Leagues in Birrdi allow facilities to manage league registrants, league-specific rates, credits, registration, and signup limits in a similar way to Memberships.
A League is useful when you want to give a specific group of customers access to benefits during a league season, such as included simulator time or discounted practice rates.
How Leagues Work
Facilities can:
Allow customers to register for the League.
Manually add registrants as an admin, similar to adding members to a Membership.
Charge a registration fee or offer free registration.
Assign credits to League registrants.
Create rates specifically for League participants.
Limit how many people can register for the League.
Leagues operate similarly to Memberships, but are designed for customers participating in a league.
Public Leagues and Private Registration
If you want customers to sign themselves up for a League, the League needs to be Public.
Making a League Public does not mean you have to advertise it publicly on your website.
If the League is only intended for a specific group of people:
Make the League Public so participants can register.
Do not add the League signup link to your public website.
Send the League signup link directly to the participants you want to invite, such as through email.
This allows you to control who receives the signup link while still allowing those participants to register themselves.
If the League is not Public, customers will not be able to use the signup link to register themselves.
Limiting League Signups
You can cap the number of players who are allowed to register for a League using the Max Number of Signups field.
For example:
Max Number of Signups: 16 → up to 16 players can register.
Max Number of Signups: 24 → up to 24 players can register.
Max Number of Signups: 40 → up to 40 players can register.
You can set this limit to whatever number makes sense for your League.
This works similarly to limiting enrollment for a Membership.
Adding Registrants Manually
Admins can also add League registrants manually.
This works similarly to adding a member to a Membership and can be useful when the facility is managing registration itself rather than having participants sign up through the League link.
League Credits
Credits always represent time.
1 credit = 1 hour
This does not change based on the Credit Increment.
Examples:
0.5 credit = 30 minutes
1 credit = 1 hour
1.5 credits = 1 hour 30 minutes
2 credits = 2 hours
The Credit Increment determines how credits can be applied. It does not change how much time one credit represents.
For example, if a League Credit Plan uses a 0.5 credit increment, registrants can apply credits in 30-minute increments.
Limiting How Many Credits Can Be Used
Credit Plans can also be configured with usage limits.
For example, if League participants should only be able to use 30 minutes of included time per day, the Credit Plan can be configured with a maximum of:
0.5 credits per day
Because:
0.5 credit = 30 minutes
If the customer reserves additional time that is not covered by their credits, the remaining eligible time can be paid for normally.
League-Specific Pricing
You can create a rate specifically for League participants if you want to offer them discounted practice time.
For example:
Public Rate: $50/hour
League Rate: $35/hour
This can be useful when League participants receive some included time through credits but should also receive a discounted rate when they reserve additional practice time.
Be careful when configuring whether rates or League signup options are public or not. If customers need to sign themselves up for the League, the League itself should be Public, and you can control who sees it simply by sharing the signup link only with the intended participants.
Example League Setup
A facility could create a League with:
Max Number of Signups: 16 players
Public registration
Signup link shared only with League participants
4 credits per registrant
0.5 credit increments
Maximum of 0.5 credits per day
A discounted League Rate for additional practice time
Each registrant would receive 4 hours of total credit, because:
4 credits = 4 hours
With a 0.5 credit increment, those credits can be used in 30-minute increments.
If the daily maximum is 0.5 credits, the registrant can use up to 30 minutes of credit per day and pay the applicable League Rate for additional time.
Important: Credit Increment Does Not Change Credit Value
A 0.5 Credit Increment does not mean that one credit equals 30 minutes.
It means credits can be used in half-credit increments.
The conversion is always:
1 credit = 1 hour
Therefore:
0.5 credits = 30 minutes.
