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Fourth: rescuing a padel game
when a player drops out

Role
Product designer and builder
Timeline
2026
Note
Concept and prototype, not released

Padel is played in fours. Sometimes the four are a regular crew who play every week, sometimes they're friends of friends, and sometimes they're strangers who met on an app. When one of them drops out the night before, the game is at risk: three people, a booked court, and a group chat full of maybes.

Apps like Playtomic are built around booking courts and finding players. In my audit I found no in-app way to rescue a game once a player dropped late, and no idea of a recurring crew. Fourth is my attempt at that missing piece: when someone drops out, it asks the right people in the right order, and settles the money by clear rules.

I chose it because the problem looks small and isn't. Money, trust and timing all pull against each other, and every rule needed a decision I had to defend.

Dropping out starts a rescue, not a group chat

A player taps I can't make it. Before anything happens, the app shows exactly what leaving costs them at that moment, so nobody discovers a fee after the fact.

The cost depends on how close kick-off is. More than 24 hours out it's free. Between 1 and 24 hours the dropper pays only if nobody replaces them. Under an hour they always pay their seat, and their replacement plays free.

Decision

Three money tiers

Padel is played by four people, so each player pays a quarter of the court fee: €8 of a €32 court. That quarter is their seat, and it's never split between two people. I chose three states the screen can explain in one line each. The replacement plays free under an hour because a stranger needs a real reason to say yes with an hour to go, and the person who dropped caused the gap.

Rejected

A shared zone

I tried a 1 to 2 hour zone where both people pay half. It added a fourth money state that was hard to explain, so I dropped it and kept it as something to test later.

Dropping out: the cost is shown before you confirm.

Ask the bench first, then crew friends

Once someone drops, the game is marked at risk and a countdown runs. The app works through a ladder: first the crew's bench, then crew friends, then nearby players, and finally the players still in decide what to do.

The Who's asked screen shows who was pinged, who has seen it and who has replied, so the crew isn't left wondering.

Decision

The ladder follows the clock

More than 24 hours out, the bench is asked one at a time. Between 3 and 24 hours the whole bench is asked at once and the first yes wins. From 1 to 3 hours, crew friends are added. Nearby players only come in under an hour.

Why one at a time, far out

A single reply is enough, and it avoids pinging everyone about a game that is still a day away.

Who's asked: pinged, seen, replied.

Strangers need the crew's approval

In the last hour, nearby players can be asked too. A nearby player's request goes to the three players still in the game, and two of the three have to approve before they join.

The notification a replacement would receive is shown as a mockup in the prototype, labelled as such. The app doesn't send real push notifications yet.

Decision

Majority, not unanimous

Unanimous lets one no block a stranger, and a block means the game plays short. Majority also matches how the play-short vote works, so the rules stay consistent. Playtomic's competitive open matches use the unanimous version: every player already in the match must accept an out-of-range request.

Rejected

One approval

Any crew member could let a stranger in alone.

Rejected for now

An organiser veto

It can be added later as a report-and-remove step if it turns out to be needed.

A nearby player's request, and the crew's approval.

Three players decide whether to play short

An hour before kick-off, if nobody has been found, the players still in the game vote: play short or keep searching. Majority wins. Teammates' votes are visible but only you can change your own.

At 15 minutes the vote closes. If there's no majority by then, the game plays short, and a replacement can still join until kick-off.

Decision

Only the players vote

The organiser is told but doesn't vote, because they aren't playing. I rejected organiser-decides for that reason, a unanimous vote because one person could block a short game, and a timer alone because nobody would get a say.

Decision

Close at 15 minutes, not 30

A late joiner gets the longest possible window, and 15 minutes is still enough to reach the court.

The vote: your choice, and the result.

The court can only be released before the venue's deadline

If no fourth is found early enough, the crew can release the court and the court fee is refunded to the crew. Release is only offered while it's still before the venue's deadline, which defaults to 2 hours before kick-off.

After that, the only outcomes are a replacement or a short game. The button isn't shown at all, rather than shown and refused.

Decision

Respect the venue

A booked court is already paid for. The club keeps the money for a slot it can't resell, and under an hour it can't resell in time. My first draft let the crew release the court right up to kick-off. That cost the club money and was unfair to it, so I removed it.

What I don't know yet

The 2 hour default is my guess. Each venue should set its own, and I'd want a real club to confirm how it works in practice.

Releasing the court before the 2 hour deadline.

When a friend says yes, the game is back to four

A crew friend accepts the ping and the game returns to four players. The money settles automatically, and the replacement is thanked with a rescue credit.

Decision

Unlimited free rescues, with detection

Free last-minute rescues have no cap. Misuse is handled by escalating steps: a silent watch, a visible warning, a cooldown, then a crew block. I rejected a shadow ban because it's opaque and hard to defend.

Decision

Only the organiser can waive a fee

A fee waiver needs one accountable person, and the organiser already holds the booking. Waivers are logged with a reason.

A crew friend accepts, and the game is rescued.

Try the rules yourself

This is a web rebuild of the app's screens, driven by the same rules. A player has just dropped out. Move the slider to change how long is left before kick-off, and the screen, the ladder and the money change with it. Tap the buttons on the phone to try each step.

09:41
Thursday Crew
Kick-off · Thu 19:30
At risk3/4
02:14:00
Crew friends are being pinged too.
1 open
Rescue ladder · Automatic
BenchDONE
Crew friendsLIVE
Nearby playersAT 1H
Your callAT 30M
3 days24h3h1h30m
Screen
At risk
Who is asked
Crew friends
Money tier
Late drop (1h to 24h)
Dropper pays
€8.00
Replacement pays
€0.00
If they say yes
Joins straight away
Release the court
Allowed, more than 2h out
Why it differsThe crew already trusts its own bench and friends, so the first yes joins and the game is rescued with no approval step.

A web rebuild of the Fourth screens, using the app's rules.

Reflections

The 2 hour venue deadline is my guess, not a verified club policy. Before relying on it I'd check it with a real venue.

Notifications are a mockup. The Ping screen shows what a replacement would see, but the app doesn't send real push notifications yet, so a real version needs that built and tested.

In the prototype my teammates' votes are pre-set so one person can show the whole flow. A real version needs accounts, so each player acts only for themselves.

I haven't set how many late drops should trigger a crew block. That needs real data on how often people drop, which I don't have yet.