Presented by Performance Pickleball · Richmond, VA

The game is about to change.

You don't choose your team.
Your team chooses you.

Wild Donkey is a drafted, team-based pickleball league. Six players to a roster, five battles to a match, one wildcard in every pocket. Turn up, get picked, and play for something bigger than your own record.

Draft
Sunday, August 30
Home
Performance Pickleball RVA
Field
Premiere 8 · Challenger 4
Wild Donkey Pickleball National League logo — powered by Mosto Tequila.

01 — The league

Not your typical pickleball league.

Most leagues hand you a partner you already know and a ladder you already understand. This one puts your name in a hat, hands you five teammates you didn't pick, and asks what the six of you can do about it.

  • Drafted teams

    Captains build rosters on draft night. You don't choose your team — your team chooses you.

  • Every match matters

    Points carry the season. There are no throwaway games, and no dead rubbers at the end of a night.

  • Men's. Women's. Mixed.

    Three disciplines, one scoreline. A roster that can only do one of them will not last the season.

  • Big moments

    Sudden-death rallies, comebacks from four down, a Duel that flips the whole night. The highlights you won't forget.

  • Big energy

    Compete hard, bring the fire, then shake hands. Loud is welcome here. Sour is not.

  • Donkey Cards

    One card per team, per match. Play it and the last rally never happened. Expect the unexpected.

02 — Match format

One match. Three rounds.

Every team meeting runs three rounds in a fixed order. The women's and men's lines open it, the mixed lines swing it, and the Duel decides what the whole night was worth. Side-out scoring throughout — one timeout per game, per team.

  1. Round 1 · Jennies Dubs

    Women's line

    2 games to 11 · win by 2

  2. Round 1 · Jacks Dubs

    Men's line

    2 games to 11 · win by 2

  3. Round 2 · Wild Donkey Dubs

    Mixed · A/A and B/B line-up

    1 game to 11 · win by 2

  4. Round 2 · Wild Donkey Dubs

    Mixed · A/B and B/A line-up

    1 game to 11 · win by 2

  5. Round 3 · Wild Donkey Duel

    One epic showdown

    1 game to 15 · win by 2

Rounds 1–2 are played to 11, win by 2. Round 3 — the Duel — is played to 15, win by 2. Timeouts are allowed once per game, per team, and only on side changes between games.

The final match

Everything can change.

The Duel is not a tiebreak. It is the scoreline. Whatever your team puts on the board in this one game becomes your points for the match — so a night that looked finished at game four is anything but.

15 one game to fifteen
win by two

How the rotation works

After a forced side out in the Duel:

  • The other mixed team pair rotates in.
  • The team that wins the side out stays on the court.
  • The losing pair is sided out.

A Donkey Flip during the Duel forces a team switch on demand.

One rally can change everything.

03 — Wildcards

Expect the unexpected.

Two cards live in every match. One is yours to spend. The other you would rather never see.

The Donkey Card: a trading-card style illustration of the Wild Donkey mascot.

Yours to play

The Donkey Card

Every team receives one Donkey Card per match. Play it immediately after any rally and that rally is wiped — the point is replayed, whoever won it.

Effect Replay the point.

Sometimes one point is worth everything. Spend it well — there isn't a second one.

Duel only

The Donkey Flip

During the Wild Donkey Duel, a team may play the Donkey Flip to force an immediate team switch — the waiting mixed pair comes in on demand.

Effect Force a rotation.

Separate from the Donkey Card. Use it when the rotation timing isn't going your way.

Not yours to play

The Jackass Card

Big energy is the point. Being a jackass about it is not. Officials carry two cards, and they escalate.

  • Yellow A warning.
  • Yellow ×2 Becomes a red.
  • Red That player sits the following match.

Respect players, opponents and officials. Sportsmanship is non-negotiable.

04 — The field

Two leagues. Two crowns.

Fall 2026 runs Premiere and Challenger side by side — not a Gold/Silver split of one draft pool, but two divisions with their own tables.

Premiere

Field size
8 teams
Weeks
7 Saturdays
Roster
6 per team

Challenger

Field size
4 teams
Weeks
6 Saturdays
Starts
Sep 20

Challenger opens one Saturday after Premiere and shares the same finish date. Standings, schedule, and rosters for both live on the Fall 2026 season hub.

05 — Rosters & scoring

Six on the roster. Two to spare.

Every team is three men and three women. At least two of each must be available each week — or it's a forfeit. Lineups are submitted at match start; any substitutions between rounds 1 and 2 must be listed there.

The roster

3 men · 3 women

Every team is three men and three women. Four play most nights — two men, two women — with the other two available for rotation.

Minimum availability

2 men · 2 women

At least two men and two women must be available each week. Fall short and the match is a forfeit. Teams may pull a player from the Challenger Division to avoid that.

Substitutions

Between rounds 1 & 2

When all six players are available, captains may swap players between rounds 1 and 2. All six can also rotate into the Donkey Duel if the lineup allows it.

Challenge tiebreaker

Level on points? Each captain picks two players and sends them out for a single sudden-death rally. One point, no second chances.

Winner earns 1 bonus point.

How a match is scored

Side-out scoring throughout. Each game is logged on the official score sheet and totalled per round. The Duel's final score becomes the team's match points for that round.

  • Game win2 pts
  • Smash factor1 pt
  • Game loss bonus1 pt
  • Donkey duelTotal scored
  • Smash factor — keep the opponent to 3 points or less.
  • Game loss bonus — the losing team reached at least 8 points.
  • Donkey duel — however many points your team puts on the board.
The official Wild Donkey score sheet, with a row for each of the five battles plus Smash Factor and total points.
The official score sheet — open full size

06 — Draft day

Get drafted.

The league is built in one night. Legends are chosen, rivalries are born, and six strangers become the reason you show up every week for a season.

  • Draft Sunday, August 30
  • Schedule Scramble noon · Draft 2 PM
  • Entry $30 · Registration open
Draft Day details & sign up

Competitive. Social. Fun. Bring your paddle and your nerve.

  • Two leagues.Two crowns.
  • Play hard.Have fun.
  • Respect the game.Rep your team.

07 — Rules & materials

Take it to the court.

Everything a captain needs on match night, in one place.

League notes

  • Both teams submit lineups at the scheduled match start time. Any substitutions between rounds 1 and 2 must be listed on the lineup when the match begins.
  • All matches must be played in the designated round order.
  • Good sportsmanship is non-negotiable. Respect players, opponents and officials.
  • Rules may be adjusted during the season for competitive balance.
  • Decisions by the league directors are final.

08 — Questions

Before you sign up.

Do I need a team to enter?

No — that's the whole idea. You register as an individual and captains build the rosters on draft night. You don't choose your team; your team chooses you.

How long does a match night take?

A full team meeting is five battles: two games on the women's line, two on the men's line, one on each mixed line, and the Duel to 15. Plan for a full evening rather than a quick hit-and-run.

What DUPR do I need?

There is no Gold or Silver split inside a division. Premiere fields eight teams; Challenger fields four — each with its own table on the season hub.

Can we use substitutes?

Rosters are three men and three women with no outside subs. When all six are available, captains may swap players between rounds 1 and 2 — and all six can rotate into the Donkey Duel. If a team can't field at least two men and two women, they may pull from the Challenger Division or forfeit.

What is a Donkey Flip?

A Duel-only move that forces an immediate team switch — the waiting mixed pair comes in on demand. Separate from the Donkey Card, which replays a point.

When exactly can a Donkey Card be played?

Immediately after any rally, once per team per match. The point is replayed regardless of who won it. Wait too long and the window is gone.

What happens if two teams finish level?

The Challenge Tiebreaker. Each captain selects two players, they play one sudden-death rally, and the winner takes a single bonus point.