How the split works
Names are shuffled with cryptographic randomness, then dealt round-robin into teams — like dealing cards — so sizes differ by at most one when the count doesn't divide evenly (9 people into 2 teams gives 5 and 4). Every arrangement is equally likely, which is the property schoolyard captain-picking famously lacks.
Why random teams beat picked teams
Beyond sparing anyone the last-pick walk, random assignment breaks up cliques, mixes skill levels over repeated rounds, and ends the negotiation phase instantly — the shuffle is the referee. For recurring groups (weekly football, project rotations), re-generating each time keeps combinations fresh; nobody's stuck carrying or being carried all season.
Frequently asked questions
What happens when teams don't divide evenly?
The dealer rule applies: names are dealt one at a time around the teams, so 10 people into 3 teams yields 4-3-3. Which team gets the extra player is itself random.
Can I balance teams by skill?
Not automatically — the split is purely random. A common trick: run separate shuffles for your strong and casual players (two lists), generating each into the same number of teams, then merge — random within tiers, balanced across them.
How many people can I split?
Hundreds — paste as many lines as you like and up to 6 teams here. For classroom-scale groups it's instant.
Are the names saved?
No. The list exists only on your screen and clears on refresh — nothing is uploaded or logged.