Built for the people who actually run youth sport
Volunteers, mostly. So everything is one tap or one sentence, and nothing needs a manual.
For league owners
Your league is its own private space. Nothing in it can be seen from another league.
- Teams in a minute. Add a team, pick its colour, invite its coach by email or text.
- League staff. Owners and managers can add, change and remove teams. Only owners appoint other owners.
- Every result, labelled. See which scores are Official, which are Unofficial, and which are waiting on you.
- Newsletters to the whole league. Email every parent and guardian in the league at once: opening day, picture day, end-of-season news.
- One decision settles a dispute. When a coach rejects a score, you rule and it becomes Official.
For coaches
Team owners can do everything. Team managers run the roster, the schedule and the messages.
- A roster without the paperwork. A first name and last initial is enough. Add up to 2 contacts per player to get text alerts.
- Practices in one step. Pick the days, the time and the dates. Skip the holidays. Move one practice without moving the rest.
- Games against anyone. Play a team in your league, a team from another TeamCalendar.pro league using its match code, or a team that isn't on TeamCalendar.pro at all. For those, you only type their name.
- Text alerts for big changes. A game moved or cancelled, a practice called off: up to 5 alerts a day, 150 characters each, sent as a separate text to every player contact. You see a preview and check the spelling and links before anything goes, because a text can't be taken back.
- Email newsletters for everything else. Schedules, reminders and news by email, to your whole team or just the families of the players you pick.
- Approve the score. You get 72 hours after the game to approve, enter a different score, or reject it.
For players, and everyone following them
The coach texts each player a code. Open it in the TeamCalendar Player app, pick the birthday month, and you're on the team. Following a player instead? Same code, same two taps.
- Games go straight into your phone's calendar. Allow calendar access once, and every game is added for you. Moved games move on their own; cancelled ones are marked.
- Every team, one app. Play soccer and basketball, or follow a few players: every game is under Coming up, as a list or a month.
- Hear about changes first. Push notifications, and texts or email if you want them, when a game moves, plus newsletters from the league and the coach.
- Texts you can stop. Reply STOP and the texts stop, for every team. Reply START to get them back.
- Help keep score. At the game, tap +1 when a team scores. Can't make it? Follow the score live from the people who are there.
For adult and after-work leagues
Thursday-night softball, a rec volleyball league, a pickleball ladder: here the players are the grown-ups.
- Players sign in themselves. Mark the league as an adult league and each player gets their own invitation: no parent in between.
- Their own alerts and calendar. With the Family plan, each player gets the alerts, the newsletters and every game, in the Player app.
- League rules for your league. Seven innings or nine, a run rule, slowpitch home-run caps: set once, and every team plays by them.
For whoever's keeping score
Two big buttons, one per team. Tap when someone scores. Tapped the wrong one? Undo.
- Several scorekeepers are better than one. Every scorecard is compared, and the score most of them agree on wins.
- Only know the final score? Enter just that.
- Strangers can't keep score. Only people connected to one of the two teams can.
Three scorecards, one final score
When two parents say 3–2 and one missed a goal, the score most of them agree on wins, and the coaches approve it.
3–2
2 of 3 scorecards agreeOfficial when both coaches approve
How a score becomes official
Nobody official keeps score at a Saturday game, so the crowd does. A result never waits forever on a coach who doesn't show up.
Parents keep score
Anyone connected to either team taps a button every time someone scores.
Scorecards are compared
The score most scorecards agree on becomes the result. Everyone can see how many agree.
Coaches approve
Each coach approves it, enters a different score, or rejects it with a reason.
The result is labelled
You always know how much to trust a score.
OfficialBoth coaches approved, or the league ruled on it.
UnofficialThree days passed with one coach, or the crowd from both sides, behind the score.
DisputedA coach rejected the score. The league owner makes the call.
Or just ask your AI assistant
TeamCalendar.pro works with Claude and other assistants that support MCP. Ask in plain words. The assistant can only do what you can do, and shows you a message before it sends it.
- Add four teams to the Riverside Rec U10 league: Hawks, Owls, Kites and Jays.
- Practice every Tuesday and Thursday at 6 at Field 3 until June 12th, except Memorial Day week.
- Text the Hawks parents and guardians that practice moved to 7 tonight.
- It's 2–1 Hawks at halftime.
- Put my daughter's games on my calendar.
30 sports, each with its own scorecard
Pick the sport when you start a league, and every scorecard follows its rules. Fields, courts, rinks and sheets that change every week are exactly what the schedule and alerts are for.
- Soccer. Tap Goal for the team whose score goes up, even when the other team knocked it into its own net. Two halves; a draw is fine.
- Football (tackle). Touchdown 6, extra point 1, 2-point conversion 2, field goal 3, safety 2 for the defense. Four quarters.
- Baseball. Tap Run each time a runner crosses home. 9 innings. Extra innings if tied.
- Softball. Fastpitch. Tap Run each time a runner crosses home. 7 innings. Run rule: the game ends when a team is ahead by 15 after the 3rd, 10 after the 4th, 8 after the 5th. Extra innings if tied, each starting with a runner on second.
- Volleyball. Rally scoring. Sets to 25, win by 2; a deciding set goes to 15. Best of 3.
- Tennis. Tap whoever won each point. 15, 30, 40, deuce and advantage. Sets to 6, tiebreak at 6-6. Best of 3.
- Pickleball. Tap whoever won each rally. Only the serving side scores. Games to 11, win by 2. Best of 3.
- Futsal and indoor soccer. Tap Goal for the team that scored. Futsal: two halves of 20 minutes.
- Flag football. Touchdown 6. Then a 1-point try from short or a 2-point try from long. Safety 2, and a returned conversion is 2 for the defense. No kicking. Two halves.
- Kickball. Tap Run each time a runner crosses home. 5 innings. Extra innings if tied.
- Sand and grass volleyball. Rally scoring. Sets to 21, win by 2; a deciding set goes to 15. Best of 3.
- Basketball. 2 for a basket, 3 from behind the arc, 1 for a free throw. Four quarters, overtime if tied.
- Hockey. Tap Goal for the team that scored; credit the scorer and up to two assists. Three periods, then overtime and a shootout, whose winner gets one goal.
- Lacrosse. Tap Goal for the team that scored. Field lacrosse: four quarters. Overtime if tied.
- Ultimate. Tap Goal for the team that scored; credit the catch and the throw. Game to 15, win by 2, hard cap at 17. Half at 8.
- Rugby. Union: try 5, conversion 2, penalty or drop goal 3, penalty try 7. Two halves.
- Cricket. Limited overs, 20 an innings. Use the batting team's buttons: runs, fours, sixes, extras and wickets. Each team bats once; more runs wins.
- Dodgeball. Tap the team that won each game. The team with the most games when time runs out wins; a tie is a tie.
- Curling. After each end, tap the team that scored and how many. Only one team scores an end; a blank end scores nothing, so just move on. 8 ends.
- Darts. A league night is 9 games: singles and doubles, 501 and cricket. Tap the team that won each game, and who threw it if you like. Most games wins the night.
- Wrestling. A dual meet is 14 bouts, one per weight class. After each bout, tap how the winner won: decision 3, major 4, tech fall 5, pin or forfeit 6 team points, and who won it.
- Karate. A team match is a series of individual kumite or kata matches. Tap the team that won each one, and who won it. Most matches wins.
- Judo. A team match is a series of individual matches across weight classes. Tap the team that won each one, and who won it. Most matches wins.
- Taekwondo. A team match is a series of individual sparring matches. Tap the team that won each one, and who won it. Most matches wins.
- Boxing. A club show is a card of bouts. The judges decide each bout; tap the club whose boxer won, and who it was.
- Cheer. Cheer squads practice, cheer at other teams' games, and compete. Each game they cheer at is on the squad's schedule with its own call time, and moves when the game moves.
- Dance team. Dance teams rehearse, perform at halftime and in recitals, and travel to competitions. Every rehearsal and performance is on each dancer's calendar.
- Marching band. Bands rehearse a lot: full band, sectionals and on the field. They play halftime shows, parades, concerts and competitions, each with a call time and what to bring.
- Any sport or activity. Keeping score is optional. If you do, tap +1 for the side that scored.
- Golf. Stroke play over 9 holes. Enter each player's strokes; every score count for the team. Lowest total wins.
What we don't do
Keeping it simple means saying no to some things, on purpose.
- No posts, photos or social media. Players and the people who follow them see schedules, scores and news from the team, nothing else.
- No group chat. Texts are one-way, so replies never reach the whole team.
- No birth dates (just the birth month), photos, addresses or medical notes for players.
- No searching for other people's teams. Teams in other leagues find you only by your match code.