Quick answer

How do I manage a match during play?

Once your lineup is set, you manage the entire match from the pitch view — starting and ending each half, recording goals, substitutions, cards, and tracking the score.

Starting the match

Tap Kick Off in the match header. A confirmation asks "Start Match?" — tap to confirm and the clock starts.

If your lineup is incomplete (fewer players on the pitch than formation slots), you'll see an "Incomplete Lineup" warning. You can go back and complete it, or tap "Start Anyway" to begin with what you have.

If you started the match by mistake

Starting a match sends a live match card to every parent's lock screen, so an accidental kick off is visible immediately — and worth undoing rather than playing through.

On the junior pitch view, tap the Undo arrow in the match controls within about a minute of kicking off.

On the senior match tracker (senior fixtures your club tracks as score only, rather than on the full pitch view), an Undo kickoff button appears beneath the main action whenever either of these is true:

  • you're less than a minute into the first half, or
  • the scheduled kickoff is still more than five minutes away — so a match started at the wrong time can be undone even after you've tapped through to half time

Undoing puts the match back to not started, clears the score and any events recorded, and removes the live match card from everyone's phone. Nobody is notified — no "match started" or "match cancelled" alert goes out.

For senior fixtures with a live FNSW broadcast, the broadcast will still start the match automatically at the real kickoff, so you don't need to do anything else.

Note: Once a match is genuinely under way — a minute or more played, at or after its scheduled kickoff — the Undo option disappears. If a match needs to be stopped at that point, use Match Abandoned instead.

The live match header

Once the match is underway, the header shows:

  • Match clock — a running MM:SS timer with a pulsing red dot. It reads HT at half time, fades when paused, and shows first-half added time as 35+2:10
  • Score — your team vs the opponent, updated live as goals are recorded
  • Match controls — end-half / end-match buttons (no manual pause)

Recording events

To record a match event, tap any player on the pitch. A menu appears showing:

ActionWhat it records
GoalA goal for the tapped player at the current minute
AssistAn assist for the tapped player at the current minute
Yellow CardA yellow card (not available for JDL matches)
2nd Yellow (Send Off)A second yellow resulting in a sending off
Red CardA straight red card (not available for JDL matches)
Sin Bin (5 min)A temporary 5-minute dismissal (JDL matches only)
ReplaceStart a substitution to bring this player off

The match minute is recorded automatically from the clock — you don't need to type it in.

Note: There is a short cooldown (about 15 seconds) after recording a goal, assist, or yellow card to prevent accidental double-taps.

Making a substitution

There are several ways to make a sub:

From the player menu: Tap a player on the pitch, then tap Replace. You'll see a list of bench players — tap one to bring them on. The replaced player moves to the bench.

Drag from bench: Drag a bench player onto an occupied pitch slot. The player currently in that slot comes off, and the bench player takes their position.

Drag to empty slot: If there's an open slot (e.g. after a sending off), drag a bench player directly onto the empty position. This records a sub-on without anyone coming off.

After each substitution, the pitch view updates immediately and a sub event is logged in the match events timeline.

Recording opponent goals

Tap the scoreboard in the match header. An "Opponent Goals" panel appears with + and − buttons. If opposition squad data is available, you can also select the scorer — otherwise, tap "Unknown Scorer".

The opponent score updates immediately on the scoreboard.

The match events timeline

Below the pitch, the Match Events section shows a chronological log of everything recorded — goals, assists, cards, substitutions, and opponent goals. Goals and assists at the same minute are linked together visually.

Half time

To end the first half, tap the red End Half button in the match controls. The clock stops and reads HT.

During half time you can still make substitutions, rearrange your lineup, or switch formation.

When you're ready, tap Start 2nd to begin the second half and restart the clock (Start second half on the senior match tracker). You'll be asked to confirm, and the confirmation tells you how long half time has run so far — if the break has only been a minute or two, it warns you before the clock restarts.

Heads up: If the second half does start by mistake, you get two minutes to put it back. Tap Undo 2nd next to the clock on the junior pitch view, or Back to half time beneath the main action on the senior tracker. The match returns to half time with the score and your lineup intact. The option disappears once two minutes have passed, or as soon as anything is recorded in the second half — after that, ask a club admin to correct the match.

Ending the match

To end the second half, tap the red End Match button in the match controls.

If the match runs past the scheduled full-time mark (based on the age group's match length), the timer automatically pauses and a "Full Time" prompt appears. You can choose "End Match" to finish, or "Continue Playing" if extra time is being played.

Note: There is no separate extra-time or penalty-shootout phase. If extra time is played, choose "Continue Playing" and end the match manually when it's over.

Heads up: The Match Result notification is held for about two minutes after you end the match, so you can tap the resume arrow (if you ended early by mistake) or correct the score first. It then goes out with the score at that moment. The lock-screen live match card updates throughout.

Ending a half early

If you need to end a half before the scheduled time (e.g. the match is being called off), tap End Half or End Match. You'll be asked whether to:

  • Keep Playing — go back to the match
  • End Half (or End Match) — end it at the current minute
  • Match Abandoned — mark the match as abandoned (this opens the abandonment flow)

Player minutes

Clubhouse tracks each player's time on the pitch automatically based on when they come on and off. You don't need to log minutes manually — they're calculated from your substitution and lineup events.

After the match, the post-match summary shows each player's total minutes played. If a substitution went in wrong during the game and the minutes look off, you can correct them yourself — see Reading the post-match timeline and summary.

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