Press Space to spin
Press Space to spin
Put the team names on the wheel, then spin once for each player. Whatever team the wheel lands on is the team that player joins. Nobody gets picked last in front of everyone, and nobody can claim the captains stacked the sides.
It works for PE lessons, five-a-side, pub quizzes, office hackathons and family game nights. The defaults are Team 1 to Team 4; rename them to colors, house names or anything else your group uses.
Spinning freely for each player can leave one team with an extra person or two. To force equal teams, enter each team once per seat. For 12 players in 3 teams, enter each team name four times, so there are 12 segments, and turn on auto-remove. Each spin uses up one seat, so every team ends with exactly four players.
The Results tab lists the teams in the order they came up. Call the players in a fixed order, such as down the register, and the Results list becomes your team sheet.
If you would rather choose captains and let them pick, put the player names on the wheel and spin once per captain with auto-remove on. The same wheel then decides which team goes first.
Only if you set it up that way. Spinning freely gives each player an equal chance of every team, which can still produce uneven sizes. Enter each team once per seat and turn on auto-remove to guarantee equal numbers.
Not in one click. The wheel picks one entry per spin, so you spin once per player. With seats entered and auto-remove on, it takes one spin per person.
Yes. Edit the lines in the entries panel. Each line is one team, or one seat on a team.
Yes. Press Space or Enter to spin, and use Customize to pick a high-contrast color scheme that reads well from the back of the room.