Players registering themselves and being approved

Players registering themselves and being approved

How somebody outside the organiser's office gets players onto a team with the team's player registration link, and how the organiser reviews the two registrations that need a decision — an over-age player and a guest player. Also what a player account is and what a player sees when they sign in.

Updated November 3, 2026

Looking for something else? Messages, e-mail and SMS to teams and participants Preparing a match in the electronic match protocol The Profixio app on your phone

Profixio has no public "sign me up as a player" form. Nobody can walk in off the tournament's website, type their name and end up on a team. A player gets onto a team in one of two ways: somebody with access to the team types them in, or somebody with access forwards the team's player registration link to whoever should fill the list in — a parent, the players themselves, a coach who is not registered as a contact person.

What is reviewed and approved is not the person, but two specific claims a registration can carry:

  • the player is over age for the class the team plays in, and
  • the player is a guest from another club.

Both are ticked on the player's own line, both can carry an uploaded document, and both park the registration in a queue where the organiser accepts or rejects it. Everything else on the list goes straight in with no approval step.

This whole page applies to tournaments that keep their own player list — the ordinary cup setup where names are typed in. Federation series that build their squads from the central person register have no over-age box, no guest box and no approval queue; eligibility there is decided by licences and playing rights instead.

  • Building the team list itself — adding people one by one or in bulk, roles, shirt numbers, squad limits, the player deadline and chasing missing names: see The team roster (name list).
  • Players from the central person register — searching for a person, players from another club or another country, and how those rosters differ: see The team roster (name list) and The person registry.
  • Whether a player is allowed to play — licences, transfers, playing rights and age limits: see Player licences and Playing rights and eligibility.
  • Picking who plays a particular match — line-ups, starters and team sheets: see Match protocol setup.
  • Signing in, creating an account, one-time codes and choosing which role you work in: see Accounts and signing in.
  • The player settings pages themselves, and every other tournament setting: see Tournament settings.
  • Registering the team in the first place, and everything else on the team: see Registering a team for a tournament and Managing a registered team.
  • Bulk e-mail and SMS to participants: see Communicating with participants.

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