Spin a fresh lineup. Deal the player cards. Keep the game moving, from the first turn to the final score.
PLAY TOGETHERTeams · Scores · First turns
Try it, then make it yours.
Try 30 fictional players, or start a separate activity with your own roster. Saved activities are kept.
✊VS✌️
5 SECONDS. ONE FIRST TURN.
Rock. Paper. Scissors.
Two changing hands, a countdown you can hear, and a spoken winner. Ready before the game begins.
THE TEAM DEALER
READY
A fresh lineup starts here.
Every included person is assigned once. Balanced sizes on generation. The wheel illustrates the shuffle; it does not select a winning team.
YOUR LINEUP, DEALT
Everyone has a place.
Your teams will appear here as player cards.
A CLEAR VIEW OF THE GAME
The scoreboard.
Activity points are teacher-entered adjustments. Match standings come from saved match results. Tied values share a rank; no automatic champion is declared.
Point adjustments
FROM FIRST TURN TO FINAL WHISTLE
Play. Record. Repeat.
Generate a single round-robin schedule: every pair meets once. Odd team counts rotate a bye.
New to outdoor activities?
Start with the 30-player walkthrough, then use the FAQ for setup, scoring, first turns, sound, and backups.
Start with the 30 clearly labeled fictional players, paste a list, or copy included participants from a saved classroom or fixed group. This creates an independent activity roster. Up to 200 participants, 12 teams, and 10 activities are supported.
2 / Spin and deal
Choose team count or maximum team size. A spin lasts at least 10 seconds, at a default one second per turn before slowing down. Random assignment balances team sizes. Cards can be moved and captains changed before scoring. Team membership becomes fixed once results exist.
3 / Decide who starts
Choose two teams in Rock · Paper · Scissors. Click one button: two hands change for five seconds, then freeze to reveal independently randomized gestures. Ties replay. Choose one round or best of three/five. Countdown tones and optional local winner speech share a 0–100% volume control. A completed decider can save the starting team on a fixture; it never counts as a match win.
4 / Keep useful records
Use activity points for a station, challenge, bonus, or penalty. Save match scores for wins, draws, losses, and league points. Editing a match replaces its result without double-counting. Print team cards, export CSV, and make a full outdoor JSON backup before changing devices or domains.
Storage, privacy & practical limits
Activities and photos stay in this browser, in storage separate from classroom records. Full outdoor backups include original names and any imported thumbnails; classroom backups do not include outdoor activities. Name masking changes the display and CSV, hides portraits, and does not encrypt backups. Printouts use the current display setting. Anyone with access to this browser profile may view saved information.
This is a single-device organizer. Other phones do not receive live updates, and there is no player login or online multiplayer. The five-second hand duel generates both gestures randomly on this device; it is a convenient first-turn decider, not a secure tournament system. Browser or device audio settings can affect speech elsewhere in the product. Guessing-game countdown tones are generated on this device; optional result speech uses only voices the browser reports as local. Audio settings are saved per activity and included in its backup. The activity timer uses elapsed clock time and announces completion visually; it does not promise an audible alarm.
Get permission before using names or photos, choose activities appropriate to your group, and follow your organization's supervision rules. Reopening a saved running timer reconciles its remaining time. If local saving fails, download a backup before closing. Outdoor backups are limited to 30 MB; up to 500 matches and 2,000 point adjustments per activity are supported.