# Definitions Source: https://docs.framesports.ai/definitions Every event, stat, metric, and player skill used across Framesports. Each definition lives on its own page so you can deep-link any term as `/definitions/`. This is the canonical glossary for every code, statistic, and metric surfaced anywhere in the Framesports app: session viewer, clip database, player infographics, player database, coach dashboards, and social posts. Pick a term below to see the full definition. The in-product **View Definition** affordances link straight to these per-term pages. * [1st Ruck Arrival](/definitions/ruck-arrival-first) * [22m entry](/definitions/22m-entry) * [22m Entry Conversion Rate](/definitions/twenty-two-meter-entry-conversion-rate) * [2nd Ruck Arrival](/definitions/ruck-arrival-second) * [3rd Ruck Arrival](/definitions/ruck-arrival-third) * [4th+ Ruck Arrival](/definitions/ruck-arrival-fourth-plus) * [Attack Score](/definitions/attack-score) * [Avg Kick Distance](/definitions/avg-kick-distance) * [Avg Phases](/definitions/avg-phases) * [Back-to-back penalty infringements](/definitions/back-to-back-penalty-infringements) * [Back-to-back-to-back penalty infringements](/definitions/back-to-back-to-back-penalty-infringements) * [Ball in Play](/definitions/ball-in-play) * [Ball in Play (player)](/definitions/ball-in-play-player) * [Breakdown Turnovers Won](/definitions/breakdown-turnovers-won) * [Carry Dominance](/definitions/carry-dominance) * [Clean Steals](/definitions/clean-steals) * [Conversion Attempts](/definitions/conversion-attempts) * [Conversion Success Rate](/definitions/conversion-success-rate) * [Conversions Missed](/definitions/conversions-missed) * [Conversions Successful](/definitions/conversions-successful) * [Defense Score](/definitions/defense-score) * [Discipline](/definitions/discipline) * [Dominant Tackle Rate](/definitions/dominant-tackle-rate) * [Drop Goal Attempts](/definitions/drop-goal-attempts) * [Drop Goals Missed](/definitions/drop-goals-missed) * [Drop Goals Successful](/definitions/drop-goals-successful) * [Drop Kick Success Rate](/definitions/drop-kick-success-rate) * [Error](/definitions/error) * [Finishing](/definitions/finishing) * [Handling](/definitions/handling) * [Infringement](/definitions/infringement) * [Involvements](/definitions/involvements) * [Kick](/definitions/kick) * [Kick metres](/definitions/kick-metres) * [Kicker - conversion](/definitions/kicker-conversion) * [Kicker - drop kick](/definitions/kicker-drop-kick) * [Kicker - penalty kick](/definitions/kicker-penalty-kick) * [Kicking](/definitions/kicking) * [Knock-on vs Penalty Rate](/definitions/knock-on-vs-penalty-rate) * [Lineout lost](/definitions/lineout-lost) * [Lineout reset](/definitions/lineout-reset) * [Lineout Success Rate](/definitions/lineout-success-rate) * [Lineout Throwing](/definitions/lineout-throwing) * [Lineout won](/definitions/lineout-won) * [Maul](/definitions/maul) * [Minutes played](/definitions/minutes-played) * [Momentum](/definitions/momentum) * [MVP Average](/definitions/mvp-average) * [MVP Score](/definitions/mvp-score) * [MVP Total](/definitions/mvp-total) * [Neutral carry](/definitions/negative-carry) * [Neutral tackle made](/definitions/negative-tackle-made) * [Number of players in lineout](/definitions/number-of-players-in-lineout) * [Number of scrums](/definitions/number-of-scrums) * [Offload](/definitions/offload) * [Offload Rate](/definitions/offload-rate) * [Offloading](/definitions/offloading) * [Opp infringement](/definitions/opp-infringement) * [Overall Score](/definitions/overall-score) * [Pass](/definitions/pass) * [Passing](/definitions/passing) * [Penalty Kick Attempts](/definitions/penalty-kick-attempts) * [Penalty Kick Success Rate](/definitions/penalty-kick-success-rate) * [Penalty Kicks Missed](/definitions/penalty-kicks-missed) * [Penalty Kicks Successful](/definitions/penalty-kicks-successful) * [Penalty Try](/definitions/penalty-try) * [Penalty Win Share](/definitions/penalty-win-share) * [Penalty Wins](/definitions/penalty-wins) * [Penalty-Won Turnover Rate](/definitions/penalty-won-turnover-rate) * [Percentage of lineouts that led to mauls](/definitions/maul-conversion-rate) * [Performance Rating](/definitions/performance-rating) * [Phases Built](/definitions/phases-built) * [Points Per 22m Entry](/definitions/points-per-22m-entry) * [Points Scored](/definitions/points-scored) * [Positive Carry](/definitions/positive-carry) * [Possession %](/definitions/possession) * [Positive Tackle Made](/definitions/positive-tackle-made) * [Restart receive lost](/definitions/restart-receive-lost) * [Restart receive won](/definitions/restart-receive-won) * [Restart Success Rate](/definitions/restart-success-rate) * [Ruck](/definitions/ruck) * [Ruck arrival](/definitions/ruck-arrival) * [Ruck seconds](/definitions/ruck-seconds) * [Ruck Speed](/definitions/ruck-speed) * [Scrum lost](/definitions/scrum-lost) * [Scrum reset](/definitions/scrum-reset) * [Scrum Success Rate](/definitions/scrum-success-rate) * [Scrum won](/definitions/scrum-won) * [Scrummaging](/definitions/scrummaging) * [Set Piece Success Rate](/definitions/set-piece-success-rate) * [Tackle assist](/definitions/tackle-assist) * [Tackle Assist Rate](/definitions/tackle-assist-rate) * [Tackle Assists](/definitions/tackle-assists) * [Tackle Attempts](/definitions/tackle-attempts) * [Tackle Completion](/definitions/tackle-completion) * [Tackle Dominance](/definitions/tackle-dominance) * [Tackle Miss Rate](/definitions/tackle-miss-rate) * [Tackle missed](/definitions/tackle-missed) * [Tackle Success Rate](/definitions/tackle-success-rate) * [Tackles + Assists](/definitions/tackles-plus-assists) * [Tackles Made](/definitions/tackles-made) * [Total Carries](/definitions/total-carries) * [Total Kick Meters](/definitions/total-kick-meters) * [Total Tackles](/definitions/total-tackles) * [Try](/definitions/try) * [Turnover Balance](/definitions/turnover-balance) * [Turnover Balance %](/definitions/turnover-balance-percent) * [Turnover Lost](/definitions/turnover-lost) * [Turnover Won From Penalty](/definitions/turnover-won) * [Turnover Won With No Penalty](/definitions/opp-turnover-lost-with-no-penalty) * [Turnovers Total](/definitions/turnovers-total) * [Turnovers Won](/definitions/turnovers-won) * [Turnovers Won Clean](/definitions/turnovers-won-clean) * [Work Rate](/definitions/workrate) ## Not tracked We don't collect these: * defenders beaten * metres carried and distance run * which player catches a kick-off (restarts are tracked at team level) * substitutions ([Minutes played](/definitions/minutes-played) is estimated from a player's first and last event) * which player threw each lineout and where the throw went ([Lineout Throwing](/definitions/lineout-throwing) gives the team's lineout success rate to the hooker) You can still [make a custom clip](/sessions/watching-and-clipping#adding-custom-clips) of any of these. # 22m entry Source: https://docs.framesports.ai/definitions/22m-entry When the team crosses the opposition's 22m line with possession of the ball (for example, via a carry or a lineout after a penalty). Also called "Visits to 22". Any time Team A gains possession of the ball beyond Team B's 22m line, it is coded as a 22m entry for Team A. Entries can happen through open play, kick returns, or set pieces. The related stat Points Per Entry (PPE) measures how well teams convert scoring-zone access into actual points. # Attack Score Source: https://docs.framesports.ai/definitions/attack-score Composite percentile score combining a player's attacking skills: carry dominance, offloading, and finishing. Higher is better. Surfaces on the player infographic leaderboard so coaches can rank teammates by attacking impact. # Avg Kick Distance Source: https://docs.framesports.ai/definitions/avg-kick-distance Average metres per open-play kick. Calculated as Total Kick Meters / number of kicks. Shown on the player kicks card and the team infographic. # Avg Phases Source: https://docs.framesports.ai/definitions/avg-phases Average number of consecutive rucks (phases of play) a team builds before possession ends. Same metric as Phases Built; appears as "Avg Phases" on the coach dashboard KPI grid. # Back-to-back penalty infringements Source: https://docs.framesports.ai/definitions/back-to-back-penalty-infringements When the team gives away two consecutive penalties before the opposition concedes one. # Back-to-back-to-back penalty infringements Source: https://docs.framesports.ai/definitions/back-to-back-to-back-penalty-infringements When the team gives away three consecutive penalties before the opposition concedes one. # Ball in Play Source: https://docs.framesports.ai/definitions/ball-in-play Estimated total time during a game when the ball was in play. We estimate this using team events that indicate a start or stop in play. # Ball in Play (player) Source: https://docs.framesports.ai/definitions/ball-in-play-player Estimated minutes the ball was in play at the same time the player was on the pitch. We estimate "ball in play minutes" using team events that indicate a start or stop in play. We estimate a player's "minutes played" using the player's first and last event in a game, with some other heuristics that improve accuracy. # Breakdown Turnovers Won Source: https://docs.framesports.ai/definitions/breakdown-turnovers-won Player skill. Number of turnovers a player wins at the breakdown per game (clean steal or penalty forced). Higher is better. Shown on the player infographic skills card. # Carry Dominance Source: https://docs.framesports.ai/definitions/carry-dominance The percentage of a team's carries that are positive (the ball carrier wins the collision and falls forward). Calculated as Positive Carries / Total Carries x 100. A higher percentage means the team is consistently winning the gain line when carrying the ball. # Clean Steals Source: https://docs.framesports.ai/definitions/clean-steals Turnovers won by stealing the ball cleanly at the breakdown, with no penalty awarded. Same metric as Turnover Won With No Penalty; appears as "Clean Steals" in the team turnovers KPI grid. # Conversion Attempts Source: https://docs.framesports.ai/definitions/conversion-attempts Total conversion kicks attempted after a try (Conversions Successful + Conversions Missed). # Conversion Success Rate Source: https://docs.framesports.ai/definitions/conversion-success-rate Percentage of conversion attempts that go through the posts. Calculated as Conversions Successful / Conversion Attempts x 100. # Conversions Missed Source: https://docs.framesports.ai/definitions/conversions-missed Conversion kicks attempted after a try that did NOT go through the posts. # Conversions Successful Source: https://docs.framesports.ai/definitions/conversions-successful Conversion kicks attempted after a try that DID go through the posts (each one worth 2 points). # Defense Score Source: https://docs.framesports.ai/definitions/defense-score Composite percentile score combining a player's defensive skills: tackle completion, tackle dominance, and tackle assists. Higher is better. Surfaces on the player infographic leaderboard so coaches can rank teammates by defensive impact. # Discipline Source: https://docs.framesports.ai/definitions/discipline Player skill. Number of penalties a player concedes per game. Lower is better. Shown on the player infographic skills card. # Dominant Tackle Rate Source: https://docs.framesports.ai/definitions/dominant-tackle-rate The percentage of tackles where the tackler wins the collision and drives the ball carrier backwards. Calculated as Positive Tackles / (Positive Tackles + Neutral Tackles) x 100. This measures tackle quality rather than completion. # Drop Goal Attempts Source: https://docs.framesports.ai/definitions/drop-goal-attempts Total drop goals attempted (Drop Goals Successful + Drop Goals Missed). # Drop Goals Missed Source: https://docs.framesports.ai/definitions/drop-goals-missed Drop goal attempts that did NOT go through the posts. # Drop Goals Successful Source: https://docs.framesports.ai/definitions/drop-goals-successful Drop goal attempts that DID go through the posts (each one worth 3 points). # Drop Kick Success Rate Source: https://docs.framesports.ai/definitions/drop-kick-success-rate Percentage of drop goal attempts that succeed. Calculated as Drop Goals Successful / Drop Goal Attempts x 100. # Knock-on / Forward Pass Source: https://docs.framesports.ai/definitions/error When a player knocks the ball on or makes a forward pass. A knock-on happens when a player loses possession and the ball travels forward from their hands or arms (or hits a hand or arm and goes forward), and another player or the ground touches the ball before the original player recovers it. A forward pass happens when a player passes the ball forward towards the opposition's dead-ball line; the ball travels forward out of the hands at the moment of release. ## Notes * A deliberate knock-on is coded as an infringement, and is not counted here. * A knock-on or forward pass is coded even when the referee plays advantage. * A charged-down clearance kick is not counted here. # Finishing Source: https://docs.framesports.ai/definitions/finishing Player skill. Number of tries a player scores per game. Higher is better. Shown on the player infographic skills card. # Handling Source: https://docs.framesports.ai/definitions/handling Player skill. Number of knock-ons and forward passes a player makes per game. Lower is better. Shown on the player infographic skills card. # Infringement Source: https://docs.framesports.ai/definitions/infringement When a player gives away a penalty. The referee decides that a player has committed an offence, resulting in a penalty being awarded against that player's team. ## How it's identified * Referee raises one arm straight up for an immediate penalty award, OR * Referee holds one arm straight out to the side (advantage signal). The penalty is timed to when advantage begins, not when play returns. ## Notes * Free kicks (referee's arm bent at the elbow at 90 degrees) are not coded as infringements. * Scrum resets, onside management without advantage, and unplayable ball in a maul or ruck are not infringements. * A referee signalling advantage multiple times for the same offence is still one infringement. # Involvements Source: https://docs.framesports.ai/definitions/involvements The total count of every coded action a player has across their selected sessions — carries, tackles, passes, ruck arrivals, kicks, offloads, infringements, and so on. Surfaces on the player database as the Work Rate Total column; dividing it by minutes played gives Work Rate / min (see Work Rate). # Kick Source: https://docs.framesports.ai/definitions/kick When a player kicks the ball (not including restarts, penalty kicks, or free kicks). Covers punts, grubbers, and drop kicks during open play. Only open-play kicks are counted. ## Notes * A kick from inside the kicker's own 22m that goes directly into touch (no bounce) is coded; the lineout is at the touchline. * A kick from outside the 22m that goes directly into touch is not coded; the lineout returns to the kick location. * A bouncing kick into touch is coded only when the lineout is at the landing spot, not the kick location. * A charged-down kick is coded with 1 metre of distance. * A kick caught with a mark call is still coded. # Kick metres Source: https://docs.framesports.ai/definitions/kick-metres The total estimated number of metres kicked when a kick occurs. # Kicker - conversion Source: https://docs.framesports.ai/definitions/kicker-conversion When the kicker attempts a conversion after a try. A conversion is a kick at goal taken after a team scores a try. A successful conversion (the ball passes between the posts and over the crossbar) is worth 2 extra points. An unsuccessful conversion misses the posts or goes under the crossbar. # Kicker - drop kick Source: https://docs.framesports.ai/definitions/kicker-drop-kick When the kicker attempts a drop goal. A drop goal is scored during open play by dropping the ball onto the ground and kicking it through the posts as it bounces up. A successful drop goal is worth 3 points. # Kicker - penalty kick Source: https://docs.framesports.ai/definitions/kicker-penalty-kick When the kicker attempts a penalty kick. A penalty place kick is taken after the referee awards a penalty. The ball is placed on a tee or the ground and kicked through the posts for 3 points if successful (the ball passes between the posts and over the crossbar). # Kicking Source: https://docs.framesports.ai/definitions/kicking Player skill (backs only). Metres kicked per game from open play. Higher is better. Shown on the player infographic skills card. # Knock-on vs Penalty Rate Source: https://docs.framesports.ai/definitions/knock-on-vs-penalty-rate Knock-ons (and forward passes) as a percentage of all handling-and-discipline errors (knock-ons + infringements). A higher value means the team gives away possession more through handling errors than penalties. Surfaces in the team turnovers section. # Lineout lost Source: https://docs.framesports.ai/definitions/lineout-lost When the team loses possession from their own lineout. The team that throws the ball into the lineout does not maintain possession immediately after the lineout. A crooked throw or a dummy throw by the hooker is coded as a lineout lost. # Lineout reset Source: https://docs.framesports.ai/definitions/lineout-reset When the referee restarts the lineout, but the team retains possession of the throw-in. The lineout is restarted due to referee intervention for a non-critical error, and the same team that originally threw the ball in retains the throw. # Lineout Success Rate Source: https://docs.framesports.ai/definitions/lineout-success-rate The percentage of your own lineouts where you retain possession. Calculated as Lineouts Won / (Lineouts Won + Lineouts Lost) x 100. Lineout resets are excluded from this calculation because possession is retained. # Lineout Throwing Source: https://docs.framesports.ai/definitions/lineout-throwing Player skill (hookers only). Percentage of own-team lineouts the hooker hits cleanly. Higher is better. Same metric as Lineout Success Rate, surfaced as a per-player skill on the infographic skills card. # Lineout won Source: https://docs.framesports.ai/definitions/lineout-won When the team retains possession from their own lineout. A lineout is a set-piece restart of play after the ball goes into touch. The team that throws the ball into the lineout has won it if they maintain possession immediately after the lineout. # Maul Source: https://docs.framesports.ai/definitions/maul When the team begins a maul with possession of the ball. A maul forms when a ball carrier is held by one or more opponents and at least one of the ball carrier's teammates binds on. All participants must remain upright. ## How it's identified * Minimum three players: the ball carrier, one teammate bound on, and one opponent. * All players are on their feet. * Mauls most commonly follow lineouts but can also form during open play. * A collapsed maul is still coded as a maul; any penalty is recorded separately. # Percentage of lineouts that led to mauls Source: https://docs.framesports.ai/definitions/maul-conversion-rate How frequently the team forms mauls relative to their lineout opportunities. Calculated as (Total Maul Events / Total Lineout Events) x 100, where lineout events include lineouts won, lost, and reset. A higher rate means the team is using the driving maul as a weapon more often. # Minutes played Source: https://docs.framesports.ai/definitions/minutes-played Estimated minutes the player was on the pitch. We estimate this value using the player's first and last event in a game, with some other heuristics that improve accuracy. # Momentum Source: https://docs.framesports.ai/definitions/momentum A live measure of which team is controlling the game at any point in time. Momentum is calculated by weighting every coded event (tries, carries, tackles, turnovers, territory entries, set pieces, infringements) and applying a time decay so recent events matter more than older ones. The result is a score from -100 to +100 that updates every minute: positive means the home team is in control, negative means the opposition. Key factors that drive momentum include collision dominance, tackle quality, territorial pressure, set piece success, and discipline. # Most phases built Source: https://docs.framesports.ai/definitions/most-phases-built The longest single sequence of phases the team built in the games shown. This is the best one possession, not how many times the team got there. A game whose longest sequence is 6 phases may well have reached 3 or more phases several times over — see [Phase sequences at a threshold](/definitions/phase-sequences-at-least) for that count, and [Phases Built](/definitions/phases-built) for the average. # MVP Average Source: https://docs.framesports.ai/definitions/mvp-average MVP Total divided by games played. Lets you compare players who've played different numbers of games on a per-game basis. Surfaces as a column on the player database. # MVP Score Source: https://docs.framesports.ai/definitions/mvp-score A points-based rating that measures a player's overall effectiveness across a game. Each action a player performs is assigned a score, for example a positive carry might earn +2 points while a missed tackle might deduct -1 point. The total of all these scores gives the player's MVP Score for that game. You can fully customise how each action is weighted in your Score Weights settings to match your coaching priorities. # MVP Total Source: https://docs.framesports.ai/definitions/mvp-total Sum of a player's MVP Score across the selected sessions. Equal to the total weighted involvement score before per-account weights are applied. See Performance Rating for the weighted version. # Neutral carry Source: https://docs.framesports.ai/definitions/negative-carry When the ball carrier loses the collision with the tackler, driven back and losing ground at contact. Also called a Passive Carry. ## How it's identified * The defender wins the collision: the carrier is driven back and/or falls backward. * The carrier loses territory at the moment of contact. # Neutral tackle made Source: https://docs.framesports.ai/definitions/negative-tackle-made When the tackler loses the collision with the ball carrier, who dominates the contact before being brought down. Also called a Passive Tackle Made. Still a completed tackle, but the tackler is driven backward and/or the ball carrier dominates contact and falls forward before being brought down. ## How it's identified * A completed tackle: the carrier is brought to ground. * The tackler loses the collision: the carrier dominates contact. * The carrier typically falls forward before being brought down. # Number of players in lineout Source: https://docs.framesports.ai/definitions/number-of-players-in-lineout Number of players in the lineout (not including the scrum-half). # Number of scrums Source: https://docs.framesports.ai/definitions/number-of-scrums The total number of scrums contested by the team. Calculated as Scrums Won + Scrums Lost. Scrum resets are tracked separately and excluded from this count. # Offload Source: https://docs.framesports.ai/definitions/offload An offload is a short pass made by a player while they are being tackled, before they reach the ground, to a teammate in support. ## How it's identified * A tackled ball carrier passes the ball while going to ground, OR * A grounded player releases the ball before a ruck forms (before opposition players bind over it). A pass without contact is a regular pass, not an offload. # Offload Rate Source: https://docs.framesports.ai/definitions/offload-rate The percentage of passes that are offloads rather than standard passes. A higher offload rate suggests the team is keeping the ball alive in contact situations more often. # Offloading Source: https://docs.framesports.ai/definitions/offloading Player skill. Number of offloads a player makes per game. Higher is better. Shown on the player infographic skills card. # Opp infringement Source: https://docs.framesports.ai/definitions/opp-infringement When the opposition concedes a penalty while the team is in possession. # Overall Score Source: https://docs.framesports.ai/definitions/overall-score Composite percentile score combining a player's attacking and defensive skills, weighted by position-specific importance. Higher is better. Used on the player infographic leaderboard as the headline ranking across teammates. # Pass Source: https://docs.framesports.ai/definitions/pass When a player throws the ball to another player (not including passes down to the scrum-half in lineouts). A pass is the deliberate transfer of the ball from one player to another on the same team, using the hands, without the ball travelling forward. ## Notes * A backward tap to a teammate counts as a pass. * A quick throw-in where no lineout is formed counts as a pass. * A pass differs from an offload: an offload happens while the passer is being tackled or going to ground; a pass is a clean transfer without contact. # Passing Source: https://docs.framesports.ai/definitions/passing Player skill. Number of passes a player makes per game. Higher is better. Shown on the player infographic skills card. # Penalty Kick Attempts Source: https://docs.framesports.ai/definitions/penalty-kick-attempts Total penalty goal kicks attempted (Penalty Kicks Successful + Penalty Kicks Missed). # Penalty Kick Success Rate Source: https://docs.framesports.ai/definitions/penalty-kick-success-rate Percentage of penalty goal kicks that succeed. Calculated as Penalty Kicks Successful / Penalty Kick Attempts x 100. # Penalty Kicks Missed Source: https://docs.framesports.ai/definitions/penalty-kicks-missed Penalty goal attempts that did NOT go through the posts. # Penalty Kicks Successful Source: https://docs.framesports.ai/definitions/penalty-kicks-successful Penalty goal attempts that DID go through the posts (each one worth 3 points). # Penalty Try Source: https://docs.framesports.ai/definitions/penalty-try Awarded when the referee believes a try would have been scored but was prevented by foul play. Recorded as a Try and a Successful Conversion on the awarded team, alongside an Infringement on the opposing team that committed the foul. # Penalty Win Share Source: https://docs.framesports.ai/definitions/penalty-win-share Penalty Wins as a percentage of total Turnovers Won (Penalty Wins + Clean Steals). Surfaces on the player turnover-balance card. # Penalty Wins Source: https://docs.framesports.ai/definitions/penalty-wins Turnovers won because the player forced the opposition into a penalty at the breakdown. Same metric as Turnover Won From Penalty; appears as "Penalty Wins" in the team turnovers KPI grid. # Penalty-Won Turnover Rate Source: https://docs.framesports.ai/definitions/penalty-won-turnover-rate Penalty Wins as a percentage of all turnovers won (Penalty Wins + Clean Steals). The same ratio as Penalty Win Share, surfaced on the player database column. # Performance Rating Source: https://docs.framesports.ai/definitions/performance-rating Player's MVP score weighted by the per-account score weights (so coaches can dial up or down the importance of carries vs tackles vs offloads vs other skills). Used as the ranking column on the player database leaderboard. # Phase sequences at a threshold Source: https://docs.framesports.ai/definitions/phase-sequences-at-least How many possessions reached at least a given number of phases: the number of times the team got to 3+ phases, 5+ phases, and so on. This counts occurrences, so it adds up across games — 4 sequences of 3+ phases in one match and 3 in the next is 7 for the pair. Ask for it by naming the threshold, for example "how many times did we get to 3+ phases". It is a different reading from the two neighbouring phase stats, and all three can disagree about the same game: | Stat | Answers | | - | - | | Phase sequences at a threshold | How many times we reached N phases | | [Most phases built](/definitions/most-phases-built) | How long our single best possession was | | [Phases Built](/definitions/phases-built) | How many phases an average possession lasted | A game with 28 attacking sequences can have a longest sequence of 6 phases and an average of 2, and still have reached 3+ phases seven times. # Phases Built Source: https://docs.framesports.ai/definitions/phases-built The number of consecutive rucks (phases of play) a team builds before possession ends through a kick, turnover, set piece, try, or other interrupting event. Reported as an average per game. More phases generally means the team is retaining possession and building sustained pressure. Two related readings answer different questions about the same possessions: [Most phases built](/definitions/most-phases-built) is the longest single sequence, and [Phase sequences at a threshold](/definitions/phase-sequences-at-least) is how many times the team reached 3+ phases, 5+ phases, and so on. # Points Per 22m Entry Source: https://docs.framesports.ai/definitions/points-per-22m-entry The average number of points scored each time the team enters the opposition's 22-metre zone. Calculated as total points scored (tries worth 5, conversions worth 2, penalty kicks and drop kicks worth 3) divided by total 22m entries. A higher number means the team is converting territorial pressure into points more efficiently. # Points Scored Source: https://docs.framesports.ai/definitions/points-scored Total points a player has scored across the selected sessions. Calculated as tries × 5 + conversions × 2 + penalty kicks × 3 + drop goals × 3. Shown on the player database. # Positive Carry Source: https://docs.framesports.ai/definitions/positive-carry When the ball carrier wins the collision with the tackler, driving the defender back and making ground before going down. Also called a Dominant Carry. Positive carries are more common than negative carries. ## How it's identified * The carrier wins the collision: drives the defender back and/or falls forward under control. * A carrier who falls forward then lands on his back or side is still a positive carry. Direction of fall after gaining territory does not change the outcome. * A carrier who fell to the side is still positive if he made progress or did not lose territory at the start of contact. # Positive Tackle Made Source: https://docs.framesports.ai/definitions/positive-tackle-made When the tackler wins the collision with the ball carrier and brings them to ground under control. Also called a Dominant Tackle Made. The ball carrier is brought to ground under control and typically falls backwards with the defence having "won" the contact. ## How it's identified * A completed tackle (the carrier is brought to ground: knees on the ground, sitting, or falling onto another player). * The tackler wins the collision. * The carrier falls forward or backwards under control of the defender. # Possession % Source: https://docs.framesports.ai/definitions/possession The share of ball-in-play time each team had the ball. We estimate who holds the ball from the event stream: possession switches to the other team on an attacking event by them (a carry, kick, or set-piece win), and is unchanged by their defensive events (tackles, penalties conceded). That possession time is then measured against the total time the ball was in play, so the two teams' shares add up to 100%. Shown on the session's Ball in Play stats. # Restart receive lost Source: https://docs.framesports.ai/definitions/restart-receive-lost When the team fails to catch the restart. The receiving team fails to secure possession (muffs the catch, knocks on, etc.) and the kicking team regains possession. If the kicking team regains possession after the restart, the receive is still coded as lost. # Restart receive won Source: https://docs.framesports.ai/definitions/restart-receive-won When the team successfully catches the restart. A restart is a drop kick taken from the halfway line after the start of a half, a try, a drop goal, or a penalty goal. The receiving team has won the restart if they catch or control the kick and retain possession immediately afterwards. A controlled tap-back to a teammate counts as won if possession is retained immediately. # 1st Ruck Arrival Source: https://docs.framesports.ai/definitions/ruck-arrival-first Times the player was the first attacker into the ruck. First arrivals do the cleanout — clearing the jackal threat off the ball. # 4th+ Ruck Arrival Source: https://docs.framesports.ai/definitions/ruck-arrival-fourth-plus Times the player was the fourth or later attacker into the ruck. Resource-heavy — extra bodies in the ruck mean fewer attackers in the line. # 2nd Ruck Arrival Source: https://docs.framesports.ai/definitions/ruck-arrival-second Times the player was the second attacker into the ruck. Typically drives through to seal the ball and add weight to the cleanout. # 3rd Ruck Arrival Source: https://docs.framesports.ai/definitions/ruck-arrival-third Times the player was the third attacker into the ruck. Often a sign that support shape was thin or the contest was prolonged. # 22m Entry Conversion Rate Source: https://docs.framesports.ai/definitions/twenty-two-meter-entry-conversion-rate The percentage of entries into the opposition's 22-metre zone that result in points being scored (via a try, successful penalty kick, or successful drop kick). A higher rate means the team is finishing when they get into scoring range. # Account Setup Source: https://docs.framesports.ai/getting-started/account-setup Create your Framesports account, invite your coaching staff, and manage user roles and permissions. ## Getting Started Framesports makes it easy to get your club up and running. Start by signing up at [2.framesports.ai](https://2.framesports.ai). You'll set up your club name, connect a video source, and choose a plan during onboarding. ## Demo Mode Until you upload your first full session, your account starts in **demo mode**: * Pre-loaded with demo footage and data so you can see how everything works * Follow the demo wizard to get a guided tour of each feature * Includes a public URL that requires no sign-in, making it easy to share with coaches or committee members before they've created an account * Disappears automatically once your first full session has finished processing (10-minute demo analyses do not remove demo mode) ## Inviting Coaching Staff and Users To invite your coaching staff or other users to the platform: 1. Go to **Settings → Users** 2. Click **Invite Users** 3. Choose how to invite them: * **Join Link**: copy a shareable link, send it via WhatsApp, or display the QR code for people to scan. Use the **Add Players** / **Add Coaches** toggle to set what role they'll get when they join. * **Direct Invite**: enter their email addresses to send an invite directly. ## Adding Players Signing up your players to Framesports is easy: 1. Go to **Settings → Users** 2. Click **Invite Users** 3. Choose how to invite them: * **Join Link**: copy a shareable link, send it via WhatsApp, or display the QR code for people to scan. Use the **Add Players** toggle to set their role when they join. * **Direct Invite**: enter their email addresses to send an invite directly. If you have a lot of players to add at once, click **Upload list** on the invite page and choose a spreadsheet, PDF or screenshot of your squad list (up to 10MB). The app reads out the email addresses (up to 500) and fills in the invites for you to check roles before sending. ## Invite states On **Settings → Users** an invite sits under **Pending invitations** until the person accepts it. Someone who signs up without using their invite link is asked to **Create a club**. Send them the join link, or resend the invite from **Settings → Users**; either works even though they already have an account. ## Joining as a player If your team already uses Framesports, ask your coach for the join link and sign up with your own email address. Once your coach has you on the roster you land on your player dashboard; until then you see the team's home page. Signing up tries to match you to your name on the team's teamsheets. If it can't — an initial, a different spelling — you stay on the team's home page with a **Set your player to get stats** prompt. Pick yourself from **Settings → Personal** → **Player** and your sessions, clips and stats follow you straight away. See [Linking Your Account to Your Player Profile](/players/introduction#linking-your-account-to-your-player-profile). ## The setup checklist Admins and coaches on a new account see a setup checklist on the home page. It is optional. While it is incomplete you get reminder messages; they stop when it is complete. ## Signing out Click your name at the bottom of the sidebar and choose **Sign out**. ## User Roles and Permissions Each person you invite can be assigned a role: * **Admin**: full control of the account, including billing and settings * **Coach**: can edit and manage sessions, stats, analysis, and players — like an admin for session work * **Member**: anyone on the account without an admin or coach role, apart from a billing-only treasurer (below). They can view sessions, stats, and clips but can't edit. A member linked to their own player profile lands on their own dashboard, with their stats and clips. * **Treasurer**: billing and invoices, on top of what a member can open. Someone you invite only as the treasurer sees the billing pages and nothing else. ## Seeing Who Has Watched a Session Admins and coaches can see which sessions each person has watched: 1. Go to **Settings → Users** 2. Click the eye icon next to the person The list shows each session and when the person first opened it. A session counts as watched as soon as the person opens it, on any tab. For players, opening their own clips for a session also counts. Views from before October 2026 only show for players. ## Promoting a User to Admin 1. Go to **Settings → Users** 2. Click the person's name to open their access panel 3. Tick **Admin** Only existing admins can make this change. ## Removing a User 1. Go to **Settings → Users** 2. Click their name to open their access panel 3. Press **Remove from your club** (the button names your club) and confirm They'll lose access immediately, though their historical data remains in the system. ## Deleting Users Removing someone from the account (above) is as far as an admin can go: it takes away their access and keeps their historical data. Their login is theirs, so if they want it and their data deleted, they ask us themselves; see [Privacy and Safeguarding](/support/privacy-and-safeguarding). An invitation that has not been accepted yet sits under pending invitations on **Settings → Users**. Open the menu on the invitation and click **Delete**. ## Restoring Admin Access 1. Check who the other admins are on your account in **Settings → Users**. 2. Ask one of them to restore your role. This is the fastest way. 3. If there are no other admins, choose **Contact us** in the app (the menu under your name at the bottom of the sidebar) or email [support@framesports.ai](mailto:support@framesports.ai). ## Changing Your Phone Number 1. Go to **Settings → Contact Information** 2. Update the text in the phone number field 3. Your change saves automatically when you click away from the field. Your new phone number will be used for all future notifications. ## Changing Your Email 1. Go to **Settings → Contact Information** 2. Update the text in the email field 3. Your change saves automatically when you click away from the field. Your new email will be used for login and all future communications. ## Changing Your Password 1. Sign out of your account 2. Go to [2.framesports.ai](https://2.framesports.ai) and press **Sign In** 3. Click **Forgot your password?** 4. Enter your email address and wait for the password reset email 5. Follow the link in the email to set a new password ## Missing Password Reset Email 1. Wait 5 minutes for the email to arrive. 2. Check your spam or junk folder. 3. If it's still not there, email us at [support@framesports.ai](mailto:support@framesports.ai) and we'll help you get back in. ## Mobile App No. Framesports directly integrates into WhatsApp rather than a standalone mobile app to increase user engagement. *** ## Frequently Asked Questions 1. Go to [2.framesports.ai](https://2.framesports.ai) and click **Create a club** (the "Don't have a club yet?" link under the sign-in form). 2. Enter your name, email, and password. 3. You'll be taken through a short onboarding flow where you'll set up your club name, connect a video source, and choose your plan. 4. Your account starts in demo mode, pre-filled with stock data from a sample match so you can see what a fully set-up account looks like. Demo mode disappears automatically once your first full session has finished processing (10-minute demo analyses do not remove demo mode). Your account starts in demo mode with a pre-loaded sample match. Here's how it works: 1. Explore the platform freely with demo data already in place (stats, player profiles, clips, social media graphics). 2. Follow the demo wizard, which guides you through each feature step by step. 3. Share the demo with your club. Demo mode includes a public URL that requires no sign-in, so coaches and committee members can see what Framesports looks like before creating an account. 4. Upload your first full session when you're ready. Demo mode disappears automatically once that session has finished processing. 10-minute demo analyses do not remove demo mode. 1. Go to **Settings → Users** 2. Click **Invite Users** 3. Choose how to invite them: * **Join Link**: copy a shareable link, send it via WhatsApp, or display the QR code for people to scan. Use the **Add Players** / **Add Coaches** toggle to set what role they'll get when they join. * **Direct Invite**: enter their email addresses to send an invite directly. Signing up your players to Framesports is easy: 1. Go to **Settings → Users** 2. Click **Invite Users** 3. Choose how to invite them: * **Join Link**: copy a shareable link, send it via WhatsApp, or display the QR code for people to scan. Use the **Add Players** toggle to set their role when they join. * **Direct Invite**: enter their email addresses to send an invite directly. If you have a lot of players to add at once, click **Upload list** on the invite page and choose a spreadsheet, PDF or screenshot of your squad list (up to 10MB). The app reads out the email addresses (up to 500) and fills in the invites for you to check roles before sending. Each person you invite can be assigned a role: * **Admin**: full control of the account, including billing and settings * **Coach**: can edit and manage sessions, stats, analysis, and players — like an admin for session work * **Member**: anyone on the account without an admin or coach role, apart from a billing-only treasurer (below). They can view sessions, stats, and clips but can't edit. A member linked to their own player profile lands on their own dashboard, with their stats and clips. * **Treasurer**: billing and invoices, on top of what a member can open. Someone you invite only as the treasurer sees the billing pages and nothing else. 1. Go to **Settings → Users** 2. Click the person's name to open their access panel 3. Tick **Admin** Only existing admins can make this change. 1. Check who the other admins are on your account in **Settings → Users**. 2. Ask one of them to go to **Settings → Users**, click your name, and tick **Admin**. This is the fastest way to restore access. 3. If there are no other admins on the account, choose **Contact us** in the app or email [support@framesports.ai](mailto:support@framesports.ai). We can restore your access. 1. Go to **Settings → Users** 2. Click their name to open their access panel 3. Press **Remove from your club** (the button names your club) and confirm They'll lose access immediately, though their historical data remains in the system. Removing someone from the account is as far as an admin can go: it takes away their access and keeps their historical data. Their login is theirs, so if they want it and their data deleted, they ask us themselves; see [Privacy and Safeguarding](/support/privacy-and-safeguarding). An invitation that has not been accepted yet sits under pending invitations on **Settings → Users**: open the menu on the invitation and click **Delete**. 1. Go to **Settings → Contact Information** 2. Update the text in the phone number field 3. Your change saves automatically when you click away from the field. Your new phone number will be used for all future notifications. 1. Go to **Settings → Contact Information** 2. Update the text in the email field 3. Your change saves automatically when you click away from the field. Your new email will be used for login and all future communications. 1. Sign out of your account 2. Go to [2.framesports.ai](https://2.framesports.ai) and press **Sign In** 3. Click **Forgot your password?** 4. Enter your email address and wait for the password reset email 5. Follow the link in the email to set a new password 1. Wait 5 minutes for the email to arrive. 2. Check your spam or junk folder. 3. If it's still not there, email us at [support@framesports.ai](mailto:support@framesports.ai) and we'll help you get back in. You signed up without using your invite link. Use the join link your coach sent, or ask them to resend the invite from **Settings → Users**; either works even though you already have an account. Ask your coach or an admin for the join link, then sign up with your own email. Once your coach has you on the roster you land on your player dashboard; until then you see the team's home page. Click your name at the bottom of the sidebar and choose **Sign out**. The setup checklist on your home page is not complete. It is optional; the reminders stop as soon as every step is done. No. Framesports directly integrates into WhatsApp rather than a standalone mobile app to increase user engagement. Can't find what you're looking for? Choose **Contact us** from the menu under your name in the sidebar, or email [support@framesports.ai](mailto:support@framesports.ai). # Demo Mode Source: https://docs.framesports.ai/getting-started/demo-mode Explore Framesports with pre-loaded demo data before uploading your own footage. ## Demo Mode Overview Until you upload your first full session, your account starts in demo mode: * Pre-loaded with demo footage and data so you can see how everything works * Follow the demo wizard to get a guided tour of each feature * Includes a public URL that requires no sign-in, making it easy to share with coaches or committee members before they've created an account * Disappears automatically once your first full session has finished processing (10-minute demo analyses do not remove demo mode) ## Removing Demo Mode 1. Upload your first full session (not a 10-minute demo analysis). 2. Wait for the analysis to finish processing. 3. Once processing is complete, the demo data is automatically removed and your dashboard will only show your own matches. **Demo mode will not be removed while the session is still being analysed. It only disappears after the analysis has fully completed.** ## Uploading a Full Session The demo is intentionally limited to the first 10 minutes of footage, so you can see what the analysis looks like on your own team. Here's how to upload a full session: 1. Go to **Sessions** and click **New Session**. 2. Connect a video source (Veo, YouTube, Google Drive, or Hudl) or upload your footage directly. 3. Fill in the session details (teams, date, competition). 4. Submit the session for analysis. 5. Wait for the full analysis to complete, you'll receive a notification when it's ready. ## Is the Demo Free? Yes. The pre-loaded demo data is free, and so is the 10-minute analysis of your own footage. When you sign up we ask for a card to start your free trial, but the demo itself is not charged. ## Free Trial Billing If you're offered a free trial, the trial page shows **"Free trial until \[date]"**. That date is worked out from the season start you saved on the previous step, not a fixed number of days: it is at least a week and a day from today, it runs up to your season start if that is later, and it is never more than a year away. Changing your season updates it. A card is required to start the trial even though nothing is charged today; the page says so. Above the card form, and again beside the start button, the page shows the date of your first charge, the amount, and **"Cancel before \[date] to avoid being charged"**. That first charge is automatic: if you don't cancel before the date shown, your card is charged without asking again. You can cancel at any time before then from **Settings → Billing**; see [Cancelling Your Subscription](/billing/pricing-and-plans#cancelling-your-subscription). Adding your card does not submit your demo. Until you finish confirming the session's details, the season and trial pages show **"Footage added · submission pending"** and the trial page says **"Your demo has not been submitted yet"**. Once you've submitted it, the welcome screen says **"Demo submitted"** and we analyse the first 10 minutes. ## Warm-Up and Dead Time in Demos Framesports automatically skips all warm-up and dead time in 10-minute demos and jumps to the game starting before analysing anything. You don't need to trim your video beforehand. *** ## Frequently Asked Questions Until you upload your first full session, your account starts in demo mode: * Pre-loaded with demo footage and data so you can see how everything works * Follow the demo wizard to get a guided tour of each feature * Includes a public URL that requires no sign-in, making it easy to share with coaches or committee members before they've created an account * Disappears automatically once your first full session has finished processing (10-minute demo analyses do not remove demo mode) 1. Upload your first full session (not a 10-minute demo analysis). 2. Wait for the analysis to finish processing. 3. Once processing is complete, the demo data is automatically removed and your dashboard will only show your own matches. **Demo mode will not be removed while the session is still being analysed. It only disappears after the analysis has fully completed.** The demo is intentionally limited to the first 10 minutes of footage, so you can see what the analysis looks like on your own team. Here's how to upload a full session: 1. Go to **Sessions** and click **New Session**. 2. Connect a video source (Veo, YouTube, Google Drive, or Hudl) or upload your footage directly. 3. Fill in the session details (teams, date, competition). 4. Submit the session for analysis. 5. Wait for the full analysis to complete, you'll receive a notification when it's ready. No. The pre-loaded demo data is free, and so is the 10-minute analysis of your own footage. When you sign up we ask for a card to start your free trial, but the demo itself is not charged. A card is required to start your free trial even though nothing is charged today. The trial page explains this and shows your first charge date and amount, both above the card form and beside the start button. If you don't cancel before that date, your card is charged automatically. Cancel any time before then from **Settings → Billing**. It depends on when your season starts, so it varies by club: at least a week and a day, up to your season start if that is later, and never more than a year. The trial page always shows the exact date as **"Free trial until \[date]"**; if you change your season, the date updates. Framesports automatically skips all warm-up and dead time in 10-minute demos and jumps to the game starting before analysing anything. You don't need to trim your video beforehand. Can't find what you're looking for? Choose **Contact us** from the menu under your name in the sidebar, or email [support@framesports.ai](mailto:support@framesports.ai). # Teams and Accounts Source: https://docs.framesports.ai/getting-started/teams-and-accounts Creating, renaming and merging teams, working across several accounts, and handing an account over. ## Teams A team is created inside the upload wizard: when you add a session, choose **Create new team**, fill in **Club**, **Age**, **Gender** and **Level**, and edit the suggested **Team Name** if you like. A team appears on the **Teams** tab once it has a session. You can also add a team directly, without uploading a session first: go to **Settings → Teams** and click **New team**, then pick the club, age, gender and level (the name writes itself, and you can type over it). The team is on the list straight away, and you can pick it in your automatic upload rules. Only a coach or admin sees **New team**. ### Renaming a team 1. Go to **Settings → Teams**. 2. Click **Edit** next to the team and change the name. The new name shows on past and future sessions and in exports. Coaches and admins can do this. ### Merging two teams If the same team has ended up as two records, an admin can merge them. Go to **Settings → Teams**, click **Edit** on the team you want to keep, then **Merge team**. The other team's sessions and players move across and it is removed. This cannot be undone, so check both records first. ### Removing a team Teams cannot be deleted. If a team's sessions belong to another of your teams, merge it into that team. If the sessions were mistakes, [archive them](/sessions/introduction) and they drop out of your stats. ### Internal games When your squad plays itself, the opposition is a second team. Name it clearly, for example "Probables" and "Possibles". ## Several accounts, one login One person can belong to more than one account, for example a school and a senior team. Switch between them from the account name at the top of the sidebar. Each account has its own users, teams and settings. ### Adding another club You can start a second club yourself, on the same login. You do not need a new email address. 1. Click the account name at the top of the sidebar. 2. Click **Add another club** at the bottom of the list. 3. Choose **Another team at** your club, or **A different club**. If you are a club's treasurer, step 3 is skipped: you go straight to naming the new club. Choose another team when the new side shares your club's players, coaches and plan, like a 2nd XV, a women's side or an age group. This opens **Settings → Teams** with the new team form open. Choose a different club when it needs its own people and its own bill, like a school you also coach. Type the club's name, then click **Create**. You become the new club's owner and an admin, and it opens on its demo dashboard. The new club has its own plan and its own payment method; your first club's card is not used. You pick its plan and add its card when you upload its first session. You cannot choose which account opens when you sign in; switch after signing in. To leave an account, open its **Settings → Users** and click **Remove** next to your name. Members need an admin or coach to do this. The account's owner (whoever created it) cannot be removed; ask us through **Contact us** in the app (the menu under your name at the bottom of the sidebar) to move ownership first. ## Renaming your account Go to **Settings → General** and enter the new name, then **Save**. Coaches and admins can do this; the new name shows everywhere the old one did, including the sidebar. ## When the person who set things up leaves Any admin can keep running the account. Before the leaver goes, an admin should: 1. Go to **Settings → Users** and make the incoming person an **Admin**. 2. Remove the leaver from **Settings → Users**. If the leaver is the account's owner, the **Remove** button will not show; ask us through **Contact us** in the app to move ownership to the new admin first. If the only admin has already left, see [Restoring admin access](/getting-started/account-setup#restoring-admin-access). ## Two accounts for one team If you and the team signed up separately, tell us through **Contact us** in the app which account you want to keep, and don't add sessions to both in the meantime. ## Individuals and parents You do not need to be a team to use Framesports. A player, parent or private coach can sign up and put their own name in the **Club name** box. ## Governing bodies and their teams An account run by a union or league can see the sessions of the teams it governs. Each team sees only its own sessions, except in a competition: every team in a competition can see its sessions and stats unless the governing body has turned sharing off. ## Referring another team Open **Refer a team** in the sidebar to get your link. Send it to another club: once they sign up through it and upload their demo session, they get a free full match analysis, and so do you once they pay for the first time. Both grants are automatic; there's no claim button and nothing to email us about. If you're a coach on more than one club, choose which club your own analysis should land in from the **Refer a team** page before it's earned. Credits already granted stay where they landed. If you don't choose, or the club you picked no longer has you as a member, it goes to the club you call home. *** ## Frequently Asked Questions Either start a new session from the **Sessions** tab and choose **Create new team** when the wizard asks which team the session is for (the team appears on the **Teams** tab once that session exists), or go to **Settings → Teams** and click **New team** to add one directly, without a session. Go to **Settings → Teams** and click **Edit** next to the team. The new name shows on past sessions and in exports. No. Merging moves everything to one team and removes the other, so check both records before you merge. Teams cannot be deleted. If its sessions belong to another of your teams, merge it into that team from **Settings → Teams**. If the sessions were mistakes, [archive them](/sessions/introduction) and they drop out of your stats. Yes. Switch between them from the account name at the top of the sidebar. Each account has its own users, teams and settings. Click the account name at the top of the sidebar, then **Add another club**. Choose **A different club**, type its name and click **Create**. You become its owner and an admin, and it has its own plan and payment method. For another side of the same club, choose **Another team at** your club instead. See [Adding another club](#adding-another-club). There is no setting for which account opens first. Switch from the account name at the top of the sidebar. To drop an account you no longer need, remove yourself under its **Settings → Users** (members need an admin or coach to do it; owners ask us through **Contact us** in the app). Go to **Settings → General**, enter the new name and click **Save**. Coaches and admins can do this. Ask another admin to promote your replacement under **Settings → Users** and then remove you. If you are the account's owner, ask us through **Contact us** in the app to move ownership to your replacement. If there is no other admin, see [Restoring admin access](/getting-started/account-setup#restoring-admin-access). Yes. Sign up and put your own name in the **Club name** box. Open **Refer a team** in the sidebar for your link. Send it to another club: once they sign up through it and upload their demo session, they get a free full match analysis, and you get one too once they pay for the first time. Both are granted automatically, with nothing to claim. If you coach more than one club, pick which one your analysis should land in from the **Refer a team** page before it's earned. Can't find what you're looking for? Choose **Contact us** from the menu under your name in the sidebar, or email [support@framesports.ai](mailto:support@framesports.ai). # Third-Party AI Source: https://docs.framesports.ai/getting-started/third-party-ai Connect Claude, Claude Code or ChatGPT to your club so you can ask your own AI assistant about your sessions, players and clips. ## What this is Framesports publishes an **MCP server** — a standard address you can hand to an AI assistant so it can read your club's data. Once it's connected you can ask your own assistant things like "how did we go against Brothers on Saturday?" or "build me a deck on our lineout" and it will answer from your real sessions. It works with anything that supports MCP. This guide covers Claude, Claude Code and ChatGPT. The assistant sees exactly what **you** see — every club you're a member of, and nothing outside them. If you're in more than one, tell it which one you mean ("how did Wests go on Saturday?") and it will work it out. ## Step 1 — Copy your server URL 1. In Framesports, click your club name in the bottom-left, then **Settings**. 2. In the settings menu, under **AI**, click **Third-Party AI**. 3. Click the copy button next to **MCP Server URL**. It looks like this: ``` https://app.framesports.ai/mcp ``` Only club **admins** can see this page. If you can't find it, ask whoever set up your club to send you the URL — it's the same for everyone in the club. ## Claude (claude.ai and the Claude desktop app)