Implementation guide

The LeagueBlasts Implementation Guide

How to give the league its own line to the people its calls touch, across every team: what belongs in LeagueBlasts, what stays with the teams and in your league system, how to build the audiences, how to import, and how to run the first season.

For the commissioner, registrar, division coordinator or board member who runs communication for a league that schedules teams against each other, youth or adult, in any sport.

1. What LeagueBlasts is

LeagueBlasts is the Blasts Hub for leagues. A league arranges competition between teams it doesn't run day to day: it makes the calls about fields, game times, weather, officials, rules, deadlines and the postseason, and those calls land on more than one team and on officials who belong to no team. LeagueBlasts gives the league its own line to those people, so its calls don't have to travel coach by coach.

It's a communication channel. It isn't a team app, a scheduling system, a registration system or a results service.

2. The league's call, and what stays with the team

A league's call is a decision made at league level. If the league decided it, and it crosses team lines or reaches a neutral league role, it belongs in LeagueBlasts.

  • Belongs in LeagueBlasts: field and venue changes, weather decisions, game time changes, division rules and notices, officials' policies and instructions, coaches' deadlines, registration windows, opening day, postseason logistics, league volunteer needs, safety notices and the season close.
  • Stays with the team, in whatever app or chat the team uses: practices, lineups, positions, carpools, snacks, who's coming to a game, team chatter and photos.
  • Stays in your league system: registrations, rosters, fixtures, standings, scores, brackets, payments, waivers, eligibility and official assignments.

3. Your league system and the Hub

Your league system keeps the schedule. LeagueBlasts carries the league's call to both sides of it.

There's no connector to a registration, scheduling, league-management or assigning platform, and nothing is synchronized. The Hub holds only what the league puts into it: people (an email address, a name and a household), the audiences they're in or chose, who can send to what, what was sent, the replies and preferences, and where each Journey or campaign has reached. It doesn't know a player's team, a game's time, a field's status, or anyone's registration, payment or eligibility.

A public calendar link in Settings shows up to twelve upcoming items from the next two weeks on Home, ready to announce. It notices no change, knows no team and sends nothing on its own.

4. Who the person in the Hub is

The person in the Hub is the communication contact. In a youth league, that's usually the registration contact: a parent or guardian. A player is a person in the Hub only with their own email address, at an age the league decides. In an adult league, it's the player. Coaches, team contacts, officials and volunteers are people in their own right.

Two guardians who registered the same player are two people. Give them the same household name so a send marked One per household reaches one of them on Blasts; anyone receiving by email still gets their own copy.

In an adult league where you only have captains' addresses, the league reaches captains. Collect each player's email at registration if the league should reach every player.

5. The youth-league data boundary

The league needs the contact, not the player's record. Prepare a communication-only export with four columns: email, the contact's own name, household, and audiences. The league import keeps those and discards every other column before anything is saved; the preview marks each as not stored.

  • Leave these in the system that owns them: player dates of birth, medical information, allergies, medications, emergency contacts, waivers, payment status, eligibility, background checks, school, grade, jersey sizes, and registration or player IDs.
  • If your export's plain First Name and Last Name columns hold the player's name, the Hub can't tell. Set them to not stored in the preview, or export the contact's name instead.
  • The preferences page doesn't ask for birthdays or anniversaries. Don't import them.

Discarding columns is how the league import works. It isn't a scan for sensitive data and makes no compliance claim; what the league exports is still the league's decision.

6. Whole League and Volunteer Opportunities

A new league Hub starts with two audiences. Whole League reaches everyone currently on the league's list in the Hub, including last season's people until someone removes them; it isn't your registration list or a roster, and sending to it asks for a passkey confirmation. Volunteer Opportunities is a list people choose for themselves on their preferences page. Setup puts nobody on either.

7. Build the league's structure

Everything else is created by name, the way people in the league say it.

  1. Divisions

    Create each division, like U12 Division or Adult Coed Thursday, set to Either: the league places registrants, and a family with players in two divisions can add the second.

  2. Teams

    Create each team, set it to league assigns, and file it inside its division. People never choose their own team.

  3. Coaches & Team Contacts

    Set it to league assigns and fill it yourself. It's where the coaches' deadlines go, and where the welcome Journey runs.

  4. Officials

    Set it to league assigns and fill it yourself. Nobody can add themselves to it.

  5. Combinations

    If the league sends to U12 coaches often, create U12 Coaches as its own audience.

8. One send, one audience

Every send goes to exactly one audience. There's no combining two audiences, no excluding one, and no rule that works out who a call affects: the Hub never knows your schedule, so the league picks the audience.

For a change that touches several teams in one division, send to the division. For teams in different divisions, send the same words to each team's audience. When officials are involved, send to Officials too.

A person can belong to more than one audience, like their team and Coaches & Team Contacts. Two separate sends reach them twice.

9. Divisions and teams: what filing does

  • Filing a team inside its division keeps the audience list organized.
  • When you add people to a team yourself, only people already in the division can be added.
  • A send to the division reaches the people in the division; it doesn't add each team's list to it.
  • An import can place someone on a team without the division, so name both in the audiences column.
  • Unticking a division on the preferences page removes only a division the person chose themselves; a placement the league made stays until the league removes it.

10. Import, and start by email

Open Participants and choose Import. Upload the communication-only export of the contacts, coaches and officials who agreed to hear from the league, with an audiences column naming audiences you already created. Everyone on it receives the league's messages by email from the first send, with nothing installed. For each new registrant, point your registration form at the inbound webhook, or use Zapier; the same rules apply. Adding one address by hand sends an invitation instead of making a subscriber.

11. From email to Blasts

When someone connects on Blasts with the same email address the league has for them, their messages move there on their own. If they connect with a different address, that's a separate person in the Hub: the first address keeps receiving by email and its audiences don't move across. Nothing matches two addresses for you.

An attached file, like a field map, reaches people on Blasts only. People receiving by email need a link, so put the map on the league site.

12. Leaders, grants and approval

  1. Owner and administrators

    The commissioner, the registrar and the field coordinator: the people who make the league's calls. They reach every audience and always send directly.

  2. Leaders

    Coaches, team managers and captains get their own team; a division coordinator gets their division; the referee assignor gets Officials. A Leader sends to, and reads replies from, only what the league grants.

  3. Approval

    Leader approval is on by default for leagues: a Leader's message goes out as the league, so an administrator approves it first. Keep it on, or turn it off in Settings.

A passkey confirmation is asked when anyone sends to Whole League, when someone downloads the people export, and when the owner leaves the Hub. Changing a role or removing someone doesn't ask for one.

13. Replies, YES/NO and STOP

Replies come back to the league in Conversations. Assign each one to the person who should answer it: the field coordinator, the registrar, the referee assignor.

  • A YES or NO reply is counted against the league's most recent YES/NO message from the last three days, so two questions in the same weekend mix their answers. Ask for an ordinary reply instead.
  • Player availability belongs in the team's app; official assignments in your assigning system; volunteers are confirmed by a person replying.
  • STOP stops everything and removes the person from every audience, including the teams, Coaches & Team Contacts and Officials the league placed them in. START turns messages back on but doesn't put them back; the league adds them again.

14. Coach & Team Contact Welcome (Hub Pro)

The league's Journey starter runs on Coaches & Team Contacts and starts when a person is added to it: day 0, what the league sends directly to their team; day 2, what stays with the team; day 5, where the schedule, results and rosters live; day 10, how to reach the league. It never starts because a coach registered, was assigned a team or a season began.

15. Opening Day (Hub Pro)

The league's Event Campaign starter is timed around the opening-day date the league sets: two weeks before, a week before, two days before, the morning of, and the day after. Move the date and the unsent messages move with it. The Hub never detects the start of a season. The same shape works for a registration window or championship weekend; matchups and results stay in your league system.

16. Credits and Hub Pro

Setting up a Hub is free. One typed Blast to one person is one Blasts credit; one email to one person is one email credit, and every new Hub starts with 50. Credits are prepaid, never expire and can come from any legitimate source; LeagueBlasts uses standard pricing. Hub Pro, which adds Journeys and Event Campaigns, unlocks at $500 in cumulative qualifying Blast Credit purchases.

Because a send costs one credit per person it reaches, a call to one division costs a fraction of the same call to Whole League.

17. Do and don't

  • Do send the league's calls from the league, to the division, each team affected, or Officials.
  • Do put the schedule link in every field, weather and time message.
  • Do keep Coaches & Team Contacts and Officials on league assigns.
  • Do name both the division and the team in the audiences column.
  • Do archive team audiences at season close and keep the people.
  • Don't use the Hub for practices, lineups or carpools; those stay with the team.
  • Don't import medical information, dates of birth, waivers or payment status.
  • Don't ask for availability or assignment confirmations with YES/NO.
  • Don't attach a field map for people receiving by email; link to it.
  • Don't send every message to Whole League.

The first season

Setup first, then the rhythm.

  1. Before registration The Hub and the structure

    Set up the Hub on a league-domain mailbox, create the divisions, Coaches & Team Contacts and Officials, and invite the administrators.

  2. Registration closes Teams and the import

    Create the teams inside their divisions, prepare the communication-only export with an audiences column, and import it. Point the registration form at the webhook for late registrants.

  3. Two weeks before opening day Coaches, officials and templates

    Add the coaches and officials, grant each Leader, and save the field change and weather decision templates with your schedule link. With Hub Pro, start the Opening Day campaign.

  4. In season The league's calls

    Send each call to the division, the teams or Officials it concerns. Answer replies in Conversations. Keep the audiences in step as teams change.

  5. Season close Thank, archive, keep the people

    Send the thank-you and the next registration date, archive the team audiences you'll rebuild, and review who holds Owner and administrator before the board turns over.

Messages worth having ready

Adapt the brackets. Each one goes to the one audience it concerns.

Field or venue change (division or each team)

[Division or team]: games at [venue] on [date] move to [new venue], [address]. Game times are unchanged. The updated schedule is at [schedule link]. Questions go to the league: reply here.

League weather decision (division, then Officials)

League decision for [date]: [which games] are [cancelled / delayed until time] because of [weather or field conditions]. Please don't travel to [venue]. Makeups will be posted at [schedule link] and announced here.

Game time change (each team, or the division)

[Team] vs [team], [date]: now [new time] at [venue], not [old time]. The updated schedule is at [schedule link].

Officials: policy or instruction (Officials)

Officials: [policy or instruction], effective [date]. [What changes on the field]. Your assignments stay in [assigning system]. Reply here with a question for the league.

Coaches and team contacts: deadline (Coaches & Team Contacts)

Coaches and team contacts: [roster, certification or clinic] is due to the league by [date]. Complete it at [link in the league system]. Reply here if something is blocking you.

League volunteer need (Volunteer Opportunities)

The league needs [number] volunteers for [task] on [date] at [venue], about [duration]. If you can help, reply to this message and [coordinator] will confirm with you directly.

Season close (Whole League)

That's the [season] season. Thank you to every team, coach, official and volunteer. [Next season] registration opens [date] at [link]. You'll keep hearing from the league here between seasons.

What the Hub does, and does not do

  • Sends one message to one audience: Whole League, a division, a team, Coaches & Team Contacts, Officials, or a list people chose.
  • Starts by email with nothing to install, and delivers on Blasts to people who connect with the same address.
  • Lets the league grant each Leader exactly the audiences they should reach, with administrator approval on by default.
  • Brings every reply back to the league in Conversations.
  • Keeps only email, name, household and named audiences from an import.
  • Sync your schedule, rosters or registrations, or connect to a registration, scheduling or assigning platform.
  • Detect a schedule change, watch the weather, or work out which teams a call affects.
  • Keep standings, scores, brackets, results, availability or attendance.
  • Hold player records, dates of birth, medical information, waivers or payment status.
  • Show who read a message, or keep a reliable YES/NO tally when several questions are open.
  • Put a file in an email: an attached file reaches people on Blasts only.
  • Match two email addresses as one person.

Hub Pro unlocks at $500 in cumulative qualifying Blast Credit purchases for any organization. LeagueBlasts uses standard pricing.

Ready when you are

Set up your league's Hub, build your divisions, teams and officials, and bring in the people who send the league's calls. The Help covers each step in more detail.

Product facts on this page reflect published Blasts.app information as of September 24, 2026.