Scheduling & Events

Auto-invite

Invite different subgroups at staggered times — your core group first, then open it up.

Auto-invite sends an event's invitations on a timer, a set number of days before the event. Create the event now; the scheduler fires the invites later. You can also stagger them — your regulars get first crack, and the wider group is pulled in only as the date approaches.

What it does

When you create or edit an event, turn on Enable Auto-Invite. The scheduler watches the calendar and sends invitations as each event gets close. You pick who gets invited and how many days in advance; different groups can have different lead times.

Leave it off and nothing changes — you invite players by hand.

Staggered invite waves

Instead of one big "invite everyone" toggle, you can invite subgroups on their own schedules:

  • Entire group — invites every active member, with its own "days in advance" value.
  • Each subgroup — every subgroup you've defined shows up as its own row, with its own checkbox and its own lead time.

Each row's lead time is independent, so you control the invitation order:

Wave Who Days in advance
First Your core subgroup 5
Second A second subgroup 3
Last Entire group 1

Core players are invited five days out and get first shot at spots. Two days later the next subgroup is pulled in. The night before, it opens to everyone. Set the numbers anywhere from 1 to 30 days — a bigger number means that group is invited earlier.

You'll need subgroups set up first. See Subgroups and squads.

How the timing works

The scheduler checks upcoming events on a recurring timer and invites each enabled group once the event falls inside its lead time. A "5 days in advance" wave goes out when the event is five days away. A "1 day in advance" wave goes out the day before. Each wave fires on its own — earlier waves don't wait for you to do anything.

Capacity and waitlists

Staggered waves work best against a capacity limit. The earliest wave gets the open spots first. By the time a later wave is invited, earlier responders may have already filled the event — new arrivals then land on the waitlist instead. When someone drops out, the next eligible player on the waitlist is promoted according to the event's promotion order (automatically, unless you've set the event to require manual promotion).

Your most committed players get a reliable spot; the broader group fills what's left. See Waitlists for how promotion order works.

Auto-sign-in: committing players instead of just inviting

Auto-invite sends an invitation and leaves the player's status as unknown — they still need to RSVP. For some subgroups (a core team, a division that always plays) you can commit them straight to in without waiting for a reply.

That's what the auto-sign-in option does. When enabled for a subgroup or the entire group, players added by that wave are marked as attending immediately. They receive a "You're signed in" confirmation email rather than the usual invite, and the email includes a link to change their status if they can't make it.

The capacity limit still applies: if the event is already full when a wave fires, auto-signed-in players land on the waitlist instead of being marked in.

Late joiners are picked up automatically

Auto-invite doesn't run just once and stop. Once a wave's lead-time window opens, the scheduler re-checks that wave roughly every 24 hours. A player who joins the subgroup after the initial invite went out will be picked up in the next pass — within about a day of being added to the group.

Players already on the event are never double-invited: the scheduler compares the incoming list against who is already on the event and skips anyone already there.

Ladder leagues

Auto-invite targets the subgroups on your group — including the per-division subgroups (Div A, Div B, and so on) a ladder maintains automatically. Invite a single division at a time using its row in the list, the same way you'd invite any other subgroup.

Which divisions get included in each Div subgroup

Ladder spare settings control how far each division's invitation net reaches. Two options in your ladder's Auto-Invite Scope configuration affect this:

  • Auto-invite to lower divisions simultaneously — a Div A player is also included in the Div B subgroup, Div C subgroup, and so on. When auto-invite fires for "Div B," that player is eligible as a spare.
  • Auto-invite to higher divisions simultaneously — the same in the other direction: a Div C player also appears in Div B and Div A.

Turn either off to narrow who gets invited when you target a given Div subgroup — useful for strict division separation. Turn either on and players fill in as spares across adjacent divisions without hand-inviting.

Individual-mode ladder: use Div subgroups, not "Entire group"

In an individual-mode ladder, players are held within their divisions, not on the ladder as a single shared roster. The Entire group toggle in auto-invite looks for that shared roster, so in individual mode it can resolve to nobody. Use the Div A, Div B, etc. rows in the subgroup list instead — those correctly pull in each division's members.

What's next

  • Subgroups and squads — set up the groups you want to invite in waves.
  • Waitlists — how overflow and promotion order work.
  • Spares — ladder spare eligibility and cross-division rules.