Adding and importing players
Build your roster — add players one at a time, bulk-create, or paste a list. Store each player's DUPR ID for match export, and see how renames work and why players with recorded games are deactivated, never deleted.
Your roster is the pool of people the Mixer draws from. Add names one at a time when you're setting up carefully, or paste a whole list when folks are still trickling in.
Three ways to add players
All three paths start at the player-name input at the top of your roster.
- One at a time. Type a name and press Enter. If it exactly matches an existing player in the group, the Mixer imports that player — rating and history intact — rather than creating a duplicate.
- Paste a list. Open the import option, paste several names (one per line), and they all get added at once.
-
Bulk-create placeholders. Type a number followed by players —
12 players, say — and the Mixer creates that many numbered placeholders (Player 1,Player 2, …) to rename later. Useful when people are still arriving or you're filling out a test roster. Very large bulk-adds are capped per submission, so split a big group into a couple of entries if you hit the limit.
Ladder leagues: one name, one person
In a ladder league, a player's name is their identity across the whole ladder — it's how one person's record, standings, and score links follow them between divisions. Because of that, typing a name that already belongs to a player in another division of the same ladder is refused, and the message explains what to do instead:
- Same person? Add them from their existing player record, or bring them in as a spare — those paths carry their history with them, so the ladder knows both entries are one human.
-
Different person who happens to share the name? Give them a
distinguishing name —
Sam K.orSam Jr.— so the ladder can tell them apart.
This only applies inside ladder leagues. In a regular group, nothing changes: a duplicate name within the group is still caught, and other groups on your account don't interact.
Editing a player
Click the pencil (✏️) button next to any player to open their edit form. The name field is at the top; rating, skill/DUPR note, DUPR ID, gender, email, notes, fixed partner, and VIP status live inside More options.
The Skill / DUPR note is a short reference label (like DUPR 3.5) that
shows as a small badge next to the player's name on your players list and
ladder standings. It's organizer-only — never shown publicly and never used
for matchmaking or ratings. If you keep external skill numbers, put them
here rather than in the rating field: a skill level typed into the rating
field of a standard-scale group would rank that player far below everyone
else (the Mixer warns you and offers to move it to the note automatically).
The Mixer also flags the opposite typo — a number that's far too high,
usually a missing decimal point (25 where you meant 2.5) — with a
double-check prompt. Decimals accept a comma or a period, so 2,5 reads the
same as 2.5.
One catch: once a player has recorded games, the Mixer locks their rating against direct edits. Game results form a connected history, and hand-editing a number mid-chain would break it. Set ratings before any games are played, then let results drive them from there.
DUPR ID
Below the note sits a separate field: DUPR ID. This one isn't a label —
it's the player's actual identifier on DUPR, the short code on their DUPR
profile (BK5V6D, say). It's optional, and it does exactly one job: it's what
the DUPR club match upload export writes into
the file. DUPR matches players by exact ID, never by name, so a game can
only be uploaded once every player in it has one.
Enter it once and it stays on the player's record — every export from then on reuses it. Nothing else uses it: it isn't a rating, it doesn't affect matchmaking, and it doesn't show as a badge on your roster. (If your group has a public ratings page, Group Settings has an optional toggle to show players' DUPR IDs there next to their names in game results, linked to their DUPR profiles. It's off unless you turn it on.)
What counts as a DUPR ID. Letters, numbers, and dashes only, up to 32 characters. Paste anything else — a profile link, a formatted spreadsheet cell, stray markup — and the save is refused with a message telling you what a DUPR ID looks like. It is deliberately not cleaned up for you: a tidied-up-but-wrong ID looks perfectly valid to the export, passes the readiness check, and then uploads a real match against nobody. Better to be stopped now.
One ID, one person. If another player already holds the ID you typed, the save is refused and the message names them. That applies to anyone else in the same group, and to a differently-named player anywhere in the same ladder league — the two places where a copy-pasted spreadsheet column would credit somebody else's matches. What is allowed: the same person carrying the same ID on their rows in several divisions of one ladder (those rows share a name, so the ladder knows they're one human), and the same person appearing on rosters in unrelated groups.
Renaming a player
Renaming is just the name field on the edit form — but a name does more work than a label, so a few safeguards apply.
In a ladder league, a rename covers every division at once. One person keeps one name everywhere, so all of that player's entries across the ladder update together — you never end up with the old name still standing in one division while the new name plays in another.
Bad Blood lists repair themselves. If other players have a Bad Blood avoid-rule naming this player, those entries are updated to the new name automatically, so "never partner these two" keeps applying after the rename. This works in every group, not just ladders.
Some renames wait until play is over. The Mixer refuses a rename while:
- the player is part of a mixer session that's still running or paused,
- headless auto-mix is on for their session, or
- score entries involving them haven't been finalized yet.
A mid-game rename would break the link between the player's courts, their score page, and the scores coming in — so finish or end the session first, then rename.
Some renames ask you to confirm. Nothing breaks in these cases, but the Mixer flags them so there are no surprises:
- Upcoming event invites — the invitations follow the player, but emails already sent show the old name.
- An event partner assignment — the partnership survives, but their partner's event card keeps the old name until the partnership is re-made.
- A record spanning several divisions — a note confirms the rename covers all of them, since they're one person with one name.
Confirm once and the rename goes through. And the new name has to be free: renaming a ladder player to a name that already belongs to a different player elsewhere in the ladder is refused, for the same reason as when adding — pick a distinguishing name instead.
A blank rating is not a zero
A blank rating means the player has no number yet — they haven't been
placed or played. That's different from a rating of 0, which is a real,
very-low number that drags down every matchup it touches.
The Mixer keeps the two apart. A blank stays blank until a real number
arrives, whether you type one in or results build it up. So leave the
rating blank for anyone you don't have a figure for. Don't reach for 0
as a placeholder.
Removing players: deactivated, never deleted
When you remove a player, they aren't erased — they move to the roster trash. Look for the recycle button near the top of your roster to restore someone or permanently delete them.
This matters most for players with recorded games. Their rows are deactivated, not destroyed, so standings, game records, and rating history that reference them stay intact. A deactivated player drops out of the active roster and mixer pools, but nothing they played in is lost, and you can reinstate them any time.
If you try to permanently delete a player who has game history, the dashboard will explain this and offer to deactivate instead. Permanent deletion is only available when the player has no recorded games.
Email, consent, and notes
Inside More options you'll find two supplemental fields. Email is where event invitations go. Adding an address surfaces a consent checkbox — you're confirming the player has given permission to receive invites from you on picklefriend.net. The checkbox is required any time you save an email; players don't need their own accounts to receive invitations. Notes is a free-text field for anything you want to remember about this player. Only you and your co-organizers see it.
Fixed partner
The Fixed Partner dropdown, also inside More options, pairs two players permanently — they count as a unit for court assignments in every mix. To break the link, set it back to No fixed partner.
For how fixed partners interact with mixed-doubles formats and partner scheduling, see Fixed partners.
Bulk edit
Select multiple players using the checkboxes, then press Edit to open the bulk editor. You can change gender for the whole selection, set or clear a rating (skipped for anyone with recorded games — same lock as individual edits), update subgroup memberships via three-state checkboxes (solid check adds, grey dash leaves unchanged, empty box removes), and append or clear notes across the batch. Bulk operations process up to 500 players per submission.
Bulk delete
With players selected, the Remove action in the selection bar handles the whole batch. If any player in the selection has recorded games, the entire batch is deactivated rather than deleted, preserving everyone's history. Permanent removal is only offered when no one in the selection has game history. You can act on the whole selection at once, or pull a single player out to handle separately.
Copy to group
With players selected, Copy to Group in the selection bar copies them into a different group on your account. Anyone whose name already exists in the destination is skipped, so running it more than once won't create duplicates. If the destination is a ladder division, a name held by a player in any division of that ladder is skipped too — the same one-name-one-person rule as when adding (see Ladder leagues: one name, one person above) — and the rest of the batch still copies.
Bulk import (CSV format)
The Bulk Add Players button opens a text area — one player per line. Two formats work:
- Names only — one name per line.
-
CSV —
name,rating,gender,email,subgroups,skill note,DUPR ID, with everything after the name optional. Gender isM,F, orU. Subgroups are pipe-separated (Squad A|Squad B); the skill/DUPR note (column 6) shows as a badge by the name and is never used for ratings; the DUPR ID (column 7) is the player's identifier for the DUPR match export.
Ben,1500,M,ben@example.com
Dave,1600,M
Jen,,F,,Squad A|Squad B,DUPR 3.5,BK5V6D
To skip a column, leave it empty and keep the comma — that's what the empty
slots in the Jen line are doing.
If any line includes an email, the consent checkbox appears and must be checked before importing. You can also assign subgroup memberships for the whole batch from the same dialog.
Bad DUPR IDs stop the import before it starts. The preview checks every DUPR ID in the paste against the same rules the edit form uses, and lists the problem lines by line number — a malformed ID, an ID repeated under two different names inside the paste, or one already held by somebody on your roster. Import stays disabled until those lines are fixed, so you're not left with half a batch imported and a stack of per-row errors.
Export players
The Export button opens a text area with your full roster, one player per line. Toggle Include email to append a comma and email after each name. Copy and paste the output anywhere — a spreadsheet, a co-organizer, or the bulk import dialog on another group.
What's next
- Groups — how your roster fits into a group and where group-level settings live.
- Subgroups and squads — split a roster into flights, skill bands, or attendance groups.
- Group Settings reference — rating defaults, game defaults, and policy fields explained.
- Roster management in the Mixer — marking players present, adding drop-ins, and handling sit-outs.
- Managing your games history — where the DUPR IDs you entered turn into a club match-upload file.