swipe in from the left edge of the screen. The menu holds:

  • Teams: every team you coach or assist. Tap one to switch. The one you're on has a check mark.
  • Join a team with a code: enter an assistant coach invite from a head coach.
  • Team settings: lineup rules for this team, plus a few settings for this device only. See below.
  • Help: this guide.
  • Something's wrong?: report a problem. See below.
  • Feedback: our ideas board, for requests and suggestions.
  • Privacy, Sign out and Delete my account, at the bottom.

The top bar always shows the team you're on, with a short line under it such as 7V7 · HEAD COACH.

The first time you open the app after the October 2026 update, a short two-step tour points out where things moved. For 30 days after that, What's new at the bottom of the menu runs it again.

Note: If there's no menu behind the logo, your app still has the older layout. In that layout, your teams are the buttons on the Viewing row above the tabs, Settings is in the ☰ menu, and Sign out and Delete my account are under Account.

Team settings

Open the menu and tap Team settings.

Lineup rules apply to the whole team and sync to every coach on it:

  • Fair balance: Auto-Assign never benches a kid two shifts in a row. On by default.
  • Red card replacement: turn this on if your league lets a sub replace a player who is sent off. Off means your team plays one short.

This device only settings stay on the phone or computer you set them on:

  • Balance suggestions: shows Auto-Assign All, Auto-fill open spots and the fairness pill on Game-day. Turn it off if you'd rather build every lineup by hand. The Player Rotation Tracker keeps reporting either way.
  • Default tab on open: which tab the app opens on.

Assistant coaches see these settings as display only. The head coach sets them.

Switching teams

Each team keeps its own roster, formation, practice plans and games. Switch from the Teams list in the menu.

To rename a team, open the Roster tab and tap the team name at the top. The new name shows everywhere, including the top bar and the menu.

Is my work saved?

The badge in the top right of the top bar tells you:

  • Saved: everything is safely in your account.
  • Saving…: a change is on its way up.
  • Offline, saved on this device: no signal. Your changes are kept on this phone and go up when you're back online.
  • Not saved, retrying: a save didn't land. Tap the badge to see why. SquadRotate keeps retrying on its own.

Something's wrong?

Open the menu and tap Something's wrong? to send us a report. During a live game, the ! button on the game screen does the same. If a save fails, tapping the save badge gets you there too.

The report includes what went wrong with the app. It never includes your roster or your players' names. You'll see Thanks, we got it with a reference number once it arrives. If the app can't send it, you get a Copy details button and an email link to support@squadrotate.com instead. The email opens with those same details already filled in, so just add what happened and send it.

If the app can't load

If SquadRotate can't load at all, you'll see SquadRotate couldn't load with a Refresh button. Tap it. If your team itself can't load, you'll see We couldn't load your team with Try again. Nothing on your team changes until the app can confirm what's saved in your account.

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Coaching Staff

What the coaching staff list is

The Roster tab has a Coaching Staff panel where you list everyone helping with your team: head coach, assistant coaches, team parent, whoever you like.

  • On its own, it's a list, not accounts. Adding someone here doesn't give them a login or their own view of the app. It's a name and a role. If you want an assistant coach to sign in, invite them separately (see below).
  • It can come in with a LeagueRun import. If your commissioner has set up coaching staff on LeagueRun, redeeming their code fills this list in for you and replaces any coaches you added by hand. See Team Info & Roster for the full walkthrough.

Adding and editing coaching staff

On the Roster tab, tap + Add Coach. Enter a name and a role, such as Head Coach or Assistant Coach. Tap any entry to change its name or role, or to delete it.

Inviting an assistant coach to sign in

On the Roster tab, tap + Invite Assistant Coach. You have two choices:

  • Share code: makes a one-time code, good for 7 days, to text them or read out at practice. This is the most reliable way in.
  • Send email: enter your assistant's email address and SquadRotate emails them a sign-in link. It's handy, but if they end up on an empty team instead of yours, switch to a share code (see "If the invite doesn't work" below).

Your assistant needs their own SquadRotate account, with a different email address from yours. If they don't have one, they tap Create an account on the sign-in screen.

Where they enter a share code depends on where they start:

  • Brand new account: tap Have an assistant coach invite code? on the empty roster screen.
  • Any account, any time: open the menu behind the SquadRotate logo and tap Join a team with a code (or Join another team with a code if they already assist a team).
  • A head coach with their own roster: the same Have an assistant coach invite code? link also sits just below + Invite Assistant Coach on the Roster tab.

Note: One account can coach its own team and assist others. Redeeming a code adds the new team alongside what you already have. Nothing is replaced. Every team you coach or assist is listed under Teams in the menu. Tap one to switch.

What an assistant coach sees

An invited assistant coach sees Practice and Game-day exactly as the head coach set them up: the plan, the rotations, and the live game as it runs, following along on their own phone. Every control that changes something is off for them: no subs, no starting or ending a game, no logging goals or cards, no marking players absent, no editing practice plans. The Roster tab is hidden for them.

The top bar reads Assistant · Read-only under the team name so they always know. In the menu, their Settings are display only, because the head coach sets the team's lineup rules.

Letting your assistant edit

By default an assistant coach can only watch. If your assistant is the one running the sideline, you can let them edit instead. Open the menu, tap Team settings, and turn on Assistants can edit. Only the head coach sees that switch work; assistants see it locked.

  • It's per team. It applies to the team you're on and nobody else's. Off is the default for every team, so nothing changes until you turn it on.
  • What they can do. The Roster tab comes back for them, and they get the same lineup and Game-day controls you have: subs, starting and ending the game, goals and cards, absences. Their top bar reads Assistant · Can edit. Team settings, including this switch, stay yours.
  • Turn it off any time. Their phone goes back to read-only within a short refresh and tells them so.
  • If you both change something at once. Whoever saves second finds the team has already changed. An assistant in that spot sees the latest version and a note that their last change wasn't saved, so they can redo it. If it happens to you, SquadRotate keeps your change on your phone and asks you to reload. So on game day, decide who is making the changes.

Revoking access

Tap + Invite Assistant Coach on the Roster tab to see pending invite codes and any assistant coaches who've already joined. Tap Revoke next to a pending code to cancel it before it's used, or next to an assistant coach's name to remove their access. A removed assistant loses access to your team within a short refresh. If they still have another team (their own, or one they also assist), they're switched there. Otherwise they're signed out.

If the invite doesn't work

After redeeming, your assistant should land on your team with Assistant · Read-only in the top bar.

If they end up on an empty team instead (a blank roster, or a team called something like "Team 1"), the invite didn't attach, even though signing in seemed to work. Don't keep making new codes. Email support@gizmobuild.io with your team name and your assistant's email address and we'll link them up directly.

Worth checking first: they're signed in with their own email address, not yours, and the code hasn't expired (codes last 7 days and work once) or been revoked and replaced. If your assistant sees a "code already used" error on a code you know is fresh, someone else probably redeemed it first, for example by testing it themselves or opening a shared link on a coach's own phone.

Questions about inviting, or need something it doesn't cover? Email support@gizmobuild.io.

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Team Info & Roster

Players per side

The Players per side pills (4v4 through 11v11) on the Roster tab set how many players are on the field at once. Pick the size your league plays.

Changing size clears the shift assignments for the game you have open, because a lineup built for 9v9 has no meaning in 7v7.

Your old lineup is kept. Switch back to the size you came from and the assignments come back exactly as they were, pins included. SquadRotate tells you before it clears anything, and says how many shifts are affected.

Two limits worth knowing:

  • The lineup is remembered for the game you are currently on. Starting a new game, or switching to a different one, starts fresh.
  • It is remembered per size, and only the most recent one for each. Going 9v9 to 7v7 and back gives you your 9v9 lineup. Going through several sizes only keeps the latest lineup you had at each.

Choosing a formation

Below the size pills is the Formation panel. Each card is a shape for your team size, named defenders, midfielders, strikers. A goalkeeper is always included. For 7v7, for example:

  • 3-1-2: balanced, solid back, two up top (the default)
  • 2-2-2: box shape, lots of options
  • 3-2-1: defensive, protect a lead
  • 2-3-1: possession, own the middle

Tap a card to use it. Auto-Assign, the chalkboard and the shift checks on Game-day all follow the formation you pick here.

Adding a player

Tap + Add Player at the bottom of the Roster tab. Fill in:

  • Name: first and last. On Game-day, players show as first name and shirt number, like Ava (7).
  • Kit Number: their shirt number.
  • Power Score (1–3): 1, Little experience, 2, Some experience or 3, Very experienced. See below.
  • Preferred Positions: tick every position they're happy to play: GK, DEF, MID, STR. Auto-Assign uses this. Only players with GK ticked are put in goal, so tick it for everyone who can keep.
  • Notes: any coaching notes. A short preview shows on their roster card.

The first time you add a player to a team, a Before you add players screen asks you to confirm you're 18 or older and allowed to enter this team's player information, including any parental permission needed for players under 13. You only do this once per team.

Editing or removing a player

Tap any player card to open it. Make your changes and tap Save, or tap Delete to remove the player from the roster.

Redeeming a LeagueRun code

If your league runs on LeagueRun, your commissioner (for GORC, that's Bill) can send you a share code by email. The code pulls your team straight into SquadRotate. No typing in the roster by hand.

Before you redeem a code, you need a SquadRotate account. Signing up takes an email address and a password. Tap Create an account on the sign-in screen if you haven't already.

To redeem a code:

  • Tap Have a LeagueRun code? It's on the empty roster screen if you're starting fresh, or the button below your roster if you already have players.
  • First time on this team? A Before you add players screen appears before the code box. It asks you to check a box confirming you're 18 or older and have authority to enter this team's player information, including any parental permission required for players under 13. Check the box and tap Confirm & continue. This is a one-time step per team. It's the same confirmation SquadRotate asks for the first time you add a player by hand, so you won't see it again on this team once you've done it either way.
  • Paste or type the code Bill sent you.
  • Tap Import team.

Your roster fills in as soon as the code is accepted.

What a code brings in

Redeeming a code pulls in:

  • Your player roster (names)
  • Your full coaching staff, if your commissioner has set one: head coach and every assistant coach, listed by name and role. This replaces whichever coaches you already have.
  • Your team's game schedule, if your commissioner has entered one: a read-only list showing round, opponent, date and time, and location
  • Your practice night, time and field, if your commissioner has set one
  • Your team name, if included on the LeagueRun side

Note: Once a roster is imported, it's your ordinary SquadRotate roster. Edit power ratings, positions and notes the same way you would with a hand-built team. There's no live connection back to LeagueRun. Edits you make here don't sync back, and changes on the league side don't reach you automatically. If your roster changes upstream, redeem a fresh code to pull in the update. See below.

Redeeming again later

Redeeming a code replaces your current roster, coaching staff and game schedule. It never merges with what's already there. Every item above gets swapped for whatever LeagueRun sends, including coaches you added by hand. Your practice night, time and field only change if the new code carries a different one.

Any changes you've made to players are lost when you redeem again: power ratings, positions and notes. Coaches you added by hand are replaced too. SquadRotate only stores a name and role for each coach, so there's no phone number or notes to lose.

If your team already has players or coaches, SquadRotate asks you to confirm before it replaces them, and lists what will be replaced.

Redeem a new code when your commissioner tells you the team changed upstream, for example after a mid-season rebalance. Otherwise, keep managing your roster in SquadRotate as usual. You don't need to redeem again for routine changes.

Warning: Check with your commissioner before redeeming a second time if you've made changes you want to keep, including any coaches you've added by hand. There's no undo once the new import replaces the old data.

If the code doesn't work

  • "We couldn't redeem that code." The code may have expired, been used up, or been sent to a different email address than the one you signed in with. The message names the account you're signed in as. Check that's the email your commissioner has for you, then ask them to check the code. Codes can expire or get revoked and replaced.
  • "This code needs a newer version of SquadRotate." Update the app and try again.
  • "Something's off with this code's data." Try again, or contact support (below).
  • "Sign in to redeem a code." Create a SquadRotate account or sign in first, then redeem the code.
  • "Your SquadRotate account has no email address, so it can't be matched to a code." Your account is missing an email on file. Contact support (below) to get one added.
  • The code box never appeared, and you're back on your roster. You tapped Cancel on the Before you add players screen, so nothing was imported. Tap Have a LeagueRun code? again, check the box, and tap Confirm & continue. Redeeming a code needs that confirmation.
  • "You're offline" or "Couldn't reach LeagueRun." Check your connection and try again.
  • "Too many redeem attempts. Wait a minute and try again." You've tried several times in a short window. Nothing's wrong with your account. Wait a minute, then try once more with the code exactly as it was sent.

Still stuck? Go to your commissioner first. They can check the code, send you a fresh one, or set your account up by hand if signing up is the problem. For GORC, that's Bill. Give them your name, email and team, and the exact error message if you have one.

If your commissioner can't get you sorted, they'll take it from there. Email support@gizmobuild.io only if you don't have a commissioner to go through.

Power ratings: how to assign them

Auto-Assign uses power ratings to break ties, and the strength readings on Game-day add them up. A rough guide:

  • 1: still learning the basics
  • 2: holds their own in most positions
  • 3: one of your stronger players, can anchor a shift

Tip: You don't need to be precise. Rough is fine. Playing time and position spread come first, and power only decides between players who are otherwise even.

From your league

If your team came in through a LeagueRun code from a newer export, the Roster tab shows a From your league card with two buttons. Team schedule opens your team's public schedule in the browser. Uniform handout opens the handout page your league set up for the team, and only shows when the league has one. Teams you built by hand don't show the card.

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Practice Schedule

Daily practice routine

The top of the Practice tab is your Daily Practice Routine: a table of time, activity and focus for a typical session. Tap + Add to add a row, or Edit on any row to change or delete it.

Reading the weekly agenda

Below the routine is the Weekly Agenda, one card per practice week. Each card shows the date, the strategy for that session, and the drill each coach runs at their station.

Coach availability

Each week card has a row of coach chips under Coaches. Tap a chip to mark that coach in or out for the week:

  • ✓ Alex (green): coach is there, and their station drill shows as normal
  • ✗ Alex (red): coach is out, and their station is dimmed and marked Unavailable

When a coach is out, the card adds a Run with N coaches today plan so you can see how to cover the session with who's left. If nobody is available, it says so.

Availability is saved per week, so you can mark coaches out ahead of time and have the plan match what you'll find at the field.

Editing a week

Tap Edit on any week card to change its date, strategy and station drills. Tap Save when done.

Adding and removing weeks

Tap + Add Week at the top of the Weekly Agenda to add one. To remove a week, tap Edit on it, then Delete, and confirm.

Changes save automatically to your account, along with the rest of your team. See Your Data & Storage.

Assistant coaches can read the practice plans but can't change them.

⚽

Game Day Planning

Games: creating and switching

Each game is saved on its own. The bar at the top of the Game-day tab shows the game you're on and its shape, for example 6 shifts · 3-1-2 · 8 min/shift, plus a status: Not started · Planning, Live, or Final with the score.

  • Tap + New game to set the date, opponent, half length and minutes per shift. The form shows how many shifts that makes. Tap Start Game to create it. This saves the game for planning. It doesn't start the clock.
  • Use the Game list at the top of the bar to switch to another saved game. Games are listed newest first, with the date, the opponent and Live or Final when that applies. Switching shows that game's lineup, so you can see who started. A locked game opens read-only. A finished game that is not locked stays editable, so tap Lock plan to protect its history. If a game is live, you are asked to confirm first. The live game keeps running and stays in the list. Only one game can be live at a time: while it runs, Start Game is greyed out on your other games. Tap Go to the live game to get back to it, and end it before you start the next one.
  • On a finished game, tap Full-time summary or Game log to look back. The game log opened from here is view only.
  • Tap ··· next to the name to Rename, Duplicate or Delete the game. Duplicate copies the plan (lineup, absences, pins and shift locks) into a new game, which is handy for a tournament day.
  • Tap Lock plan to make the whole game read-only. A banner confirms it's locked. Tap Unlock to edit again. A locked game also gets an Export button that shares the lineup as text, or copies it.

Tip: Lock a game after it's over so nobody edits its history by accident.

How many shifts

The number of shifts comes from the game's half length and minutes per shift:

Shifts per half = half length ÷ minutes per shift, rounded down

Example: 24-minute halves with 8-minute shifts = 3 shifts per half, 6 in the game

Any minutes left over (2 minutes from a 26-minute half with 8-minute shifts, for example) show as a note. Use them for a final quick burst, or ignore them.

Marking players absent

The Mark Absent panel has a chip for each player. Tap a chip to mark that player out for this game. Absent players stay out of Auto-Assign and the plan. Tap again to bring them back.

You can also mark who's here on the kickoff screen when you start the game. See Running a Live Game.

Warning: Mark absences before running Auto-Assign. If you mark someone absent afterwards, run Auto-Assign again or fix the affected shifts by hand.

Building a shift on the chalkboard

Under the action buttons is the chalkboard for one shift at a time. Use the ◀ ▶ arrows to step through Shift 1 of 6, Shift 2 of 6 and so on.

  • Open spots in your formation show as +. Tap one to pick a player.
  • The picker lists bench players with the fewest planned shifts at the top, and the best fit for that position first. The top player is tagged Next due. Each row shows which shifts they're already planned for, like planned: S1, S3. Search by name or number, or filter by position.
  • Tap a player already on the field to swap them with someone else.
  • Or drag a player onto another position to swap the two.
  • The 3 of 7 set line shows how much of the shift is filled. Players not yet placed are listed under the board.
  • Tap Auto-fill open spots to fill whatever's left in this shift. Your own placements stay put.

Tip: You don't have to fill every shift before the game. When you kick off, SquadRotate fills any open spots in the plan with the players who are there.

Running Auto-Assign

Tap Auto-Assign All to fill every shift at once. It:

  • Spreads playing time so the kids who've played least go on first
  • Rotates the goalkeeper among players with GK ticked, fewest turns in goal first
  • Moves each player around the positions they've ticked, so nobody gets stuck in one spot
  • With Fair balance on in Team settings, never benches anyone two shifts in a row

Tap Clear to empty the shifts and start again. Locked shifts are skipped by both.

See Under the Hood for exactly how it decides.

The fairness pill

Next to the shift arrows, a small pill sums up the whole plan. It reads balanced when playing time is even, or calls out the biggest gap, like Sam benched 3x or Ava plays 2, Leo plays 4. Tap the pill to show or hide the Position Rotation Matrix.

The shift cards

Below the chalkboard, every shift has its own card with each player's position in a dropdown (GK, DEF, MID, STR or Bench), a small chalkboard, and a role count.

  • Change a dropdown and SquadRotate suggests a swap: a short list of players you could trade with to keep the shift right. Tap one to swap both players, or tap Keep Change.
  • A green outline means the shift matches your formation. A red outline comes with a message saying exactly what to fix, such as too many goalkeepers or a missing defender.
  • Between cards, a banner shows the changes from the shift before: Off, On and Move (for example, Taylor DEF→MID).
  • Each card header shows the shift's strength with a dot: green Strong, yellow OK or red Weak. See Under the Hood.

Shift locking: mid-game changes

Each shift card has its own Lock button. Lock a shift to keep it exactly as it is while you change later ones. Auto-Assign and Clear skip locked shifts. This helps with:

  • Late arrivals: lock the shifts already played, bring the player back from absent, and run Auto-Assign for the rest.
  • Injuries: lock the shifts already played, mark the player absent, and run Auto-Assign. A player who played an earlier locked shift and is then marked absent shows as Injured in later shifts.

Locked shifts have an amber border. Shift locks belong to the game you set them in. A new game starts with nothing locked, and switching back to an earlier game shows its locks as you left them. If you shorten a game after locking shifts, a lock on a shift that no longer exists is dropped.

Note: To fix a locked shift, tap its Lock button to unlock it, make your changes, then lock it again. Pins stay when you Clear, so a goalkeeper pin still applies the next time you run Auto-Assign.

Pinning a player to a position

Each player row on a shift card has a pin button. A pin tells Auto-Assign to leave that player in that position instead of rotating them.

  • Tap the pin to hold the player there for that shift only.
  • Press and hold the pin (or right-click on a computer) to choose: this shift, or all shifts.
  • A pin on every shift shows with a ring around it, so you can tell the two apart.

This is how you give the same keeper two shifts in goal and let Auto-Assign rotate everyone else. Pin them in shifts 1 and 2 and run Auto-Assign. Those two shifts still count toward fairness, so the other keepers take the rest of the game.

Changing a player's position by hand, or swapping them on the chalkboard, clears their pin for that shift. Pins on other shifts stay. Pinning to all shifts skips locked shifts.

Print sheets

Tap Print sheets to save one image per shift, ready to print and post on the bench. Each sheet shows the field with every player in their spot, the formation, the roster, and a bench box saying who goes on next, where, and who they replace.

Players print as first name and last initial. If two players share that short name, both get a star wherever they appear, with a footnote at the bottom of the sheet naming them.

Tip: Each position has its own color on the sheet, so a color printer works best.

On a tablet or laptop

On a wider screen, Game-day shows the shift's roster list and the chalkboard side by side. The shift arrows move both together.

Starting the game

When the plan is ready, tap Start Game on the game bar. That opens the kickoff screen. See Running a Live Game.

At least one shift needs players in it first. If the plan is empty, SquadRotate asks you to run Auto-Assign.

⏱️

Running a Live Game

Kickoff

Tap Start Game on the Game-day tab. The kickoff screen asks Who's here today?

  • Tap a player to mark them Absent. Tap again to bring them back. Absent kids stay out of the rotation and the minutes.
  • Check the Half length. Tap Edit to change it a minute at a time, then Done. The number of shifts updates to match.
  • Tap Kick off · Half 1 to start.

When you kick off, SquadRotate fills any open spots in your plan with the players who are there. To go back without starting, tap ✕. Any half length change you made on this screen is undone.

Note: Tapping Start Game on a game that already finished asks what you want. Start a new game makes a new game with the same lineup and takes you to its kickoff screen. The finished game, with its minutes and score, stays saved in your list. Reset this game clears its minutes, score and game log so you can play it again. Cancel leaves everything as it is.

The live screen

The live screen is built to read at a glance on the sideline:

  • The shift timer: a ring counting down the current shift, with Shift 2 of 6 above it. Inside the ring, a strength reading says Balanced, Stretched or Weak.
  • The game clock: counts up next to H1 or H2. It runs on its own, so a late sub never stretches the half. Tap Pause for a stoppage. Minutes pause with it. Tap Resume to carry on.
  • The score and timeline: the score with a Goal button next to it, the last few events, and a strip with a mark for each goal and card. Tap a mark to edit or undo it.
  • List or Chalkboard: switch between the two views of who's on.
  • The Next strip: who's coming on at the next change, and where.
  • The big button at the bottom: moves to the next shift when it's time.

Every player shows their minutes played so far, live, in the circle next to their name and number.

List and Chalkboard

List shows who's on the field and who's on the bench, each with minutes, shifts played so far and position. Tap Sort to order by position, minutes (least first) or name. Your choice is remembered on this device.

Chalkboard shows everyone in their spot on the field. To swap two players' positions, tap one, then tap the other. You can also drag one player onto another. Swapping positions never changes who's on the field. The plan decides that.

The ☀ button turns on daylight mode, for reading the screen in bright sun.

Changing shifts

When a shift's time is up, the Subs screen opens. It shows who's Coming off, who's Going on, anyone changing position, and a callout when the goalkeeper changes so you can hand over the gloves.

  • Tap Done once the subs are made. The next shift starts.
  • Tap Delay 1 min if play hasn't stopped yet. You get one more minute, then the Subs screen comes back.

You can also move on early with the big button at the bottom of the live screen.

Half time

At the end of the first half, the game clock pauses on its own and you get a preview of the second half: the first shift, who's in goal, and who's due on. Tap Start half 2 when you're ready. The clock picks up where it stopped.

Goals

Tap Goal. Then:

  • Who scored? Tap the scorer. Players on the field are listed first, the bench below.
  • Who set it up? Tap the player who assisted, No assist, or Skip if you missed it. You can add it later from the game log.

If the other team scored, tap They scored (opponent goal) and add their shirt number if you like. If you're not sure who scored, tap Not sure and the goal is logged without a name.

Cards, injuries and more: tap a player

Tap any player on the live list to see what you can do:

  • Swap position… (field players): opens the chalkboard with them picked. Tap who to swap with.
  • Sub off… (field players): pick a bench player to come on. The list shows who has played the fewest minutes first. They take the other player's spot for the rest of this shift, and the other player goes to the bench. Minutes stop for one and start for the other right then. Later shifts stay as planned, so there's no need to make a new shift. On the chalkboard, tap a field player, then tap Sub off….
  • Card…: give a yellow or a red, or log a Card for an opponent by shirt number.
  • Injured · take off now: moves them to the Injured list. Their minutes stop and the plan fills their spot.
  • Mark absent (bench players): they've gone home, so they leave the plan for this game.

Return to play. When an injured player is ready, tap Return to play next to their name and confirm. They go back on the bench, first in line to come on. Their minutes start again when they do.

Red cards. A red asks you to confirm first. A player who's sent off can't return and their minutes stop. If your league lets a sub replace them, turn on League allows a replacement. SquadRotate remembers that for the team, and you can also set it under Red card replacement in Team settings. With it off, your team plays one short for the rest of the game. A second yellow asks whether to send the player off. Say no and they stay on.

Undo and the game log

Everything you log shows a short Undo message. Tap it to take the action back.

For anything older, open the game log: tap the score, or tap ··· and then Game log. It lists every goal, card, injury, return and sub, newest first. Tap an entry to:

  • Edit scorer or assist (your team's goals)
  • Change the time it happened
  • Undo it. If it was a goal, you see the new score first.

Undoing an injury or a red card puts the player back in the plan.

The ··· game menu

Tap ··· on the live screen for:

  • Game log
  • Pause game clock or Resume game clock
  • Back to planner: the game keeps running. Use it to change shifts that haven't started.
  • End game: stops the clock and makes the minutes final. SquadRotate asks you to confirm.

The ✕ button also goes back to the planner, and the game keeps running. Tap Resume live game on the Game-day tab to return. If you refresh or reopen the app while you are on another tab, you stay on that tab and the game keeps running. Go to the Game-day tab and tap Resume live game. If the live screen was open when you refreshed, you come back to it. While a game is live, the planner shows minutes on each player and only lets you change shifts that haven't started yet.

Full time

The game ends when you tap End game on the last shift, or from the ··· menu. The full-time summary shows:

  • The final score and the result
  • Playing time spread: the gap in minutes between the kid who played most and the kid who played least, next to a fair-play target (your minutes per shift)
  • Every player's minutes, least first, split by position, with their goals, cards and any injury noted

Injured players count on the minutes they played. A player who was sent off is left out of the spread.

Tap Share recap to send a plain-text recap to your team chat. If sharing isn't available on your device, the recap is copied so you can paste it. The recap includes each player's first name, so share it only with your team. Tap Save & close when you're done.

To see the summary again later, pick the game from the Game list on the Game-day tab and tap Full-time summary. Next to it, Game log shows every goal and card from that game.

Assistant coaches during a game

An invited assistant coach can watch the live game on their own phone. Their screen follows the head coach's: the shift, the clock, minutes, the score and the game log. They can't change anything.

📊

Statistics & Tracking

Player Rotation Tracker

Below the shift cards on the Game-day tab, the Player Rotation Tracker shows every player's planned shifts for the current game, like 4/6, with a bar, then how many of those shifts they play at GK, DEF, MID and STR. A goalkeeper count of 2 or more is highlighted. Use it to spot anyone with a lot more or a lot fewer turns than the rest.

This tracks the plan, in shifts. For actual minutes played in a live game, see the live screen and the full-time summary in Running a Live Game.

Fatigue warnings

SquadRotate watches for players planned in two attacking shifts in a row (Striker or Midfield back to back). These are the most tiring positions, and young players wear out fast.

When a player is flagged, their row on the shift card shows a ⚠ badge. Tap it for details. The flag clears as soon as the run is broken by Goalkeeper, Defense or Bench.

Note: Fatigue warnings are advice only. They don't block anything. Use them as a nudge to rotate attackers more often, especially on hot days.

Position Rotation Matrix

Tap the fairness pill next to the chalkboard's shift arrows to show or hide the rotation matrix. It's a table of how many times each player plays each position across the current game. For example:

PlayerGKDEFMIDSTRBN
Alex–213–
Jordan5–––1
Casey–1221

High counts are highlighted in the cell:

  • Yellow: 3 or more shifts in this position. Consider rotating them (Alex's 3 STR shifts, above).
  • Red: every shift, or all but one, in this position. Rotation is overdue (Jordan's 5 GK shifts in a 6-shift game, above).
  • –: no shifts in this position this game.

The matrix updates every time you change the plan. If you turn off Balance suggestions in Team settings, the pill is hidden and the matrix stays visible.

⚙️

Under the Hood: How the Logic Works

Formations

Your formation is set on the Roster tab, from the shapes offered for your team size. The default for 7v7 is 3-1-2: a goalkeeper, 3 defenders, 1 midfielder and 2 strikers. For 9v9 the shapes include 3-3-2 and 3-2-3, and so on. Auto-Assign, the chalkboard and the shift checks all read the formation you picked.

If your roster is bigger than your team size, players rotate through the bench every shift. Auto-Assign handles that for you.

How Auto-Assign builds a lineup

Auto-Assign works one shift at a time, in order, and skips any shift you've locked. For each shift:

  • Pins first. Anyone pinned to a position for that shift goes there.
  • Goalkeeper. Among players with GK ticked, the one with the fewest turns in goal so far goes in.
  • Outfield spots. Each player is steered to the position they've played least, among the ones they've ticked. Someone with 2 DEF and 0 MID so far goes to MID next. Ties go to the player who has played that position less, then to fewer shifts so far, then to the higher power rating.
  • Leftover spots. Any spot still open goes to whoever has played the fewest shifts, in any position.
  • Bench fairness. If someone on the bench has played 2 or more shifts fewer than someone on the field, they swap. Goalkeepers and pinned players aren't swapped out.
  • Fair balance. With Fair balance on in Team settings (the default), nobody sits two shifts in a row.

Locked shifts and pins still count toward fairness, so a keeper pinned for two shifts gets fewer turns in goal later.

Note: Auto-Assign gives you a good starting point, not a perfect answer. You know your kids better than any algorithm does. Change anything you like afterwards.

Filling open spots

Auto-fill open spots on the chalkboard, and the fill that happens when you kick off, use the same rules as Auto-Assign. The difference is they keep every player you've already placed and only fill the gaps.

The player picker you see when you tap a + spot puts players whose first-choice position matches that spot on top. Within each group, the fewest planned shifts come first, then the lower shirt number.

Fatigue detection

The fatigue warning looks at each player's run of shifts for two attacking roles in a row (Striker or Midfield). It flags the second shift of the pair:

  • STR → STR: flagged
  • MID → MID: flagged
  • STR → MID or MID → STR: flagged
  • STR → DEF → STR: not flagged (DEF breaks the run)
  • STR → Bench → STR: not flagged (Bench breaks the run)

Three attacking shifts in a row produce two warnings, on the second and third.

Shift strength

The dot on each shift card adds up the power ratings of the players on the field and compares that with the total for your strongest players:

  • 80% or more: green, Strong
  • 60% to 80%: yellow, OK
  • Under 60%: red, Weak

The ring on the live screen uses the same math and reads Balanced, Stretched or Weak.

Shift checks

A shift is checked once at least one player is placed in it. SquadRotate compares the positions against your formation and gives a specific message for each problem, such as no goalkeeper, two goalkeepers, or too many strikers. A shift that matches gets a green outline.

💾

Your Data & Storage

Where your data lives

You sign in to use SquadRotate, and your team data is saved to your account. That covers your roster, team name, team size and formation, coaching staff, practice plans, and every game: the shift plans, absences, locks and pins, plus the live game, its minutes, and the game log.

Each device also keeps a copy, so the app keeps working when you lose signal at the field. Changes made offline go up to your account as soon as you're back online.

A few settings stay on the device you set them on and don't sync: Balance suggestions, Default tab on open, the live list sort and daylight mode.

Checking that it saved

The badge in the top bar shows where your changes are:

  • Saved: safely in your account.
  • Saving…: on the way up.
  • Offline, saved on this device: kept on this phone until you're back online.
  • Not saved, retrying: a save didn't land. Tap the badge to see why. SquadRotate keeps trying on its own.

If SquadRotate can't load your team, it shows Loading your team… or We couldn't load your team with Try again. It never shows an empty team in place of one you've built, and it changes nothing until it knows what's saved.

Switching devices

Sign in with the same account on any phone, tablet or computer and your teams load, games included.

Assistant coaches see the head coach's team on their own devices, read-only. See Coaching Staff.

Clearing data

Clearing your browser's site data, or deleting the app, removes this device's copy only. Your account copy is safe. Sign in again to get it back.

Warning: If the badge doesn't say Saved, this device may have changes your account doesn't have yet. Get back online and wait for Saved before you clear anything.

To erase everything, open the menu behind the SquadRotate logo and tap Delete my account. This deletes your account and every team, roster and game, on this device and on our servers. SquadRotate asks you twice, because it can't be undone.