Test a club offer in two steps before launching it. First, check it against the main types of players at your club and ask, for each one, whether they can use it, afford it and want what it leads with. Then check your assumptions with real players through a short survey and a small trial. Fixing an offer before the first sale is far easier than changing rules after players have paid.

This article explains the six player types to test against, includes an interactive Offer Fit Checker, shows how the checker decides, and gives a player survey you can copy. It is part of the guide How to run prepaid credits and promos at a pickleball club.

Why test an offer before launching it?

Once players have paid for a pack or membership, the club owes them what it promised. Changing the price, expiry or perks after that feels unfair to players, even when the change is reasonable. Testing first lets you find the weak spots while changes are still free.

Most weak spots fall into a few patterns: a pack too big to use before it expires, an upfront payment that is large next to what a player usually spends, an offer tied to one venue for players who move around, or a benefit the player does not care about. For the rules to settle before any sale, see 3 questions to answer before selling a prepaid package.

Which player types should you test an offer against?

Test against the player types that make up most of your club. These six cover common patterns. Rename or replace them to match your own players.

Player typeHow they playWhat they care aboutCommon objection
First-timerHas played once or twiceAn easy, low-risk startNot sure they will keep playing
Budget-conscious regularAbout once a weekSeeing the savingsPaying a lot upfront
Social doubles player1–2 times a week, with friendsPlaying with their groupOnly goes if friends go
Competitive improver3 or more times a weekGetting good court timesCourt availability at peak hours
Group organizerBooks games for a regular groupSaving money for the groupCollecting money from everyone
Venue-hopperTwice a week, at different venuesFlexibilityDoes not play at one venue enough

Different players come back for different reasons, which is why one offer rarely fits all six. See why different players need different reasons to return.

Try it: the Offer Fit Checker

Choose an offer, its upfront payment counted in games, how long players have to use it, and the benefit you lead with. The checker shows how each player type is likely to react, the main reason, and one change to try.

Offer Fit Checker

Pick an offer and see how six common player types are likely to react. This is a rule-based thinking tool, not a forecast or real player data. The rules are explained in the article.

The checker is a thinking tool. It applies the simple rules in the next section. It is not a forecast and it does not use real player data.

How does the checker decide?

The checker gives each player type points for and against an offer, using five rules:

  1. Can they use it in time? It multiplies how often the player plays by the time allowed. If the pack has more games than they would play in that time, the offer loses points.
  2. Is the upfront payment large for them? It compares the payment with about a month of the player's usual games. Payments above one and a half months lose points, more so for budget-conscious players.
  3. Are they ready to commit? First-timers lose points on any pack or membership, since they do not yet know if they will keep playing.
  4. Do they play at one venue? Venue-hoppers lose points on any offer tied to one club.
  5. Does the lead benefit match what they want? A matching benefit adds points. Budget-conscious players lose points when the benefit does not show savings.

The total becomes one of four labels: likely yes, interested but needs proof, maybe with changes, or likely no. Payments are counted in games rather than money, so the checker works in any currency.

What do common offers look like across player types?

Here is what the checker returns for three common offers. These are outputs of the rules above, not results from real players.

Player type10-game pack, 3 months, lower price per gameMembership, fee of 4 games a month, priority bookingFree first game
First-timerLikely noLikely noLikely yes
Budget-conscious regularLikely noLikely noMaybe, with changes
Social doubles playerMaybe, with changesLikely noMaybe, with changes
Competitive improverInterested, needs proofLikely yesMaybe, with changes
Group organizerLikely yesInterested, needs proofMaybe, with changes
Venue-hopperMaybe, with changesMaybe, with changesMaybe, with changes

Two patterns stand out. A 10-game pack with a 3-month limit suits frequent players and group organizers, but asks too much of first-timers and budget-conscious regulars. A free first game suits first-timers and does little for anyone else. For more on choosing between the two, see free game or prepaid credits: which should your club offer?

How do you check the offer with real players?

Ask real players before you launch, in two ways: a short survey and a small trial.

A short survey. These questions come from the player survey built during repickleball's research. Replace the spending ranges with ranges in your local currency.

  1. How long have you been playing pickleball?
  2. How often do you usually play? What stops you from playing more?
  3. Where do you usually play: one venue, a few, or wherever your group goes?
  4. About how much did you spend on pickleball in the past 30 days?
  5. What did you spend in total at your most recent session?
  6. Have you ever skipped a game because of the cost?
  7. What is the best part of playing pickleball for you?
  8. Who usually decides where you or your group plays?
  9. Have you ever used a pickleball discount or special offer?
  10. Have you ever paid for a membership that gives discounts or benefits? Was it worth it?
  11. What would make a paid membership or pack worthwhile for you?

Group the answers by player type. If one type is missing from your answers, ask a few of those players directly.

A small trial. Sell the offer to a limited group for a set period, such as one month, and measure the result you chose for its goal. Expand it only after the trial.

What should you change when an offer doesn't fit?

Match the change to the main objection:

If the main problem isTry
The pack is too big to use in timeA smaller pack, or more time to use it
The upfront payment is too largeA smaller starter pack
The player is newA free first game, then a pack after the second visit
The player moves between venuesNot this offer. A pay-per-visit perk fits better
The player dislikes recurring feesA prepaid pack instead of a monthly membership
The offer needs a groupAim it at group organizers

Then run the checker again with the changed offer.

How we built this

While designing an earlier version of repickleball for clubs in the Philippines, the team built a simulation of 50 fictional players with different budgets, experience levels and habits, and a player survey to check the assumptions with real players. The Offer Fit Checker is a simplified version of that simulation. The survey questions above are adapted from the same research.

How can repickleball help?

repickleball lets a club pick a goal, choose from ready-made offers and run them with paid credit, bonus credit and points tracked separately for each player. Take the 2-minute fit check.

Frequently asked questions

Is the Offer Fit Checker a forecast?

No. It applies simple rules to six example player types. Use it to find likely weak spots, then check them with real players.

How many players should I survey?

There is no fixed number. Aim for answers from every player type you are targeting, and ask more players in any type where answers disagree.

Can I use the survey questions at my club?

Yes. Copy them, replace the spending ranges with your local currency, and group the answers by player type.