How to Collect Money for Five-a-Side Without Losing Mates
Ian has organised the same weekly football game for 12 years — dealing with no-shows, late payments, and unbalanced teams long before building Capo to sort it out.
The Organiser's Least Favourite Job
Nobody signs up to run a five-a-side because they enjoy chasing people for money. You do it because somebody has to book the pitch, and somehow that person ended up being you. Fair enough. What you didn't expect was becoming an unpaid debt collector for a group of adults who can't seem to remember a fiver. If you're looking for the best way to collect 5-a-side match payments without losing mates, here's every method — from cash to in-app payments — and what actually works for weekly football with mates.
The cycle goes like this: you book the pitch, you front the money, you message ten people asking for their share, and then you spend the next week fielding a mix of "I'll get you next time", radio silence, and one person who Monzo'd you before you even asked (bless them).
It's not the money that's the problem. It's the social awkwardness of asking for it. You're not their landlord. You're their mate. And yet here you are, sending passive-aggressive messages in the group chat about "still waiting on a few people" like some sort of small claims court administrator who also plays left back.
There are better ways to handle this. Here's what actually works.
How Much Does Five-a-Side Actually Cost?
Before you figure out how to collect the money, it helps to be clear about how much you're actually collecting.
Pitch hire varies massively depending on where you are. A council-run 3G cage in the suburbs is a completely different price to a premium indoor pitch in central London. The range across the UK is wide enough that quoting exact figures would be misleading, but most groups are looking at somewhere between a few quid and a tenner per player once you divide the total by heads.
The basic maths: total pitch cost divided by the number of players. If you book for ten and ten turn up, great. If you book for ten and seven turn up, someone's paying more or the organiser is out of pocket. This is why no-shows are such a headache — it's not just about numbers, it's about money.
Then there are the extras that the organiser quietly absorbs. A decent ball. A set of bibs. Maybe a first aid kit for the bloke who plays like every tackle is a cup final. These costs add up over time, and they almost always come out of the organiser's pocket without anyone noticing.
Some groups charge subs or casual players slightly more. That's reasonable — regulars commit, casuals benefit from the infrastructure without contributing to it long-term. Some groups go further and use tiered season pricing instead of per-match fees, which removes the weekly chasing problem entirely. Whatever you charge, the important thing is that everyone knows the number upfront.
Methods for Collecting Money
Cash on the Night
The old-school method. Turn up, hand over a fiver, play football. There's a simplicity to it that's hard to argue with. Money changes hands, everyone's square, no apps involved.
Pros: Instant. No transaction fees. No technology required. Works for any group size.
Cons: People "forget" their wallet with remarkable consistency. There's no record of who's paid, so disputes are based entirely on memory. And if the organiser has already paid for the pitch online, they're fronting the money and hoping to get it back in loose change.
Verdict: Fine for a very small, very reliable group where trust is absolute. Falls apart the moment someone takes the mickey.
Bank Transfers (Monzo, Revolut, etc.)
The modern default for most groups. Someone posts their sort code or Monzo link in the group chat, everyone transfers their share. In theory.
Pros: No cash needed. Transfers are instant with most banking apps. There's a digital record, so you can at least prove who paid. Monzo and Revolut make it particularly easy with payment links and transaction history.
Cons: You still have to chase people. The transfer might be instant, but the decision to actually send it is not. "I'll do it after the game" is the new "I forgot my wallet". The organiser still needs to manually check who's paid and who hasn't, which means scrolling through bank notifications like an accountant who's also trying to stretch their hamstrings.
Verdict: Better than cash, but still manual. Works well enough if your group is mostly responsible. Doesn't solve the fundamental problem: you're still chasing.
Splitwise / Settle Up
Debt-tracking apps like Splitwise are popular for shared houses and holidays, and some football groups have tried using them for match fees. The idea is that the app keeps a running tally of who owes what, so at least the debt is visible even if it's not paid immediately.
Pros: Tracks debts clearly. Sends reminders (so you don't have to). Handles uneven splits if needed.
Cons: Nobody wants to sign up to a separate app just for payments. It doesn't connect to your RSVPs or know who's playing this week. You're bolting a finance tool on top of your existing system rather than replacing the problem. And it still relies on people settling up voluntarily.
Verdict: A workaround, not a solution. What you actually want is one tool that handles stats, payments, RSVPs, teams, and chat together — not a different app for each problem.
In-App Payments (Pay When You Book)
This is where things are heading, and it's the approach that actually solves the problem rather than just managing it. The concept: the organiser sets a match fee, and players pay when they confirm their spot. No chasing. No debt. Money is collected before anyone laces up.
Pros: Completely removes the awkwardness. The organiser never has to ask for money because the system handles it. Players who book their spot have already paid, so there's no ambiguity. It also naturally reduces no-shows, because people are far less likely to bail when they've already paid.
Cons: Requires everyone to use the same app. There are transaction fees (small, but they exist). And not every app offers this yet.
In Capo, the organiser sets the match fee and players pay when they book in (available in the UK, with more countries rolling out). The money goes directly to the organiser's connected account. No spreadsheet of debts, no passive-aggressive messages, no being the group's unofficial credit facility.
The clever bit is what happens when someone drops out. If another player takes their spot and pays, the original player gets automatically refunded. If nobody fills the gap, they lose the money. This rewards the right behaviour: you think twice about flaking when there's cash on the line, and if you do have to cancel, at least the organiser isn't left short because the pitch is still covered either way.
For a wider look at which apps handle payments (and which ones don't), see our comparison of five-a-side apps.
Tips to Reduce Money Drama
Whichever method you use, a few principles make the whole thing less painful:
- Set the fee clearly upfront. Don't leave it vague. Everyone should know exactly what they owe before they confirm they're playing. Ambiguity breeds resentment.
- Collect before the game, not after. This is the single biggest shift you can make. Once someone has played, the leverage disappears entirely. Before the game, payment is a booking. After the game, it's a debt. Those are completely different social dynamics.
- Set expectations early. When someone new joins, tell them how payment works on day one. Don't wait until they owe you three weeks' worth and then try to have the conversation. The longer you leave it, the worse it gets.
- Don't subsidise no-shows. If someone drops out last minute and you can't fill their spot, the group (or the dropout) should cover the cost, not the organiser. Being clear about this from the start prevents it from becoming personal later.
- Keep a record. Whether it's a bank statement, an app's payment history, or a shared note, having a record of who paid and when eliminates the "I already paid you" argument before it starts.
Frequently Asked Questions
How much should I charge per player?
Divide the total pitch cost by the number of players you expect. If you're regularly getting ten, divide by ten. If attendance is unreliable, you might charge slightly more to build a buffer. Some organisers add a small amount for equipment costs (balls, bibs). Keep it simple and transparent — people are happy to pay a fair share when they can see the maths.
Should I use an app for collecting payments?
If you're tired of chasing people, yes. An app that ties payment to RSVPs means the money arrives before the game, which removes the entire chasing problem. The small transaction fee is worth it for not having to send "quick reminder" messages every week. Bank transfers work if your group is reliable, but if you've read this far, there's a decent chance they're not.
What if someone can't afford the match fee?
This comes up more than people talk about. The best approach is quiet and practical: have a word privately, offer to cover them for a while, or adjust the fee if the group can absorb it. What you don't want is someone silently dropping out because they're embarrassed. Football is supposed to be the best bit of someone's week, not a source of stress. Most groups handle this well when it's dealt with directly rather than ignored.
Money is just one piece of running a game. For the full picture — from booking pitches to managing numbers — see our complete guide to organising a five-a-side.
Capo was built by an organiser who got tired of being the group's unofficial accountant. If you want payments sorted before kickoff and your Tuesday evenings back, see how it works.