Adding and importing players
Players: add them one by one, bulk-create or paste a list; store DUPR IDs for export; and why players with recorded games are deactivated rather than 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:
- If it's the 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 the same person.
- If it's a different person who shares the name, give them a
distinguishing name like
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.
Ladder leagues: the mixer only adds players already in the ladder
The same one-person rule shapes what the Mixer's roster accepts when a ladder (a division or the whole ladder) is the active group. The mixer adds only players who are already in the ladder. Start typing and pick the person from the list: members of this division, and of any sibling division of the same ladder, are all there.
Typing a name that matches nobody anywhere in the ladder and pressing
Add (or Enter) is refused with a message: "Sam" isn't in this ladder.
In a ladder you can only add players who are already in it — start typing
and pick them from the list. To bring in someone new, add them to the ladder
first. No player is created. Pasting a list with any unknown name stops the
whole paste the same way (Cannot import: … isn't in this ladder), and the
12 players placeholder shortcut isn't available in a ladder either.
To bring in someone new, add them to the ladder or division from the dashboard first, then add them in the mixer.
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, VIP status, and Hide from public pages live inside More options.
Hide from public pages keeps one player off the public ratings page and the club-website embed: they're left out of the standings and their games say "Private player" in place of their name. Their games still count, and nothing changes in the mixer, your dashboard, or their own score and schedule pages.
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, PickleFriend locks their rating against direct edits. The Players editor disables the field, and a save that tries to change it is refused. 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; to correct an established rating, use a manual adjustment.
DUPR ID
Below the note sits a separate field: DUPR ID. This is the player's
identifier on DUPR, the short code on their DUPR profile (BK5V6D, say). It's
optional, and it has one job: the
DUPR club match upload export writes it 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 every export from then on reuses it. Nothing else uses it; it isn't a rating 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 would pass the readiness check and upload a real match against nobody, so it's better to be stopped now.
No two players can share a DUPR ID. 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 the same person), and the same person appearing on rosters in unrelated groups.
Renaming a player
Renaming is 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, and you never end up with the old name still standing in one division while the new name plays in another.
Bad Blood lists update too. 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.
A few renames ask you to confirm first. Nothing breaks in these cases, but the Mixer asks you to confirm:
- 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. 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: the roster trash
When you remove a player, they move to the roster trash rather than being erased. 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.
Where inactive players go
On the dashboard Players page, inactive players are hidden by default so try-outs who played a few games and never came back don't clutter the list. Tick Show inactive in the toolbar to see them. The label counts what's hidden, so Show inactive (4) means four inactive players are hidden. Each inactive row is grayed out with an Inactive tag and a ↻ Reactivate button that puts the player straight back on the active roster, history intact. The setting is remembered on the device you're using.
Right after you deactivate someone, a short note above the list confirms they're now hidden and offers a one-click Show inactive. If a search only matches inactive players, the page says so instead of showing an empty result. The Total Players count always includes inactive players.
Spotting who hasn't been back
Try-outs who played a few games and drifted away are easiest to find with the sort dropdown: pick Last rated Oldest-Newest and the players who have gone longest without a game rise to the top (Last rated Newest-Oldest flips it). While either sort is active, each card shows a line under the name (Last rated 3 weeks ago, Last rated 5 months ago), and hovering it shows the exact date and time in the group's timezone.
"Last rated" means exactly that: the player's most recent rated game, meaning a scored game that moved their rating. Unscored mixer rounds don't count, so a player who only ever plays untracked rounds won't move. Players with no rated games at all show No rated games yet and sit at the end of the list in either direction, so they never sort as "longest ago".
The line disappears again when you switch back to a name or rating sort, and the sort works together with search and Show inactive. Turn the toggle on to include inactive players in the same ordering.
Email, consent, and notes
Inside More options you'll find two supplemental fields. Email is where event invitations go. Adding an address shows 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, so 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, the same lock as individual edits), update subgroup memberships via three-state checkboxes (solid check adds, gray 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.
All Players mode
The Players link under your active group's name shows that group's roster. All Players, at the top of the sidebar, shows every player across every group you manage in one list (the same view is the first option in the group dropdown above the list).
Sort by name for a tree view (one row per person, expandable to each group they belong to), or sort by group for flat per-group rows. Editing a player here applies the name, email, or rating to all of their memberships in one save, which is the easiest way to give one address to someone who plays in several groups.
Moving players between groups in bulk. Tick the players, open the ⋮ menu on any selected row and choose Edit N selected, then expand Group & Subgroup Memberships. Each group has a three-state checkbox: a solid check adds everyone selected to that group, an empty box removes them, and a gray dash leaves that membership as it is. Check the destination and uncheck the source to move people in one save. If anyone would end up in no group at all, the form says so and asks whether to delete them or park them in a holding group instead.
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 names inside the paste, or one already held by somebody on your roster. Import stays disabled until those lines are fixed.
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 into a spreadsheet, send it to a co-organizer, or drop it in 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.