Round system not teleporting random players every round

Hello, I currently trying to make a round based system for my upcoming game “My Opinion”.
Right now, I am trying to make it so it teleports only one random person every round to the MapSpawn. But for some reason whenever I play test it, It never actually teleports me to the MapSpawn which is weird because I am the only player in the game. Additionally, I am not getting anything from the output window to tell me what’s wrong with the code. Really hope someone can help me on this :pray:

local intermission = 15
local roundLength = 60

local inRound = game.ReplicatedStorage.InRound
local status = game.ReplicatedStorage.Status


inRound.Changed:Connect(function()
	if inRound.Value == true then
		for i, plr in pairs(game.Players:GetPlayers(Random)) do
			local char = plr.Character
			if char and char:FindFirstChild("HumanoidRootPart") then
				local humanRoot = char.HumanoidRootPart
				humanRoot.CFrame = game.Workspace.Spawns.MapSpawn.CFrame
			end
			for i, plr in pairs(game.Players:GetPlayers()) do
				local char = plr.Character
				if char and char:FindFirstChild("HumanoidRootPart") then
					local humanRoot = char.HumanoidRootPart
					humanRoot.CFrame = game.Workspace.Spawns.LobbySpawn.CFrame
				end
			end
		end
	else
		for i, plr in pairs(game.Players:GetPlayers()) do
			local char = plr.Character
			if char and char:FindFirstChild("HumanoidRootPart") then
				local humanRoot = char.HumanoidRootPart
				humanRoot.CFrame = game.Workspace.Spawns.LobbySpawn.CFrame
			end
		end
	end
end)

local function round()
	while true do
		inRound.Value = false

		for i = intermission, 0, -1 do
			status.Value = "Round will start in " .. i .. " seconds"
			wait(1)
		end

		inRound.Value = true

		for i = roundLength, 0, -1 do
			status.Value = "Round will end in " .. i .. " seconds"
			wait(1)
		end
	end
end

spawn(round)

I am also trying to make it to whenever there is intermission, It teleports all players back to the lobby, until the next round begins and chooses another random player. But i am fairly certain that part of the code is fine.

you should be saving the random player that got selected and then storing that information and doing an if statement check so that everyone except that player is affected, re-read your code
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