Sending invites, what each status pill means, approving requests, and removing someone.
Open your pool's Settings, choose Members & Groups, press Invite by Email, paste one or more email addresses into the box, and press Send Invitations.
This is the surface to use when you want the person to get an email. Each address becomes one member row on the roster, so an invite is something you can track, resend or cancel afterwards rather than a message you have lost sight of. Everyone you invite this way arrives as a player.
Anything that is not a valid address is named back to you as Invalid email format, and Send Invitations stays disabled until every address in the box parses. Each address that does send gets a row with an Invited pill and an email whose subject reads You're invited to join, followed by your pool's name.
If that address already has an account, the invite attaches to it immediately, so it appears on their Invitations tab on /pools as well as in their inbox. Sending to the same address twice does not create a second row either — the invite is keyed to the address, so a repeat send updates the row you have.
Someone with no account yet does not come straight back to your pool. Registration ends on a confirm-your-email page, and their invite only becomes visible once they click the link in that confirmation email. They do not need your original invite again at that point.
If the Friends feature has been switched on for the site, you can also invite a friend from /friends. That path is in-app only: it creates the Invited row but sends no email, so tell the person to look at their Invitations tab.
A pool you imported brings its old roster in as Imported rows, and those people cannot play until they are invited. Members & Groups shows an amber Imported Members Need Invitations card with a Send All Invites button for exactly that.
Copy Link gives you a short address — /p/ followed by your pool code — and anyone who opens it joins on the spot; the code alone works too, typed into Find a pool.
The link is the right tool when you do not have someone's address, or when the invite has to travel through a group chat. The pool code is the same door in a form that survives being read aloud, screenshotted, or passed through a second chat — dashes and lowercase do not matter when it is typed back in.
Both live on one card, wherever inviting happens: the pool code shown big (tap it to copy), the link with its own Copy button, and Copy Message, Email Invite and Text Invite for a ready-to-send invitation that carries the link and the code together. You will find that card on the Invite People card in Members & Groups, in the setup wizard's invite step, and behind the Invite button at the top of every pool page.
Your members get the same Invite button and card, so a pool can spread itself. That is yours to switch off: untick Members can invite on the Joining & Invites card under Access & Privacy and the button and share prompts disappear for players, while you and your co-managers keep them. The code and link themselves keep admitting anyone you have already shared them with — pair the switch with turning off Instant join if you want to review every arrival.
A signed-out recipient sees a preview of your pool with the buttons to create a free account or sign in, and lands in the pool right after. Someone whose email address you invited joins the same way from the Join Now button in that email.
If a recipient reports that the link does not load, work down this list before sending anything else.
If the code escapes the group it was meant for, press Generate a new code under the code in Members & Groups — the old code stops working immediately. Long /pools/invite/ links you already sent keep working.
The pill in a row's Status column says where that person stands — Manager, Co-manager, Active, Invited, Imported or Left on the roster, plus Requested for anyone waiting on your approval.
Members & Groups opens with three tiles — Active Members, Pending Invites and Groups — above a Pool Members table with Member, Group, Status and Actions columns. Search it with Search by name or email, and narrow it with the filter, which offers All Members, Active, Invited, Imported, Requested, Blocked and Left.
Manager and Co-manager are roles rather than statuses: each takes the place of the status pill on that row. Your own row shows a dash in the Actions column, and a co-manager's row offers Change to player instead of Remove. You are the pool's manager from the moment you create it; everyone you promote is a co-manager.
A Requested row in the table is a pointer, not the control: Approve and Decline live on the Join Requests card near the top of this same section — see Approving join requests below.
Approve and Decline live on the Join Requests card in Members & Groups, at /pools/:id/settings/members.
A request appears when someone reaches your private pool through a link rather than a personal invite to their address. They are told Request sent — the pool manager must approve it, and their row sits at Requested until you act on it.
You hear about it three ways: an email saying that person wants to join your pool, a count on the sidebar's Pools badge, and a card on /pools headed N pending join requests, with a Review button for each pool that has one.
Approving makes them an active member immediately and emails them to say their request to join was approved.
Only the pool's manager can approve or decline. A co-manager can open the section, but the action is refused when they press the button. The Join Requests card also disappears once the pool's season is over, because a request can no longer be acted on.
Press the red trash button on the person's row in Members & Groups and confirm with Remove Member; a manager has no trash button and cannot be removed at all.
The toast afterwards names what you actually did, which is the quickest way to check you caught the right row: Invitation cancelled successfully for a pending invite, Member removed from imported list for an imported row, and Member removed from pool for an active member.
To clear several rows at once, tick them in the table and press Remove in the bar that appears once rows are selected. That bar also offers Resend Invites, Copy Emails and Assign to Group.
Removing is not a ban. Someone you removed can come back later through a fresh invite or an invite link, exactly like someone who left or declined. The statuses that do block a return are suspended, revoked and rejected.
A manager can never be removed. Their row shows a dash where the buttons would be, and the rule holds underneath the screen as well, so there is no way round it from somewhere else. Removals are also refused once the pool is completed.
Pool size is your setting rather than a platform rule: you set Maximum Members in Settings under Access & Privacy, and once the active roster reaches it, every way in refuses with Pool is full.
Open your pool's Settings, choose Access & Privacy, and find the Enrollment & Capacity card. It holds the Maximum Members field, a status pill, and a bar of active members against the maximum, so you can see how full the pool is before you invite anyone else. Save keeps a change and Cancel drops it.
Games having started does not close your roster. Late joiners are still accepted in every format except Survivor, where a pool stops taking new members once its first pick week has kicked off.
The status pill on that card is worked out from the schedule, the capacity and whether the pool is paused, so it can read Closed - Games have started while the pool is in fact still accepting people. The dial that really locks a roster is the Roster control under Enrollment & Capacity, in Settings at /pools/:id/settings/access.
Short questions are usually answered on the FAQ. If yours isn't, send us a message and we'll take a look.