Help Guide
For club admins
- Getting startedFrom an empty club to your first league
- Who can do whatClub admins, team captains and players
- League settingsWhat every field on the form means
- FormatsRound robin vs. knockout
- ScoringBest of, points, win by, hard cap
- Scoring rulesWhat counts as a valid score, forfeits
- Team leaguesTeams, roster order, lineups, playoffs
- Publishing & league statusDraft → open → in progress → completed
- RegistrationsAdding and confirming players
- Scores & standingsEntering results, fixing mistakes
- Public league pagesShare standings and upcoming matches; who is named
- How payments workCard, direct payment, or both
- Card payments (Stripe)Connect your club's Stripe account
- Racket365 feesWhat Racket365 charges, and when
- Refunds & disputesGiving money back, handling chargebacks
- Store & ordersProducts, stock, fulfilling orders
- Facilities & bookingsCourts, rates, booking rules
- MembershipsPlans, renewals, reminders
- WaiversCreate, publish and collect signatures
- Players & invitationsBringing members into your club
- Organization settingsClub details, branding, payment setup
For players
- Who can do whatWhat players and team captains can do
- Skill levelsWhat 2.5 to 4.5+ mean
- Paying & receiptsCard or direct, receipts, refunds
- Your accountProfile, password, notifications
- Install the appRacket365 on your home screen
- LicencesOpen-source software Racket365 uses
Getting started
The usual path from an empty club to a running league:
- Set up your club. In Organization, set your details, time zone and the sports you offer. Decide how players will pay you — see How payments work. To take cards, connect Stripe under Card Payments.
- Create the league. On Leagues, click New league and fill in the form. It starts as a Draft, so nothing is visible to players yet.
- Divisions (optional). Every new league starts with one division called Open, which is all most leagues need. To split players by level (for example "3.5 Men's" and "4.0 Men's"), open the league's Divisions tab and click + Add Division.
- Publish. Click Publish on the Leagues list to open registration.
- Get players in. Send invitations from Invitations so players can join your club and register, or add players yourself from the league's Players tab.
- Close registration and generate the schedule. Change the status to Registration Closed, then on the Schedule tab click Generate schedule now. Players are emailed their matches.
- Play and record scores. Players or admins click Enter score on each match, and standings update automatically.
Who can do what
Everyone in a club is either a club admin or a player (a club can have up to 7 admins). A team captain is a player whom a club admin made captain of a team in a team league: they can do everything a player can, plus run their own team. "Own" means the player's own matches, registrations and account.
| Task | Club admin | Team captain | Player |
|---|---|---|---|
| Club | |||
| Club details, branding, sports, card payments (Stripe), the club's card for Racket365 fees | Yes | — | — |
| Invite or add players, make admins, deactivate players | Yes | — | — |
| Leagues | |||
| Create, edit, publish, complete or cancel a league; divisions; share public pages | Yes | — | — |
| Register for a league | Add any club member, from registration opening until the league is completed or cancelled | Themselves, while the league is Registration Open | |
| Withdraw from a league | Remove any player (refund a card payment if they paid by card) | Their own registration | |
| Replace an injured player mid-season | Yes | — | — |
| Generate the schedule; add or reschedule matches | Yes | — | — |
| Team leagues | |||
| Create teams, choose captains, change rosters | Yes | — | — |
| Roster order | Any team, any time | Their team, until the schedule is generated | — |
| Set the lineup for a team match | Either team | Their team, for lines not yet played | — |
| Bonus or penalty points; generate playoffs | Yes | — | — |
| Scores | |||
| Enter a score (the first score entered is final) | Any match | Any line of their team's matches, and their own | Their own matches (in doubles, either partner) |
| Correct a recorded score; record a forfeit | Yes (also once the league is completed) | — | — |
| Report a problem with a recorded score | — | Their own matches (a captain also their team's lines) | |
| See schedules, standings and club standings | Yes | Yes | Yes |
| Payments, bookings, memberships, store, waivers | |||
| Confirm direct payments; refunds | Yes | — | — |
| See payments and receipts | The whole club's | Their own | |
| Facilities and rates; membership plans; store products and orders; create and publish waivers | Yes | — | — |
| Book a court, join a membership, order from the store, sign a waiver | Yes | Yes, for themselves | |
| Your account | |||
| Profile, password, phone notifications, being named on public pages, deleting the account | Everyone, for their own account | ||
A cancelled league is read-only for everyone; only Racket365 support can reopen it.
League settings
Every field on the Create League form. Only name, sport and format are required; you can change most settings later with Edit.
- League name
- Shown to players when they register, on schedules and in emails.
- Sport
- Only sports your club offers are listed (change them in Organization). The sport decides which scoring options appear.
- Format
- How players are paired: Round Robin or Single Elimination. See Formats. Team leagues are always round robin.
- Registration fee
- What each player pays your club to join. Leave it at 0 for a free league, where players are confirmed automatically.
- How players pay
- Both — player chooses (the default for paid leagues), Card only, or Manually only. Card payments confirm the registration automatically; manual (direct) payments stay Pending until you confirm them. Card options need card payments switched on for your club — see Card payments.
- Payment instructions
- Shown to players who pay you directly, for example "Venmo @cityracket, memo: your name". Pre-filled from your club's default.
- Registration opens / closes
- Shown to players as the sign-up window. These dates are informational: registration actually opens when you Publish and closes when you change the status to Registration Closed.
- League start / end date
- Shown to players. For team leagues, the start date becomes week 1 of the generated schedule.
- Max players
- Registration is refused once this many players have signed up. Only players who are confirmed or waiting to pay count toward the limit; cancelled, rejected and waitlisted registrations don't. Leave blank for no limit (a league with no limit counts as more than 25 for Racket365's fee). Divisions can have their own limit too. Leagues capped at 25 players or fewer have no Racket365 fee (see Racket365 fees).
- Status (Edit only)
- Where the league is in its life. See Publishing & league status.
- Description
- Shown on the league page. It's a good place for rules, venue, match nights and who to contact.
- This is a team league
- Turns the league into team play. See Team leagues for what changes.
Formats
| Format | How it works | Good for |
|---|---|---|
| Round Robin | Everyone in a division plays everyone else once. Standings rank players by results across the whole season. | Season-long ladders and leagues where everyone wants plenty of matches. |
| Single Elimination | A knockout bracket: lose once and you're out. Racket365 creates the first round, seeded in registration order; top seeds get byes when the player count isn't a power of 2 (4, 8, 16…). Add later-round matches with Custom match as winners advance. | One-day tournaments and end-of-season championships. |
If you generate the schedule again (for example after adding players), matches already played, or with a score waiting to be confirmed, are kept with their results, and unplayed matches are replaced. In a round robin, only the pairings that haven't been played yet are scheduled, so nobody plays the same opponent twice. A knockout bracket that already has results can't be generated again: add the next matches with Custom match. Custom doubles matches are never replaced.
Scoring
- Best of
- How many games (or sets, in tennis) decide a match. Best of 3 means the first to win 2; 1 means a single game (one set, in tennis). It applies to every match in the league, including each line of a team match. Lawn tennis goes up to best of 5.
- Points to win a game
- Points needed to take one game. Defaults: Table Tennis and Pickleball 11, Badminton 21. Not used for lawn tennis, which uses standard set scoring (6 games, win by 2, tiebreak at 6–6).
- Win by
- A game must be won by at least this many points. With 2, a game at 11–10 carries on until someone leads by 2.
- Hard cap
- Optional. The first player to reach this score wins even without the margin. Badminton commonly caps at 30, so 30–29 ends the game. Leave blank for no cap.
- Final set: match tiebreak (Lawn Tennis)
- Optional, for best of 3 or 5. The deciding set is played as a tiebreak to 10 points, won by 2 (for example 10–8 or 12–10), instead of a full set. Enter its points on the Match tiebreak row; it shows as [10–8].
Scoring rules
Every score is checked against the sport's rules, using your league's scoring settings. The score popup shows what's wrong as you type, and the score can't be saved until it's possible.
| Sport | A game or set is won by… | Valid | Not valid | Match |
|---|---|---|---|---|
| Lawn Tennis | First to 6 games, 2 clear (6–0 to 6–4, or 7–5). At 6–6 a tiebreak decides it (7–6): first to 7 points, 2 clear. Enter the tiebreak points too. | 6–4 · 7–5 · 7–6 (7–4) · 7–6 (12–10) | 6–5 · 8–6 · 7–6 without tiebreak points | Best of 1, 3 or 5 sets |
| Table Tennis | First to 11, 2 clear, no cap. From 10–10 play goes on until someone leads by 2. | 11–9 · 12–10 · 15–13 | 11–10 · 13–10 · 10–8 | Best of 3, 5 or 7 |
| Pickleball | First to 11, 2 clear, no cap (or 15 or 21 if your league plays to that). | 11–9 · 13–11 | 11–10 · 14–11 | Best of 1 or 3, typically |
| Badminton | First to 21, 2 clear, capped at 30: at 29–29 the next point wins. | 21–19 · 24–22 · 30–29 | 21–20 · 25–21 · 31–29 | Best of 3 |
Games scored in points
With your league's points to win, win by and optional hard cap, a game is over when:
- the winner has reached the points to win and leads by at least the win-by margin;
- past that target, the lead is exactly the margin, because the game would have ended sooner (13–10 can't happen when playing to 11);
- or the score reaches the cap (30–29 in badminton). Nothing goes above the cap.
Every match
- Every game or set has a winner; none end level.
- The winner has won exactly the majority: 2 of 3, 3 of 5, 4 of 7. Nothing is entered after the match was decided, and no more than the league's "best of".
- A match must be finished to be saved. Team-league lines are the exception: a line can be saved set by set and finished later.
- Scores recorded before these checks were added are left as they are.
Forfeits
When a match or line can't be finished, whatever the reason (a no-show, an injury or retirement, or something else), a club admin records a forfeit: tick Record a forfeit in the score popup (or choose Forfeit on the line in a team match), pick who wins and the reason. Games already played can stay, for the record.
- Standings: the forfeit counts as a win and a loss, with no games or sets.
- Team leagues: the winner gets the full line points (14 by default) and the other side none.
- It shows as, for example, Forfeit (No-show). Players can't record forfeits; they can use Report a problem or tell an admin.
Team leagues
Tick This is a team league when players compete for a team rather than for themselves.
| Team league (ticked) | Individual league (unticked) | |
|---|---|---|
| Who competes | Teams you build from registered players | Individual players |
| A weekly match is | Team vs team, made up of several individual lines | Player vs player |
| Format | Round robin season, then playoffs | Round robin or single elimination |
| Standings rank | Teams, by total points (each line's points count as soon as it's recorded), with a Players view of each player's line results | Players |
| Extra tabs | Teams, Playoffs | None |
Team settings
- Roster size per team
- The most players a team can have, captain included. Pick enough to cover every line plus substitutes. When a team is full, its roster says so; raise this number to add more. A player can only be on one team per league.
- Lines per match
- How many individual matches make up one team match (4 or 5).
- Line match types
- Set each line to singles (1 vs 1) or doubles (2 vs 2). Any mix works, for example Lines 1–3 singles and Lines 4–5 doubles.
- Teams that make the playoffs
- After the season, the top 4, 6 or 8 teams in the standings enter the playoff bracket. Playoffs can be generated only once every regular-season team match has a result.
Running a team league
- Confirm player registrations, then on the Teams tab click New team and add players to each roster: tick several at once, up to the league's roster size. Racket365 puts each roster in order as players are added (see Roster order).
- On the Schedule tab, generate the season. Every team plays every other team, and the league moves to In Progress: players can no longer register themselves, though you can still add players and replace injured ones.
- Before each team match, each team's captain clicks Set Lineup on the Schedule tab to choose who plays each line for their team (a club admin can set or change either team's lineup), or click Suggest from ranking to fill the lines from the roster order, then check it and save. Players are emailed their line assignment.
- Enter a score for each line: the line's players, either team's captain or an admin can enter it (Enter scores on the team match). As in other leagues, the first score is final; only an admin can change it, and players or captains can Report a problem with a recorded line. Line points are awarded automatically: 14 to the winner. The loser gets 1 point for every game they won (every point, in sports scored by points), up to 10 if they took at least one set or game, or up to 8 if they lost them all.
- Team standings rank teams by total points (line points plus any bonus or penalty points an admin awards). Ties are broken by the share of lines won. Switch the Standings tab to Players to rank each player by line points, then wins, across every line they played (playoffs included); pick a line, for example Line 1, to compare the players on it. Both update automatically each time a line score is saved.
- When the season ends, go to the Playoffs tab and click Generate playoffs. A playoff team match is decided as soon as one team has won a majority of lines (2 of 3, 3 of 4 or 5), and the winner advances automatically. With an even number of lines, a 2–2 tie goes to the team with more line points, then more games won; if they're level on those too, the match stays open until a score is corrected or added.
Roster order
Each team's players are ranked 1, 2, 3 and so on, strongest first. Open it with Roster Order on the Teams tab, Roster order when setting a lineup, or, for a team's captain, Roster order beside You captain … on the league page.
- How the order is worked out: from each player's line results in your club's team leagues for the same sport, across past leagues and years. A win counts more the higher the line (a win at Line 1 counts more than a win at Line 4), a loss counts for less than a win, and results from the last 12 months count most. Each player's record (won–lost and average line) shows under their name.
- Players with no results yet follow those with results, ordered by skill level (for example 4.5 before 3.5; see Skill levels).
- Changing it: move players up or down and click Save order. The team captain can do this (from You captain … at the top of the league page) until the schedule is generated; after that, only a club admin. Re-rank works the order out again from results, replacing a hand-set order.
- Lineups: Suggest from ranking fills Line 1 with the top-ranked player (the top two for doubles), Line 2 with the next, and so on. Lines already played keep their players, and the usual lineup rules still apply when you save.
Publishing & league status
| Status | What it means | How it gets there |
|---|---|---|
| Draft | Being set up. Players can't see it or register. | Every new league starts here. |
| Registration Open | Players can register themselves. | Click Publish on the Leagues list. |
| Registration Closed | Players can't register themselves; a club admin can still add players. Ready to schedule. | Edit → Status. |
| In Progress | Matches are being played. A club admin can still add a player or replace one. | Set automatically when you generate the schedule (team leagues too). |
| Completed | Season over. Only admins can enter or correct scores. | Edit → Status. |
| Cancelled | League called off. Its unplayed matches are cancelled and the league becomes read-only; results already entered stay. Only Racket365 support can reopen it. | Edit → Status. |
Edit → Status offers only the changes that make sense from where the league is: a draft goes live by opening registration (the same checks as Publish) or can be cancelled; a published league can't go back to Draft (close registration instead); a completed league can be reopened by setting it to In Progress, and can't be edited otherwise.
Publishing needs a card on file in Organization → Payment Method for leagues of more than 25 players that let players pay you directly (see Racket365 fees). A league can't be deleted while it's In Progress — cancel it first. Deleting a league permanently removes its matches, registrations and standings.
Registrations
- Players register themselves with Register for a league while the league is Registration Open. For a paid league they choose how to pay, depending on the league's setting. Once registration closes or play starts, the league page tells them their club can still add them.
- Admins add players from the league's Players tab: Add existing player for club members (tick as many as you like, up to the league's player limit), or Create and add player for someone new (they're emailed a link to set their own password). Someone who already has a Racket365 account is emailed an invitation instead; once they accept, add them with Add existing player. This works from the moment registration opens until the league is completed or cancelled, so late joiners and replacements can come in mid-season.
- Free leagues confirm registrations automatically. Card payments confirm as soon as they go through. Direct payments show as Pending on the Registrations tab — click Confirm payment once you've received it. It then appears on Payments as a Direct payment, for you and the player; refund it the way it was paid (there's no Refund button for direct payments).
- Removing a player who paid by card offers to refund their card at the same time.
- Only confirmed players are included when you generate a schedule or build teams.
- If the league has more than one division, make sure each player is assigned to one: on the Players tab, pick their division in the Division column (you can move a player later the same way, and their standing moves with them). Players without a division are left out of the schedule. With a single division, everyone is included automatically. After moving players, generate the schedule again to give them matches in their new division.
- Adding a player after the schedule is out: in a round robin, generate the schedule again: matches already played stay, and only the pairings not yet played are added. In a knockout bracket that has started, add their matches with Custom match on the Schedule tab; in a team league, put them on a team.
Replacing a player mid-season
When a player is injured or drops out, a club admin can bring someone in for the rest of the season.
- Individual leagues: on the Players tab, click Replace beside the player and pick the club member who takes over. They get the player's unplayed matches, division and line. Results already played stay with the player who played them, so both appear in the standings. The outgoing player shows under Removed players as Replaced by …, and everyone in the handed-over matches is told in the app.
- Team leagues: add the new player to the league (Add existing player), then on the Teams tab open the team's roster, add them and take the injured player off. The injured player's line results stay on record. The new player joins the bottom of the roster order (or their place from results, if the order hasn't been set by hand), and the captain picks them in lineups.
- Fees: in a paid league the new player pays the entry fee like anyone else: by card, or directly to you, and you click Confirm payment on the Registrations tab. In a team league they're added to a team once confirmed. Replacing a player who paid by card offers to refund their card.
Scores & standings
- Who enters it: anyone playing in the match (in doubles, either partner) or a club admin clicks Enter score and enters each game or set. The score is checked against the scoring rules and the winner is worked out from it. Scores can be entered before the scheduled date.
- Forfeits: if a match can't be finished, a club admin records a forfeit (no-show, retired or injured, or another reason).
- Final straight away: no approval is needed. Standings update the moment a score is saved, and the other players are emailed the result. In doubles the result counts for both partners.
- How players are ranked (individual leagues): most wins, then fewest losses, then the share of sets won, then the share of games won (in pickleball, table tennis and badminton: the share of games, then of points). Players level on all four share a rank. A win is worth 3 points.
- Once only: a match's score can be entered once. If it's wrong, a club admin corrects it (the pencil beside the match, or Edit score on the match page); standings are corrected and players are emailed the corrected result.
- Report a problem: a player who thinks a recorded score is wrong clicks Report a problem on the match. Your admins are emailed their message, and replying reaches the player directly. The score stays as it is until an admin edits it.
- Cancelled matches take no score. To play one after all, give it a new date (Edit match details, the sliders button beside the match on the Schedule tab); that puts it back on the schedule.
- Club standings: on the Standings page, the Club tab ranks every player across all the club's leagues (team-league lines included), one table per sport, by wins and then win %. Points aren't added up, because leagues score them differently. Pick a year (a league counts in the year it starts) or a sport. Every club member can see it.
- Completed leagues: only admins can enter or correct scores. Cancelled leagues are read-only; email support@racket365.com if one needs to be reopened.
Public league pages
A club can share a league's standings, and its matches for the next 7 days (including today), on a page anyone can open without signing in, for example in a group chat. The page shows the club's logo or name (on the club's colour, if it set one), the league's name and, in team leagues, the team names and a table of players by line points.
- Club admins: open the league and click Share. Switch on Public standings and/or Public upcoming matches, then copy the link. Both are off until you switch them on, and only published leagues can be shared. Switching sharing off stops the link working at once; switching it on again gives a new link.
- Who is named: only players who chose to be. Everyone else shows as Private player, with no results. Players added by a club stay private until they sign in and choose.
- Players: go to Profile → Public league pages, tick Show my name and results on public league pages, and choose "First name and last initial" or "Full name". Anyone with the link can view the page and may copy or share it. Untick it at any time and your name and results disappear straight away.
- Players aged 13–17: also enter a parent or guardian's email. We email them a link to approve or decline; you're named only once you've opted in and they've approved. Either of you can withdraw later: you in your profile, they from the same link.
How payments work
Players can pay your club in two ways. You choose which your club offers, and each paid league can choose too.
| Card (through Racket365) | Direct (Venmo, Zelle, cash…) | |
|---|---|---|
| Where the money goes | Your club's own Stripe account, then paid out to your bank | Straight to you, outside Racket365 |
| Confirmation | Automatic, the moment the payment succeeds | You confirm each one (Confirm payment / Mark as Paid) |
| Receipt | Emailed to the player automatically | Up to you |
| Refunds | From Racket365 or your Stripe Dashboard | Outside Racket365 |
| Set up | Connect Stripe, then turn on card checkout | Add your payment instructions in Organization |
When both are on, players pick at checkout. Racket365 never holds your club's money.
Refund & cancellation policy: set yours in Organization → How Players Pay You. Players see it before every payment — on the pay screen, on Stripe's checkout page and in their card receipt. If you leave it blank they see "Refunds are at the club's discretion — contact the club before paying." A clear policy that players saw before paying is your best evidence if a card payment is disputed.
Card payments (Stripe)
- Go to Organization → Card Payments and click Connect Stripe.
- Fill in Stripe's secure sign-up (about 10 minutes): your business details, the person responsible, and the bank account for payouts. Stripe also creates your club's own Stripe login (email and password) and asks you to set up two-step authentication with a phone or authenticator app; Stripe requires it and it can't be skipped. Already use Stripe? You can reuse your details.
- Back in Racket365 the card shows Connected. Tick Offer card checkout to players.
- Keep Also accept direct payment ticked if players may still pay you by Venmo/Zelle/cash. Untick it to take cards only.
- For paid leagues, set How players pay to Both or Card only.
- Fees: players pay exactly your price. Stripe's processing fee and any Racket365 fee come out of each card payment before it reaches your balance (see Racket365 fees).
- Payouts: Stripe pays your balance out to your bank on its normal schedule. Manage payouts, statements and tax forms with Open Stripe Dashboard ↗.
- "Stripe needs more information": click Update Stripe details and finish what Stripe asks for, or card payments and payouts may pause. If Stripe pauses card payments or payouts, or asks for more details, every club admin is emailed with Stripe's reason and a link to Card Payments.
- Unpaid checkouts: a player has about 35 minutes to finish paying on Stripe's page. If you only take cards, items never paid for are released after a couple of hours, putting stock, the court slot or the league place back.
- You can't switch card payments off while a paid league is set to Card only — change that league to Both or Manually first.
Racket365 fees
Racket365 is free to use: no plans or subscriptions, every feature, any number of players. Fees only apply to bigger leagues and to card payments, and your club pays them: players always pay exactly the price you set, nothing added.
| What | Racket365 fee | How it's paid |
|---|---|---|
| League capped at 25 players or fewer | None | — |
| League of more than 25 (or no cap), player pays by card | 1% of the registration fee | Taken from the card payment; players don't see it |
| League of more than 25, player pays you directly | 1% of the registration fee | The player pays you your price; Racket365 charges your club's card for these fees together, when the schedule is generated and then weekly |
| Free-entry league (any size) | None (1% of $0) | — |
| Store orders, bookings, memberships by card | 1% | Taken from the card payment; players don't see it |
| Store orders, bookings, memberships paid directly | None | — |
Example: a 40-player league with a $100 entry. Every player pays $100.00. For a card payer, Racket365's $1.00 comes out of the payment, so $99.00 (less Stripe's processing fee) reaches your club. A player paying by Venmo sends your club $100.00, and Racket365 later charges your club's card $1.00 for that player, grouped with any others.
Whether a league has the service fee is fixed when you publish it, so it's the same for every registration in it. A free league (capped at 25) can't have its cap raised above 25, or removed, once registration has opened; create another league instead.
Stripe's own card processing fee (about 2.9% + 30¢ in the US) is also your club's: it comes out of each card payment's payout. Refunding a card payment through Racket365 returns the matching part of Racket365's fee too.
A card on file is needed to publish a league of more than 25 players that lets players pay you directly (Manually or Both), because Racket365 bills your club for those fees. Card-only leagues, free-entry leagues and leagues capped at 25 never need one. Receipts for these charges go to your club's admins.
"Add a payment card to publish" means this league lets players pay you directly and has more than 25 places, and your club has no card on file. Add one under Organization → Payment Method (or cap the league at 25), then click Publish again. If a charge later fails, admins are emailed and it's retried a week later; players' registrations are never affected.
Refunds & disputes
Refunding a card payment
- From Payments: click Refund on the payment, enter the full or a partial amount, and confirm. The player is emailed and the money returns to their card in 5–10 business days.
- When cancelling: cancelling an order, booking, registration or membership that was paid by card offers Refund the player's card payment (ticked by default).
- From your Stripe Dashboard: refunds you make there show up in Racket365 automatically, and the player is emailed.
- Players can't refund themselves. If a player cancels something they paid for, your admins get an email and you decide under your own policy.
- Direct payments (Venmo, Zelle, cash) are refunded outside Racket365.
- Refunding a membership renewal takes back only the period it paid for; the member keeps the period they paid for before.
- Paid twice: confirming a direct payment closes any card checkout the player still had open. If a card payment still arrives for something already paid, your admins are emailed (and see it under the bell) so you can refund it from Payments.
Disputes (chargebacks)
If a player disputes a card payment with their bank, your admins are emailed (and see it under the bell) with the amount, the reason and the deadline to respond, and the payment shows Disputed on the Payments page, where the status filter can list just the disputed ones. A disputed payment has no Refund button: it is settled in Stripe. Stripe holds the amount from your balance. Respond with evidence (receipts, registration or booking details, messages) in your Stripe Dashboard before the deadline. Disputes are between your club and the player's bank; Racket365 can't decide them.
Store & orders
- Add products on Store: name, price, stock, category, whether it's active, and how players get it: pickup at the club, shipped, or either (the player chooses). Stock goes down when an order is placed and back up if it's cancelled.
- Pickup and shipping details: write them once in Organization → Store Pickup & Shipping: where and when players collect orders, and how, how fast and where you ship (include any shipping cost in the product's price). Players see them in the cart before they pay, and on their order; each order keeps the details as they were when it was placed.
- Players order from the cart: they see how they'll get their items, choose pickup or shipping when an item allows both (shipping asks for their address), and pay by card or directly (whatever your club offers). Items that are pickup only and items that are shipped only go in separate orders.
- Fulfil orders on Orders: Awaiting payment → Paid → Processing → Shipped → Delivered (for pickup orders, Ready for pickup → Collected), using the Mark as … button. Card orders move to Paid automatically; for direct payments click Mark as Paid once you've received it.
- Orders can be cancelled until they ship. Cancelling a card-paid order offers a refund.
Facilities & bookings
- Add a facility on Facilities: name, sports, number of courts, surface, hourly rate (0 for free), address and description. Availability shows what's booked on a given day.
- Players book on Bookings → Book a court: facility, type (court rental, private or group lesson, clinic), date, time and length (30 minutes to 4 hours), and a court or Any available, which takes the lowest-numbered free court at that time. The price is the hourly rate × length.
- Bookings must be made at least an hour ahead and up to 14 days ahead.
- Free bookings are confirmed straight away. Paid by card — confirmed when the payment succeeds. Paid directly — Awaiting payment until you click Confirm payment. Players are emailed when a booking is confirmed.
- Cancelling frees the slot; cancelling a card-paid booking offers a refund.
Memberships
- Create plans on Memberships → Create tier: name, description, price, billing period (monthly, quarterly, yearly or a 6-month season) and the benefits to list. Deactivate a plan to stop new sign-ups.
- Free plans start immediately and don't lapse.
- Upgrading: a member on a free plan can choose a paid plan straight away (Upgrade to this plan); the free plan ends when the paid one starts. A membership refunded in full ends.
- Paid plans become Active when paid by card, or stay Pending payment until you click Confirm payment for a direct payment. The paid period starts when it's paid.
- Renewals: members get a reminder email 7 days before their period ends and can Renew by card from 30 days before the end (or after it lapses). If they pay you directly, click Record renewal on the Members list. Renewing extends from the current end date, so no days are lost.
- Paid memberships that aren't renewed become Expired at the end of their period. Cancelling ends a membership straight away.
Waivers
- Create a waiver on Waivers & Documents → Create waiver: a title, the full waiver text, and how many months a signature stays valid.
- Waivers start as drafts. Publish Waiver makes them available to sign; Archive Waiver retires them.
- Players open My Account → Waivers, which lists every published waiver under Requires Your Signature or Signed Documents. They click Sign Now, then sign by drawing their signature or typing their full name. Admins can sign from a waiver's own page.
- Each waiver's Signatures list shows who signed and when.
Players & invitations
Confirm your own email address first (the link we sent when you signed up); until then, inviting and adding players is switched off.
Our emails come from noreply@racket365.com. If someone can't find their invitation or confirmation email, ask them to check their spam or junk folder and mark it Not spam, so the next ones arrive in their inbox.
- Invite by email: on Invitations, enter an email and role. They get a join link that's valid for 7 days. Extend re-sends it with 7 more days; Revoke cancels it.
- Shareable link: Create Shareable Invite Link makes one link for many people — choose the role, how many days it lasts and how many people can use it. Share it in your club chat or newsletter. Someone new taps Create account and join: the sign-up asks only for player details (no club set-up), and they join your club as soon as they confirm their email address with the link we send them, on any device. People who already have an account tap I have an account: sign in and join straight away. Someone you invited by email joins as they sign up, since the invitation already proves their address.
- Add a player yourself on Players → Add player (name, email, phone, role, skill level). We email them that your club added them, with a link to set their own password (you never see or choose it). If they don't set one within 90 days, the account is closed and the details you entered are deleted. If the email already has a Racket365 account, we email them your club's invitation instead, and they join when they accept. Until a player sets up their account you can correct their name, phone and photo; after that, only they can (you can still change their role and skill level). Invite link creates and copies a link that lets players join your club (valid 30 days, up to 50 sign-ups); it's listed, and can be revoked, on Invitations.
- League invite link: on a league's page, Invite link creates and copies a link for that league (valid 30 days, up to 50 sign-ups). Someone new joins your club with it and goes straight to signing up for the league; your members go straight to the league. Once registration has closed, the link still lets people join your club, and you can add them to the league yourself. It's listed, and can be revoked, on Invitations.
- Deactivate removes a player from your club straight away; their results and payments stay in your history, and they keep their Racket365 account. To bring them back, use Add player with the same email: they're emailed an invitation and rejoin when they accept. Disabling an account in every club is done only by Racket365 support.
- Where: Racket365 is for clubs based in the United States; their players can sign up from anywhere. Outside the US? Write to support@racket365.com.
- Age: Racket365 is for people 13 and older, and you must be 18 or older to register a club. Everyone picks their age group (under 13, 13–17, or 18 or older; never a birthday) when they sign up; players you add yourself are asked the first time they sign in, together with agreeing to the Terms of Service and Privacy Policy. Players aged 13–17 confirm a parent or guardian has agreed to the Terms, and waivers for them should be signed by a parent or guardian.
- A club can have up to 7 admins.
Organization settings
- General Information
- Club name, state (Racket365 is for clubs in the United States), time zone (used for match times and emails), contact phone and email, website and description. Your Club ID is part of player invite links, so it can't be changed here — email support if you need a new one.
- Sports Offered
- Which sports your leagues can use.
- Branding
- Your logo, uploaded (PNG or JPEG, shrunk to 256 px) or as an image link, and your club colour. Your logo and name appear in the sidebar's club switcher, and your club's emails to members (registrations, bookings, results, schedules, receipts, invitations and reminders) show your name, and your logo if you uploaded it, at the top, "on Racket365". A linked logo isn't used in emails, so opening an email never contacts another website. The colour is shown behind your logo and name on your club's invitation page and on shared league pages; text turns white or dark by itself so it stays readable. The preview under the colour shows how it looks.
- Card Payments
- Connect Stripe and choose card and/or direct payment. See Card payments.
- How Players Pay You
- Instructions shown to players who pay you directly. Leagues can override them.
- Store Pickup & Shipping
- Where and when players collect store orders, and how you ship them. Shown in the cart before players pay. See Store & orders.
- Payment Method
- Your club's own card, used only for Racket365's fees. See Racket365 fees. In the Racket365 phone app it's shown but not changed there: add or change it on racket365.com in a web browser.
Skill levels
Your skill level, set for each sport you play in your profile, helps your club put you in the right division and league. For tennis the numbers follow the USTA's NTRP rating; a + level is the upper half of that number, a player moving toward the next one. Pickleball's own ratings use similar numbers; for table tennis and badminton, use the descriptions. Clubs can set or change a member's level.
| Level | NTRP | What it looks like |
|---|---|---|
| Beginner | 2.5 | Learning where the ball is going and how much swing it needs; keeps a slow rally going with players of the same level; ready for social play and beginner leagues. |
| Beginner+ | 2.5+ | Rallies more steadily and moves better to the ball; strokes still developing; moving toward 3.0. |
| Advanced Beginner | 3.0 | Fairly consistent on medium-paced shots, but not yet comfortable with every stroke, and little control of direction, depth or pace. |
| Advanced Beginner+ | 3.0+ | Consistent on medium-paced shots and starting to aim them; moving toward 3.5. |
| Intermediate | 3.5 | Dependable strokes with direction on moderate shots; still working on depth and variety; more at ease at the net; doubles teamwork developing. |
| Intermediate+ | 3.5+ | Adds depth and some variety; uses lobs, overheads, approach shots and volleys more often; moving toward 4.0. |
| Advanced Intermediate | 4.0 | Direction and depth on both forehand and backhand at moderate pace; uses lobs, overheads, approach shots and volleys with success; clear teamwork in doubles. |
| Advanced Intermediate+ | 4.0+ | Starts to vary pace and spin and to force errors with the serve; moving toward 4.5. |
| Advanced | 4.5 | Varies pace and spin, covers the court well, controls depth and plays to a game plan; a powerful, accurate first serve; aggressive at the net. |
| Advanced+ | 4.5+ | Strong and consistent under pressure, with a weapon to build a game around; tournament and college level (NTRP 5.0 and above). |
Paying & receipts (players)
- You pay the price shown. League entries, memberships, court bookings and store items cost what the club sets, whether you pay by card or directly. Racket365's fees and card processing fees are paid by the club, never added to your price.
- Paying by card: choose Pay by card now and you're taken to Stripe's secure checkout (card, Apple Pay or Google Pay). When you come back you'll see Payment received, and you're confirmed straight away. Your card statement shows the club's name.
- Paying the club directly: follow the club's payment instructions (for example Venmo). Your registration, booking, order or membership stays Pending until the club confirms it.
- Didn't finish paying? Use the Pay by card button next to the item on Registrations, Bookings, Orders or Memberships. If you cancel on Stripe's page you aren't charged.
- Receipts: card payments are emailed to you, and all your payments are listed on My Account → My Payments: card payments, and payments you made to the club directly once the club confirms them.
- Refunds: the club decides refunds under its own policy. When one is issued you're emailed, and it reaches your card in 5–10 business days.
- Memberships: you'll get a reminder 7 days before yours ends, and can renew by card from your Memberships page.
Your account
- Profile and settings: click your initials at the top right. Your name, phone, the sports you play and your skill levels. Sign out is in the same menu.
- Signing up: Cloudflare may run a quick check that you're a person; it's usually invisible, and occasionally asks you to tick a box.
- Confirm your email: when you sign up we email you a link. Until you use it, a reminder bar at the top of the app offers Resend email (the link works for 24 hours). Resetting your password through the emailed link also confirms your address. Club admins need a confirmed address to invite or add players and to connect Stripe. A new account that is never confirmed is removed after 30 days, with any club it set up that has no players or payments.
- Password: change it under Profile. You'll be signed out on every device and emailed a confirmation. Forgot it? Use Forgot password? on the sign-in page.
- Notifications (the bell): updates from your club, such as match results. Mark all as read clears them. Important updates — schedules, results, payments, receipts — are emailed from noreply@racket365.com.
- Phone notifications (in the Racket365 phone app): after you sign in, the app asks whether you want new matches, results, lineups, registrations, bookings and payments on your phone. Turn them off any time under Profile → Phone notifications, or in your phone's settings; the bell and emails carry on. Signing out of the app stops them on that phone.
- Belong to more than one club? Switch clubs from the club name in the sidebar, or from the menu under your initials.
- Deleting your account: Profile → Delete my account, then enter your password and type DELETE. It happens at once: you're signed out everywhere and your personal details are erased; your results, payments and signed waivers stay in your clubs' records, shown as "Closed account". We email a confirmation. If you're a club's only admin, make another member an admin first. You can also email support@racket365.com from the address on your account, and we remove your details within 30 days.
- Closing a club (club admins): Organization → Close club. Download records gives you a copy of the club's records as spreadsheets, at any time. Choose a closing date up to 90 days away and confirm; every admin of the club is emailed, again 7 days before, and you can Cancel closure until then. On the date the club's information is deleted, including waiver signatures: leagues, results, bookings, memberships, the store and the members list. Payment records are kept for 7 years for tax purposes (Privacy Policy, section 6). If the date passes before it's done, Delete now on the same page finishes it (type the club ID to confirm). You can also email support to close the club.
Install the app
Put Racket365 on your phone's home screen or your computer, and it opens like any other app: full screen, with its own icon. It's the same Racket365, so there is nothing new to learn and nothing to update: each new version arrives the next time you open it.
- Android phone or tablet: open the menu under your initials and tap Install app, then Install. A banner at the bottom of the screen may also offer it once.
- iPhone or iPad: in Safari, tap Share (the square with an arrow), scroll down and tap Add to Home Screen, then Add. Install app in the menu under your initials shows the same steps.
- Computer (Chrome or Edge): Install app in the menu under your initials, or the install icon at the right of the address bar.
- Signing in: on an iPhone, sign in once the first time you open the app from the home screen. The installed app keeps you signed in until you sign out or change your password, or don't use it for 30 days. In a browser tab, Racket365 still signs you out after 20 minutes without activity.
- Removing it: remove it like any other app (press and hold the icon). Your account and your clubs aren't affected.
- Icon looks out of date? An iPhone keeps the icon it had when you added the app. Remove the app and add it again to get the current one; Android updates it by itself.
- Racket365 in the app stores: the Android app is coming to Google Play, and the iPhone app is on its way. Until then, use racket365.com, or install it from your browser as above.
Licences
Racket365 uses open-source software, under these licences. The full notices are in third-party licences.
- Feather icons (most of the line icons): MIT License, Copyright (c) 2013-2017 Cole Bemis.
- DM Sans (the font): SIL Open Font License 1.1, Copyright 2014 The DM Sans Project Authors.
- In the iPhone and Android apps: Capacitor and its plugins, the secure-storage plugin and keychain-swift (MIT License); Google Firebase, Google Play services, AndroidX, gRPC, Abseil and Protocol Buffers (Apache License 2.0); LevelDB (BSD 3-Clause); nanopb (zlib).
Still stuck?
Use Send feedback in the menu under your initials: choose a problem, an idea or a question, write a line or two, and it opens your email app with the message ready to send (your page, club and app version are added for you). Or email support@racket365.com with your club name and what you were trying to do. A screenshot helps.
A question about a score, a payment or your membership? Your club's admins can help fastest: use Report a problem on a match, or contact them directly.