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21 FUN SOCCER GAMES DEVELOPING THINKING PLAYERS THROUGH SMALL SIDED GAMES TENNESSEE STATE SOCCER ASSOCIATION Darren Laver

21 FUN SOCCER GAMES 21 FUN SOCCER GAMES - Edl · This book outlines and explains 21 small-sided games (SSGs) ... 4. Consider and plan for individual challenges for certain players

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Page 1: 21 FUN SOCCER GAMES 21 FUN SOCCER GAMES - Edl · This book outlines and explains 21 small-sided games (SSGs) ... 4. Consider and plan for individual challenges for certain players

21 FUN SOCCER GAMESDEVELOPING THINKING PLAYERS THROUGH SMALL SIDED GAMES

TENNESSEE STATE SOCCER ASSOCIATION

Darren Laver

21 FUN SOCCER GAMES

DEVELOPING THINKING PLAYERS THROUGH SMALL SIDED GAMES

TENNESSEE STATE SOCCER ASSOCIATION

Darren Laver

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INTRODUCTIONIf you are already a coach, physical education teacher or just actively involved with soccer coaching, you will be familiar with the question “are we going to have a game?” In our opinion it’s a great question but not as good as the question “what game are we playing today?” or “can we play that game again today?”

This book outlines and explains 21 small-sided games (SSGs) that we hope you and your players enjoy. The 21 games have been chosen as examples of SSGs that we use regularly in our coaching. We could have chosen many others, but after a lot debate, we settled on these 21 because we feel that they perfectly show the potential that well-designed SSGs can have in helping a coach develop their players and teams.

Although we use SSGs as a core aspect of our coaching, we also recognize that other learning situations can contribute to a player’s development. For example, we fully accept that isolated skill practices (e.g. ‘drills’) can improve players, and this book does not seek to say that coaches should only coach through games. However, it is probably only right that we do admit that we and our players love SSGs, and that we think they are crucial to the holistic development of players.

Why use these SSGs in your coaching?We have always used games in our coaching, but on reflection we have not always used them well. For example, we have used them as a treat at the end of a session (or taken them away as a ‘punishment’!). We have in the past organized them and stepped away as if our coaching is now finished for the session. Equally, we have organized them and stood on the side of the field shouting at the players as if it was a World Cup Final – or as if we were holding a Playstation controller, playing FIFA, and making the players do what we wanted! We hope that we use SSGs differently now.

What follows is a list of some of the benefits of the 21 SSGs. The list does not cover every benefit but hopefully will convince you of how these games can help support your coaching sessions and your players’ development and learning.

• Enjoyment. Who doesn’t like playing games?!• SSGs can provide realistic and authentic conditions which reflect the situations and decisions players face on match day• Techniques and skills can be practiced in realistic but changing conditions. ‘Repetition without repetition’ • Physical demands within SSGs would contribute to the vigorous to moderate physical activity children require• SSGs can increase ‘ball rolling time’ and ‘time on task’; therefore, players get more touches on the ball than waiting in lines and they make more decisions.

The above list is probably common to most SSGs (if designed well). We think that in addition to the previous list, the games in this book will also have the following benefits.Require players to plan, practice and evaluate specific tactical problems and challenges.Enable players to experience and improve their anticipation, problem solving, decision making skills and tactical awareness.Create opportunities for players to develop their communication, collaboration, interaction, and cooperation.Develop creative and critical thinking capabilities.Provide opportunities for player leadership, responsibility, and ownership.

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Increase motivation through the use of novel and engaging SSGs.Suggest variations that enable players to be extended and enabled to their current ability.Transfer the above skills to match day.Develop thinking players.

“Who do you think is better at thinking, processing information and making decisions? The brain of one manager or the brains of eleven footballers out on the pitch…”(Jorge Valdano, Argentine former footballer, coach and the former general manager of Real Madrid)

Whilst we hope that you see the benefits of the games in the book, the role of the coach is very important in determining how good they will be, and how effective they will be for your players. Therefore, we have put together our 20 top tips to help you coach within the SSGs.

THE COACH’S ROLE IN THE SMALL-SIDED GAMES 20 TOP TIPS.1. Plan and recognize the technical, tactical, physical, social, and psychological skills that each of the games will help develop.2. Have a range of variations, options and progressions to help and challenge players to be successful.3. Have a range of variations, options and progressions to help keep the players motivated and the games stimulating.4. Consider and plan for individual challenges for certain players to try within the game.5. Allow and encourage players to make choices and suggest changes.6. Allow and encourage players to try things, take risks, and to make mistakes.7. Give players time to plan and discuss strategies and tactics.8. Use ‘time-outs’ when appropriate to allow players to evaluate.9. Consider and vary how teams are chosen (e.g. friends, random, birthdays…)10. Don’t worry about uneven teams (e.g. 6v5).11. Consider and vary the pitch shapes/sizes.12. Allow players time to get used to rules and constraints and to solve problems themselves. 13. Don’t worry if it looks ‘messy’.14. Offer help/advice when needed or asked for.15. Avoid ‘jumping in’ on every mistake.16. Avoid stopping play and all players to make a coaching point too often.17. Make sure players play in different positions and in different teams.18. Ask questions which promote dialogue between players and between you and the players.19. Praise effort, good ideas, trying stuff, skill, sportsmanship, being a good team-mate…20. Always think “how can I make this better next time”.

“The lessons the players teach themselves are more powerful than anything the coach might say.” (Daniel Coyle, Author of The Talent Code)

What next?It is not the intention of this book to state how a coach should coach, or what coaching behaviors they should employ. However, our argument is that different coaches will coach the SSGs in this book differently and that they can (and should) adapt and manipulate SSGs to suit the needs of their players. Once you have become familiar with the SSGs, we hope that you improve them, and then begin to design and experiment with your own SSGs.

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Contents1. Steal a Ball, Lose a Player 6

2. Blockade 7

3. Yellow Jersey 8

4. Cone Tower 9

5. Rock, Paper, Scissors, Overload 10

6. Power Play 11

7. Secret Scorers 12

8. Shooting Jackpot 13

9. Overload React 14

10. Half Time 15

11. Penalty Prize 16

12. Score & Move 17

13. Extra Players 18

14. Goalkeeper Swap 19

15. Tick, Tack, Toe 20

16. 3-2-1 21

17. Bonus Balls 22

18. Cone Bonus 23

19. Color Change Game 24

20. Break the Code 25

21. Random Color Overload 26

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“Soccer is an art, not a science, and the game should be played attractively as well as effectively. Soccer is a game

of skill, imagination, creativity, and decision- making. Coaching should not stifle, but enhance those elements.”

(Bobby Howe - English Soccer Player and Coach)

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SETUPStart with a evenly matched game (e.g. 8v8).Each team has equal amount of empty cones by the side of the pitch (e.g. 3-5).

HOW IT WORKSThe game starts as normal until the first goal is scored.The team that scores the first goal gets to keep the ball and place it on one of their cones.However, they now lose a player to the opposition team (the other team or coach select the player to join their team). In an 8v8 game the game would now restart as a 9v7. To help inclusion, players can only be ‘transferred’ once, or a maximum of two times. If using GKs, it is best if they cannot be ‘transferred’.This process repeats every time a goal is scored. In the diagram you can see that the game is cur-rently 10v6 as the reds have had two players taken by the yellows and are winning 4-2.Which team can steal five balls and fill their cones first?

The players on the team when the fifth cone is filled are the winners and gain the points. Re-select the teams and play again!

OPTIONS, PROGRESSIONS & VARIA-TIONSThe winning team gain the number of points related to the number of spare cones held by their opposition at the end of the game (i.e if the reds in the diagram score the next goal, they would all gain 3 points because the yellows have three empty cones).Use a variety of balls for each ‘round’ (e.g. Size 3, tennis ball, futsal)The players transferred can be selected at random (e.g. The coach pulls a name out of ‘a hat’, or play-ers swap in order of their birthday)Play this game as small as a 2v2 game with each team having two cones to fill.

Steal a Ball, Lose a PlayerIn this game, teams are rewarded for scoring a goal by stealing the match ball but lose a player to the other team. Which team can steal 5 match balls first? 01

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SETUPThis game is shown played as 4 x 1v1s but can be quickly progressed to 2 x 2v2s or a 4v4. Both teams each attack 4 small goals. The games are continuous and play for a set period of time.

HOW IT WORKSIn this game, players or teams can score in any of the four goals they are attacking but as well as having to get past the other team, they also have to get past a GK who defends all four goals and A BLOCKER.The blocker is a defender who works behind the goals to try and deny a goalscoring opportunity. They do this by carrying a cone and placing it behind a goal - this goal cannot now be scored in.The blocker needs to assess the position of the play-ers and the GK and keep deciding which goal needs covering. The players on the pitch need to see which goal is blocked, see the GK’s position, and attack accordingly

OPTIONS, PROGRESSIONS & VARIA-TIONSIn a 2v2 or 4v4 game play with two blockers behind each goal - they work together as a defensive pair working together to cover the goals.In a 2v2 or 4v4 game play with two blockers who share a cone, one of the blockers can enter the pitch to defend but must leave and swap with the other blocker every 20 secs.If you don’t have small goals with nets - instead of plac-ing cones to stop a goal being scored the blockers can run and stand behind the goal and stop the ball from traveling past a line behind them.

BLOCKADEIn this game players need to look up before shooting or theymay find that their goal is blocked. 02

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SETUPTwo teams (e.g. Red v Greens)Spare yellow bibs (or cones)

HOW IT WORKSThe green team will have ‘the yellow jersey’ con-dition for the first half. The red team will have the ‘the yellow jersey’ condition for the second half. The match begins as normal. For the first half, every red team goal is worth one point (in the second half every green team goal is worth one point). However, the challenge for the green team in the first half is to get as many of their players as pos-sible to wear a yellow bib (as this will enable them to gain more points for scoring goals). Every time a player from the green team scores a goal that player nominates a member of their team to now wear a yellow bib (they cannot nominate themselves!). A goal by a green team player is worth 1 point. A goal set up/assisted by a yellow bib but scored by a green player is worth 2 points. A goal set up/assisted by a green player but scored by a yellow player (as shown in the dia-gram) is worth 3 points

A goal set up/assisted by a yellow bib and scored by a yellow bib is worth 5 points. Can the green team get all their players in yellow bibs? Do the green team change positions based on who the yellow players are? Do players make the right decisions (e.g. who to pass to, when to shoot) during the game? Does the red team develop tactics to stop the yellow players scoring/setting up goals? The score is kept at half time, the green players remove the yellow bibs, and in the second half it is the red team which tries to gain the yellow bibs.

OPTIONS, PROGRESSIONS & VARIA-TIONSAllow time outs after each goal to allow teams to discuss their tactics/positions (led by the players). The coach can award one yellow bib each half to a player that achieves a secret successful criteria (e.g. Praises a team mate for trying something difficult or helps an opposition player up after fouling them).

Yellow JerseysA small sided game to get your players thinking! 03

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SETUPMultiple pitches for 2v2 games or similarMatch ball for each pitch‘Spiky cone’ behind each end of the pitchDisc cones placed by the spiky cone.Reds and yellow divided into smaller teams

HOW IT WORKSThe winning team (e.g. red or yellow) is the team that gets all their disc cones on their spiky cone the quickest.The games start at the same time.When a player scores a goal, that player runs behind the goal they scored in and places a disc cone on the spiky goal before quickly returning to their game. This is shown in the diagram by red no 2.The game continues so yellow 1&2 will have a temporary overload until red 2 recovers.In the diagram you can see that the red team will draw level as each team will have 2 disc cones on their spiky cone.Do reds or yellows get rid of their cones & complete the tower first?

OPTIONS, PROGRESSIONS & VARIA-TIONSHave a 3v2 or similar on some pitches.Goals must be scored in the attacking half.Floating players can move between pitches.After conceding a goal, teams must make a pass in the defensive half.Put a ‘defender’ behind the goal - if they tag the goal scorer before they pick up a disc cone the attacker doesn’t get to put the cone on their tower.Allow a time out where teams can re arrange their pairs.

Cone TowerIn this game, teams compete to get rid of their cones and be the first team to complete their tower. Score a goal and players must recover quickly to help their team mate who will be facing an overload. 04

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SETUPA pitch .A match ball.Two teams (each numbered in sequence e.g. 1,2 & 3).

HOW IT WORKSAny evenly matched sized game works (here a 3v3 is shown).To start the game, no1s jog to the center spot and play a game of Rock, paper, scissors. The losing player (shown by yellow no1) must leave the pitch quickly. The winning player (red no1) passes the ball back to a team mate and a 3v2 happens.The game continues until:A) A goal is scored orB) A pre-determined time period elapsesAfter this, the ball is reset and no2s jog to the center spot to play Rock Paper Scissors.After a set number of rounds, which team has the most goals?You can have a variety of options if the Rock Pa-per Scissors game is a draw:A) Play again until a winnerB) This means it is a 3v3 game (no overload)C) Players jog back and tag the next number to jog forward to play.

OPTIONS, PROGRESSIONS & VARIA-TIONSIf a team scores a goal when outnumbered, the goal is worth more points.The eliminated player only has to be off the pitch for half the time period before rejoining the game (makes the teams with the overload play quickly to gain their advantage).Teams secretly pick one off Rock Paper Scissors as their ‘trump card’ - if they win playing this they eliminate two players from the opposition.The team playing against the overload can pass to their eliminated team mate off the pitch to allow them to rejoin the game (counter attack).If playing a bigger game (e.g. 6v6), have 3 players jog up from each team. This could result in any-thing from a 6v3, 5v4, 6v4, 6v5, 6v6, or 5v5!

Rock, Paper, Scissors, OverloadThis is a fun game to get your players used to playing with and against an overload. 05

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SETUPTwo teamsMatch ballTwo goalsMusic!

HOW IT WORKSA ‘normal’ game takes place (without music) in which all goals count as 1 point.However, whenever the coach plays the music (fast music works well!) this signals the ‘power play’ and any goal scored in this time period (works best to have the music for short periods - e.g. 1 min) is worth bonus points (e.g. 3 goals).When the coach stops the music, the game continues, but that power play is over and goals are worth 1 again.Do teams change the way they play when the power play is happening? Does this depend on the score line at the start of the power play?

OPTIONS, PROGRESSIONS & VARIA-TIONSStart the music whenever there is a corner (or free kick, or thrown in) to see if the team in possession concentrate more at these times.Goals scored in a set way (e.g. First time finish) during the power play are worth even more goals.Have a ‘secret trigger’ that starts a power play. For example, it might be when a player praises a team mate. See if teams work this trigger out.

Power PlayIn this game, teams have to react to when the music starts! 06

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SETUP2 teams, one pitch, 2 goals, match ball Each team secretly assigns a number (e.g. 1-5) to each player before the game begins.

HOW IT WORKSThe game begins as normal and when a goal is scored the team (e.g. Yellow team) which scored gains 1 point as normal. However, if that team scores the next goal the goal is worth the value of the player that scored it. For example in the diagram yellow player no3 scores the next goal so the goal would be worth 3 (yellows would be win-ning 4-0 at this stage). The value is declared at this stage so the red team would now know which yellow player is worth 3 points. If yellows score the next goal, it would again be worth the value of the player which scored it However, if the red team scores the next team goal it would be worth 1 point. So, only consecutive goals are worth bonus points. Allow time outs - Can teams work out tactics de-pending on the information they have? (E.g. What positions do they play based on their values? If

they work out the opposition’s values, how do they defend against those players? How do they defend/attack when bonus goals are being played for?)

OPTIONS, PROGRESSIONS & VARIA-TIONSPlay first to a set score (e.g. 12). Assign the players’ values at random (e.g. Hand out playing cards). If all players in a team have scored, then that team must reassign player values.

Secret ScorersIn this game, teams can score bonus points if they score consecutive goals. The value will depend on which player scores it! 07

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SETUPTeams red and blue are selected and they attack a goal each (directional). In each goal balls are placed on both red and blue cones. These can be placed on the goal, line or scattered in the goalmouth.

HOW IT WORKSThere are three outcomes that can happen when a shot is on target. Outcome 1: if the match ball hits the net without knocking a ball off a cone, then 1 goal is awarded. Low goals work well for this game. Outcome 2: if the match ball knocks a ball off a cone that is the same color as the team that shot (as shown in the diagram red no5 knocks a ball off a red cone). Then, 3 goals are awarded. Outcome 3: if the match ball knocks a ball off a cone that is the opposition’s color (e.g. If a red players shoots and knocks a ball off a blue cone), then the opposition is, awarded 2 goals.

OPTIONS, PROGRESSIONS & VARIA-TIONSIf a team knocks a ball off one of their cones, that cone and ball is now placed in their opponent’s goal.

Shooting JackpotIn this game, shooting accuracy is important as bonus points are up for grabs - but points can also be lost! 08

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SETUP4 v 4 game, or similar.6 balls on cones on side of pitch.

HOW IT WORKSTeams play a normal game until the ball goes off the pitch.The player that last touched the ball before it left the pitch has to go and quickly retrieve the ball.The other team takes one ball off one of the cones (the one closest to where the ball left the pitch) and the game continues as a 4 v 3 overload.The player retrieving the ball off the pitch must re-turn the ball to the spare cone before joining back in the game.Can teams focus on remaining ‘switched on’, how to defend when disorganized & how to attack with an overload?

OPTIONS, PROGRESSIONS & VARIA-TIONSTo increase the length of the overload, the retriev-ing player must achieve a set number of keepy ups before placing the ball back on the cone.A goal is worth more if a team scores with an overload.

Overload ReactIn this game, players have to react quickly to make use of an overload. 09

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SETUPSet up multiple pitches suitable for small sided games (e.g. 1v1 - 3v3). Two teams (e.g. Reds v yellows). Match ball for each pitch. Cones to mark the ‘half time scores’ behind the goals.

HOW IT WORKSThe scenario is that it is half time on each pitch and the challenge is for the teams to win as many games as they can in the second half (a first half has not actually taken place!). The half time scores are shown by the cones behind the goals. So for example, the half time score on the top pitch is yellow 3 red 1 (shown by the cones behind the goals) and it is 1-1 on the bottom pitch. SOCIAL & PSYCH CORNER: Teams have to decide how many players and which players they are go-ing to send to each pitch to compete the second half (which will start at the score line shown by the cones). The second halves start at the same time and on the final whistle points are allocated as 1 point for a draw when it was level at half time 2 points for a

win when you were winning at half time. 3 points for a win if it was a draw at half time. 3 points for a draw if you were losing at half time. 5 points for a win if you were losing at half time. Do reds or yellows get the most points? Reset the teams, re-evaluate tactics and strategy, and play again!

OPTIONS, PROGRESSIONS & VARIA-TIONSLet the teams decide where they place their 6 ‘first half goal cones’. Have a time-out half way through the second half where the teams can evaluate how well their plan is going and adapt it. Have a floating player(s) on each team that can change pitches depending on their team’s score line. GKs can defend any of their team’s goals.

Half TimeIn this game, players have to discuss and agree on a team strategy to work as a team and win the competition. More points are on offer for coming back from losing at half time! 10

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SETUPTwo teams, 1 Match ball, normal pitch.

HOW IT WORKSThe game starts with a penalty shoot-out. And as in usual penalty shoot-outs, there can’t be a draw (so sudden death may be used). Players each take a penalty against GKs (or go in goal after their own penalty). The winning team gains one point for winning the penalty shoot-out and the small sided game begins at the score line of the penalty shoot-out. So, for example, if the yellow team won the pen-alty shoot-out 3-2 that is the score at the start of the game. The small sided game lasts for a predetermined time (with half times/time outs to allow players to amend tactics) and these are the challenges: If the yellow team maintain their lead achieved from the penalty shoot-out and win the game they gain an extra point. (They would now have two points) If the red team ‘come back’ and draw the game, they gain a point (both teams would have a point each now). If the red team ‘come back’ and win the game,

they gain two points (the yellow team would keep their one point). At the end of the timed game, reselect the teams and repeat the process. Individual players can keep all the points their teams earn.

OPTIONS, PROGRESSIONS & VARIA-TIONSInstead of penalties at the start, the players dribble and take on the GK in a 1 on 1. Instead of penalties start with 1v1 comps - which team won the most? (This determines the score at the start of the SSG)

Penalty Prize In this small sided game, the penalty shoot-out comes before the start of the match! 11

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SETUPTwo teams (e.g. Reds V Blues).Minimum of 3 pitches and match balls.Whiteboard and pen.

HOW IT WORKSIf a player on a pitch scores, they must run and record the goal on the whiteboard then...They must join another pitch (the only exception to this is if they are the only member of that team on that pitch).What influences their decision on which pitch they join? (Number of players on the pitch? Scores on the pitch?)At the end of a set period of time, which team Reds or Blues have scored the most goals?Let the teams evaluate their tactics and play again!

OPTIONS, PROGRESSIONS & VARIA-TIONSHave a coach for each team that helps players decide which pitch to join.Players can only join a pitch in which their team is drawing or losing.Allow players to also leave and join another pitch at any time.

Score & MoveIn this game, players will play with and against lots of different players in different ‘sized’ games. 12

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SETUPThree teams divided fairly evenly (here 3 teams of 4 players are shown) As many small pitches as you have players in each team (e.g. Teams of 4 requires 4 pitches) Match ball for each pitch. Whiteboards to record pitch scores (optional).

HOW IT WORKSTwo teams (e.g. Blue v Red) divide themselves on the pitches as if playing 1v1 matches. The third team (yellow) will play for the red team and can divide themselves up as they like (in the diagram 2 yellow players join red no 4, 1 joins red no 3 and 1 joins red no 2, no yellow player joins red no 1) All players can score. Games are played for a short time and scores are as follows: • If the reds/yellows win EVERY match, every red

and yellow player is awarded a point and blues get nothing.

• If at least one game is DRAWN, then the blue players are all awarded a point and reds and yellows get nothing.

• If the blue team WIN at least one game, then all blues are awarded two points and reds and yellows get nothing.

After the set time, reds become the team on their own and blues help yellows. The scoring system is the same.

In the third round the yellows are on their own and the reds and blues join forces! Lower level of chaos - once yellows (i.e. The third team) have decided on their pitches and the games have started they have to stick on that pitch and cannot swap pitches. HIGHER LEVEL OF CHAOS - yellow players can move pitches whenever they like depending on the scores (e.g. In the diagram they may be winning three games but drawing the top pitch therefore yellow no3 may leave the bottom pitch and join the top one). Of course blue and red players are not allowed to swap pitches. Whiteboards by each pitch can be used to keep scores or the blue players can be trusted to keep score on their own pitch.

OPTIONS, PROGRESSIONS & VARIA-TIONSAllow time outs half-way through the games to let the third team evaluate the current situation. Each 1v1 pitch has a different way of scoring (e.g. Dribble over line, knock over cone...) The team ‘on their own’ get a point for every draw and two points for every win.

EXTRA PLAYERS In this game, the third team decide which pitch they play on and provide extra players for one of the teams. 13

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SETUPSelect two teams which both defend and attack multiple goals. If using 4 goals as in the diagram, then each team has 2 GKs. GKs are numbered 1 and 2.

HOW IT WORKSThe game starts as shown with both teams at-tacking and defending two goals each. However, when the Coach shouts out an instruc-tion, this can change! So if the coach shouts, “No 1 change” then yellow GK 1 and blue GK 1 have to quickly swap goals. This is shown in the diagram and as a result, the goals attacked by each team will have changed. Similarly, if the coach shouts “No 2 change”, the no2 GKs would swap. The coach can also shout “yellow 1 and blue 2 change” or “blue 1 and yellow 2 change”. Of course the coach would know the GK’s names so using names (e.g. “Joe and Ben change”) would be easy! Consider the use of “all change”! Can teams quickly react to how the pitch has changed and take advantage to score a goal whilst the GKs are out of position?

OPTIONS, PROGRESSIONS & VARIA-TIONSHave a central square that the GKS have to run through before changing goals. Make teams make at least two passes before be-ing allowed to score in a ‘new’ goal. Or the teams have to play through the central square before scoring. Have a trigger which results in a change rath-er than the coach shouting the instruction. For example, if a yellow GK makes a ‘clean catch’, the other yellow GK initiates a change by running to a blue goal and making that blue GK swap. For max-imum chaos, play the same game with four teams who each have 1 GK!!!!

Goalkeeper SwapIn this small sided game, teams’ goalkeepers will continually swap goals and therefore the teams will need to quickly adapt and attack and defend different goals. 14

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SETUP2 teams (Xs v Os), normal pitch, and match ball.Design an Xs and Os ‘grid’ (like the one shown) with 9 different ways of scoring a goal outlined.

HOW IT WORKSTeams try and score in different ways to complete a line of 3 (horizontal, vertical or diagonal).If a goal scored matches one of the 9 squares then that team (X or O) get to place an X or O in that square (this is now locked and can’t be changed). If a goal scored matches the criteria for more than one of the grids – the team must decide and choose which one grid is to be used. After every goal, both teams move to the Xs and Os grid, and have a time out to discuss how the state of the grid influences their tactics in attacking and their tactics in trying to stop the opposition from scoring. Which team can get a line of 3 first and win the game?

OPTIONS, PROGRESSIONS & VARIA-TIONSIf teams score in a way that has already been ‘covered’, allow them to steal back that square. Have a few empty squares and allow the players to decide what goes in there.

Tick, Tack, Toe 15

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EXAMPLE OF A SHOOTING SESSION

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SETUPSet up a normal small sided game but play with the following rules:

HOW IT WORKSEach player starts with the value of 3. And when they score their first goal of the game, it counts as 3 points for their team. When a player scores, their value is now 2 and the next goal they score is worth 2. Their next goal and any additional goal is worth 1. Every so often, allow the players to have a time out to adjust their positions based on the players’ values.

OPTIONS, PROGRESSIONS & VARIA-TIONSThe value of the goal is made up of the value of the player who scored and the player that passed it to them. So in the diagram, the red team’s goal would be worth 6. The blue’s would be worth 4.

3- 2- 1Everyone must touch the ball before a goal can be scored or everyone must score. 16

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SETUPA normal game takes place between two evenly matched teams. 5 balls are placed at the side of the pitch. Before the game starts, the players decide which ball is worth 5 points, which ball is worth 4, which is worth 3..2...& 1. It helps if 5 different balls are used (e.g. a size 4 ball, a size 3, size 2, a futsal, and a tennis ball - or different colored balls work well - or if not place 5 of the same balls on different colored cones).

HOW IT WORKSThe coach plays in one of the balls to start the game; if a goal is scored that goal is worth the value of that ball (so if the 5 point ball is used it will be worth 5 points to the team that scores it) If a ball goes off the pitch (e.g. Throw in) or play is stopped (e.g free kick), the coach has the option of playing in a different ball to continue play (e.g. The Ball valued 2 points) - so the value of the next goal constantly changes. This way the coach can keep the game close & exciting ( so when a team that is losing has a corner (or penalty!) the coach might change the ball to a higher scoring ball!). Can players adapt to the different types of balls

used? Do teams adapt their tactics depending on the scoreline and the value of the ball currently in play? The coach can control the level of chaos by how rapidly they change the balls being used.

OPTIONS, PROGRESSIONS & VARIA-TIONSChoose a ‘trigger’ which allows the team to opt whether they want a ball change or not (e.g. If they have a shot on target saved, or if they have a goal kick). The player that puts the ball out for a throw in has to quickly retrieve the ball and put it back on the empty cone - whilst the coach immediately plays in another ball to the team that would have had the throw in.

BONUS BALLS In this game, the value of the goal depends on which ball is in play... 17

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SETUPTwo teams play a normal small sided game, At the side of the pitch are a series of cones each with a different ‘bonus’ written on them.

HOW IT WORKSThe game begins as normal until one team (e.g. the blues) scores a goal and goes 1- 0 ahead. At this point (before the game is restarted) the red team pick a cone and gain the ‘bonus’ written on it. Example bonuses may include: the opposition can only score with their weaker foot, take one player from the opposition to play for you, all your set pieces (e.g. throw ins, goal kicks) are now corner kicks, the opposition can only score from outside the area, you have one player that cannot be tackled in the defending half, the opposition GK comes to play for you so you have two keepers. This bonus cone is placed behind the team’s goal and lasts until the next goal in the game is scored. If the red team take advantage of their bonus and equalise (1-1), the cone is returned and the ‘normal’ game continues. However, if the blue team score to make it 2- 0, another bonus cone is selected by the red team, placed behind the goal, and now both bonuses

are in play. If the team with the bonus scores a goal, a bonus cone is returned. So if the game is tied, no bonuses are in place. However, if for example three cones are behind a goal then the coach knows that that team is three goals behind. In essence, this game continues to provide chal-lenges for both teams without the coach interfer-ing! Allow a time out after the bonus is known so that both teams can devise their response.

OPTIONS, PROGRESSIONS & VARIA-TIONSDifferentiate the cones, so that the ‘least helpful’ bonuses are on the green cones, ‘quite helpful’ ones are on the yellow cones, and the ‘really help-ful’ ones are on the red ones - teams pick a green one when they first need one, then a yellow one, then a red one. Turn the cones over to hide the bonus, so that the choice of bonus is random. Allow the team that is leading to select the bonus for the losing team. Allow players to come up with the bonuses. Tip - if you don’t want to write on your cones, just use sticky labels - or write on pegs and clip these to the cones...

CONE BONUSIn this game, teams that go a goal behind get a little helping hand... 18

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SETUPA 3v3 game (plus GKs) will take place.Team A is made up of two reds, two blues, and two yellows. One of each color starts the game. One of each color are at the side of the pitch with a ball each.

Team B is made up of 3 green players or non-bibs.

HOW IT WORKSA normal 3v3 game takes place and scores are kept as usual.However, if at any point the coach calls out a color e.g. «blue», the following happens:1. The current match ball is left alone by all players and the blue player currently in the game must retrieve the ball and leave the pitch.2. Straight away the blue player on the side dribbles or passes his ball into play and joins in the game.The greens will have to react to this change of match ball and new opponent. Can they reorganise quickly? Can the colors team break quickly?The coach can control the amount of rest players on the side have by how often they call out a

color.Play for a set period of time or ‘first team to 3’ and then rotate which players are the greens.

OPTIONS, PROGRESSIONS & VARIA-TIONSHave the players on the side completing a skill/challenge whilst they wait for their color to be called.When the color is called, all three players swap, but it is only the color called that dribbles the ball onto the pitch.If you don’t have different colored bibs, players can hold colored cones.

Color Change GameIn this game, teams have to react fast as the players and match ball can change quickly! 19

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SETUPBefore the game begins, each team will choose three colored cones from a choice of 5 (e.g. Red, yellow, blue, green and orange). This is kept secret from the other team!The teams then decide on an order that these cones are placed in (e.g. the yellow team have chosen the order orange/green/yellow). This can be done by plac-ing the cones and hiding them behind a bench - or by drawing/writing the colors on a whiteboard.A coach/adult/injured player can be in charge and pro-tect the secret of the cones!

When this is done the game begins!

HOW IT WORKSWhen a goal is scored, that team gets a chance to crack part of the cone. They do this by trying to guess the color of the MIDDLE cone first. So, when the reds score, they pick up a cone from the middle area and place it on the floor - if they have guessed the middle cone cor-rectly (in our example they would have to choose green as this is the yellow team’s middle cone), the cone is left in place, if it is incorrect, the cone is returned. A team has to guess the middle cone first before guessing the other two cones.If the reds score again and they already have the middle cone guessed correctly, they have to then try and guess

the first cone (if they are correct they will now have cracked 2/3s of the code!The winning team is therefore not necessarily the team that scores the most goals, but rather the team which breaks the code first and correctly guesses the color and order of all three cones! The quickest a team could solve the code is after 3 goals, and we think the highest number of attempts is after 12 goals!

OPTIONS, PROGRESSIONS & VARIA-TIONSThe game continues when a player is trying to break the code so after a goal, the opposition has a temporary overload.For a quicker game, only have 4 colored cones to choose from.For the next game, the winners can only choose from 3 cones but the other team can still choose from 4 or 5.Link each color cone to a type of goal (e.g. a red cone is a goal scored with the weaker foot. So if the team knows that they want to guess with a red cone they will have to score a goal using their weaker foot!).If players guess the color incorrectly, they have to do a challenge (e.g. 10 keepy ups) before being allowed back in the game.

Break the CodeIn this games, team have to score a goal to have a chance to break the code of the opposition. A minimum of three goals are needed to break the code, but it may take more! 20

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SETUPSplit the group into two teams (2x6 works well). The coach has six different colored cones and a set of balls on the half way line. Each team assigns a number from 1-6 to each color - the teams tell the coach but not the other team. So for example, the blue team may have something like. White = 1 - Blue = 2 - Green = 3 - Yellow = 4 - Or-ange = 5 - Red = 6 The other team will have most likely assigned different numbers to the colors. The coach may want to record the choices!

HOW IT WORKSThe coach picks up a colored cone and this starts the game. In the example shown, the coach has picked up the green cone. The blue team had assigned number 3 to this, so they send out 3 players. The red team had assigned number 1 so only one player comes out. 3v1 game. The coach plays the ball to the team with the overload. Or, if an equally matched game, the coach passes to the team currently losing. The game continues until a goal is scored, or for a set period of time, or until the ball has left the

pitch a set number of times. After this, the players go back and another cone is selected and another randomly sized game begins. Which team has scored the most goals after a set number of matches? Encourage the players to ensure that their team members get equal playing time.

OPTIONS, PROGRESSIONS & VARIA-TIONSGet one team to select their numbers first, then tell the opposition team these choices before the opposition chooses their numbers. Hold up another cone whilst the game is in play and the teams have to quickly adjust their team and react to the new color/numbers.

RANDOM COLOR OVERLOAD In this game, teams will constantly experience different games of varying numbers... 21

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For more fun games like these, please visit the VDOC

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