Sports and pickup team splitter
Split pickup players into random teams online—even-size warnings included; no skill-balance claims.
For pickup games, paste who showed up, choose two or more teams, and share the result. The generator does not rank players or balance positions.
Captains should agree on rules for short teams before play starts.
Uneven sidelines
Eleven players into three teams often yields 4 / 4 / 3—the warning is intentional.
Decide whether the short team gets a sub, plays with advantage, or rotates players.
Regenerate only after attendance is final.
Captain adjustments
Reroll team when one bench agrees their draw was unlucky socially—not ‘unfair’ statistically.
Copy teams to a group chat so late arrivals see assignments.
Print for park districts that ban phones on the field.
Pair mini-tool for drills
Use Regenerate pairs for passing partners without running a full team split.
Pairs preview does not remove names from the participant list.
Solo rows mean odd headcount—rotate the solo player each drill.
What leagues should know
This is not draft software for sanctioned leagues.
No storage of player ratings or positions.
Hosts remain responsible for safety, waivers, and eligibility outside the browser.
Weather and attendance changes
Regenerate after late arrivals join—paste the updated headcount before captains pick positions.
When rain shrinks the field, switch from four teams to three with Reroll all instead of manually dragging names.
Keep a paper backup of Copy teams output in case phone batteries die mid-park session.
Recreational leagues
Use Copy teams in group texts with pickup time and field location so nobody shows up to the wrong sideline.
When subs arrive, paste the full list again including them before Reroll all.
Pair generator helps warm-up partners while full teams stay fixed for the match score.
Equipment constraints
If one team lacks goalie gear, captains swap after the random draw—equipment is outside shuffle logic.
Smaller fields may need fewer teams even when headcount is high; lower team count instead of overcrowding squads.
Print rosters when phones are banned in locker rooms.
Time limits
Start play only after everyone confirms Copy teams output—arguments mid-game waste less time than pre-kickoff rerolls.
Announce uneven warnings twice—once for captains and once for players joining late.
Post-game fairness talk
If the short team lost, discuss whether house rules balanced play—not whether the shuffle was 'wrong'.
Log team lists in a chat thread after Copy teams so disputes next week reference the same names.
Encourage captains to thank the randomizer for saving argument time even when they reroll once.
Bring a power bank if you rely on Copy teams in muddy fields where outlets are scarce.