Injuries & Availability

Injuries lets you record an injury once and have it drive everything else — the player's availability, the wellness dashboard, and a squad-wide picture of where the knocks are landing. It's deliberately descriptive, not predictive: it shows you what has happened and what's open, never a risk score.

Who can use it: logging and managing injuries is for coaches and admins. Two surfaces are admin-only — the squad overview at /injuries and the per-player injury detail page — but the day-to-day work (logging, updating status, escalating a niggle) is open to coaches too. Players never see the injury surface; they only ever flag a niggle on their own check-in (below).

Injuries is a per-org feature. If it's switched off under Settings → Features, the whole surface disappears — the nav entry, the pages, the squad-row controls and the wellness overlay all go away. It's on by default.

Logging an injury

Open a player and use the injury panel to log a knock. You're asked for:

  • Body area (required) — a coarse 15-region picker (hamstring, calf, knee, groin, …). Kept deliberately simple so it's consistent enough to spot patterns later.
  • Severity (required) — the load-bearing field: niggle → minor → moderate → serious → season-ending. The ladder shows a short consequence helper as you pick, so the severity matches the expectation.
  • Injury type and mechanism (optional, free text) — e.g. "strain", "landed awkwardly".
  • Clinical grade (optional) — tucked away in a collapsed dropdown for those who track it; unconstrained and never required.

Logging an injury at out or restricted automatically marks the player injured in availability — you don't set availability separately.

Status & return-to-play

An injury moves through three stages:

out → restricted → returned

Update the status from the status sheet. Each change is kept in a full history, so you can see the whole arc of a recovery rather than just the latest state.

  • Return-to-play date — set an expected RTP. If a later update pushes it back, that's recorded as an RTP slip and flagged, but the original RTP is preserved so you can see how far a recovery has drifted.
  • Returned with low readiness — marking a player returned while their recent wellness is poor shows a warning. It warns, it doesn't block — the call is yours.

Marking an injury returned puts the player back to available (unless they're also ill, suspended, away or out for personal reasons — those are never clobbered).

Dismiss vs delete: coaches can dismiss an injury (a soft hide — it drops out of active counts but stays in history); only admins can delete one outright.

The wellness front door

Most injuries start as a grumble in a check-in, so wellness is the front door:

  • A player can mark a check-in as a niggle in the player app. This is purely a flag for you — it never changes their availability on its own.
  • On the wellness dashboard, the "Needs a look" list separates a player-raised niggle from a computed flag, so you know whether the player themselves is worried.
  • From there you can escalate the check-in into an injury in one step — the resulting injury is linked back to the check-in that started it, so the timeline joins up.

On the wellness heatmap

Once a player is injured they come off the readiness grid and out of the participation denominators — an unavailable player shouldn't drag the squad average around. Instead:

  • Injured players surface in a distinct "Unavailable" strip (admin-only).
  • The headline tiles split flags into Wellness flags (transient, for available players) and Niggles watched (persistent).
  • An available player carrying a niggle gets a small eye marker on their name cell.

The squad body map (admin)

The /injuries page is the squad overview (admin-only). It pairs a region list (the primary view) with a body figure shaded by how many players are carrying something there (amber = 1, red = 2+, front and back).

Click a region for its pattern panel — a 12-week timeline that marks recurrences (the same player, same body area, inside 12 weeks). Like the rest of the feature this is descriptive: it shows the history and highlights repeats, but it never scores or predicts.

The player injury detail (admin)

Each injury has a detail page (admin-only) built around two views:

  • A woven timeline that interleaves the injury, its status changes and the player's check-ins on one axis — including the check-in an injury was escalated from.
  • A load lead-up chart: daily distance, a readiness overlay and the injury marked, so you can see what the weeks before the knock looked like. It's descriptive only — there's no fabricated "risk" history.
  • Wellness — daily check-ins and the niggle front door.
  • Concerns — the automatic injury-risk flag (load-based), which is separate from a logged injury.
  • Settings — turn the feature on or off for your org.