Clubs, teams, and maps
A club is the organisation behind events, courses, and maps. Create one when you build your first course, or join an existing club from the Clubs directory — public clubs can be joined directly unless they ask for approval, and private ones always need a request an admin approves.
Clubs, courses, maps, and events all take a description: formatted text with images, written separately in any of the six languages Checkpoint speaks. Readers see it in their own language where you’ve written one, and fall back to another otherwise — so a club page can introduce itself to visitors from anywhere.
Club members hold one of three roles:
- Member — can register for the club’s events and view its content.
- Organizer — can also create and manage courses, events, and maps.
- Admin — full control, including managing members’ roles and deleting the club.
An admin can transfer ownership to another member, or remove members entirely.
Join links
Section titled “Join links”Inviting one email address at a time doesn’t scale past a handful of people. From the club’s Members tab an admin can instead create a join link — one URL that anyone who opens it can use to become a member immediately, without waiting for approval. The link itself is the vetting, so it works for a private club and for one that normally asks for approval.
Each link can carry a label (so you remember where you put it), the role it grants, an expiry in days, and a maximum number of uses. It shows how many times it has been used, and you can revoke it at any time — from that moment it stops working for everyone who still has it. A join link never grants Admin: assign that yourself, to the specific people who should have it.
Anyone who opens a link without being signed in is asked to sign in or create an account first, and lands back on the invitation afterwards — so you can hand the link to people who have never used Checkpoint.
Onboarding another organisation’s members
Section titled “Onboarding another organisation’s members”This is the simplest way to let an existing organisation — a federation, a school, an employer, a club with its own website — bring its people in without you managing a list of email addresses. Create a join link and publish it behind their own login: on their members-only intranet page, in a members’ newsletter, or in a private group chat. Only people who are already authenticated over there ever see the link, so their membership check becomes yours.
Two things to keep in mind. A link is a secret in a URL, so anyone it’s forwarded to can also use it — set a maximum number of uses or an expiry if that matters, and revoke it if it leaks. And it grants membership at the moment it’s used, but nothing takes that membership away later: when someone leaves the other organisation, an admin still has to remove them from the club here.
Teams let athletes register for events together. Create a team from Teams and invite members by the email address they signed up with — invitations only reach people who already have a Checkpoint account. For someone without one, add a guest instead: a name on the roster, which still counts towards the team.
The captain is the one who enters the team for events that allow team entries, and the only one who can withdraw it again. They can also rename the team, promote another member to captain, or disband it. Events may set a minimum and maximum team size, so a team can be too small or too large to enter — and if the team is already entered somewhere, adding a member is refused when it would breach that event’s limits.
Team rosters are visible to the team’s own members, and to the organizers of any event the team has entered — they need to know who is on the start line.
Maps belong to a club and can be attached to any of its courses. Upload an image, georeference its four corners, and set it public or private to the club. Editing a map later — replacing the image or adjusting its corners — doesn’t affect the courses already using it.