Rules


"Players must not play better just because the coach tells them to do so,
but because the soccer situation, (the small sided game), demands it."1
Coaching Soccer

By introducing a rule or a rule change, the coach can modify, (change the resistance), or completely change the context (meaning) of the game. Example of the former, going from two touch to one touch and the latter introducing two touch into a free game. Another benefit is that the structure and organization of the game may not need to changed in order for the players to face a new set of problems. Changing the rules can result in a game going from soccer to soccer like. A free form game of 4v4 without any restrictions is soccer, adding a two touch restriction makes it soccer like. The difference lies in the solutions that the players have to solve their soccer problems. In the former they are free to play and solve problems as they see fit, in the latter they are limited in their solutions. Rules can be used to highlight or emphasize certain ideas but shouldn't be overused. An overemphasis on two touch can result in players that won't take opponents on in 1v1. So be careful what you ask for, you just might get it.

Rather then assemble a grocery list of rules, the following has been put into an order that has proven to be effective for setting up small sided games. Many of the rules will apply to more then one heading.


The Games -Two basic forms.

Small sided games come in two basic forms reload games and free form games. The difference between the two is in how each restarts when the ball goes dead. Each has it's strengths and limitations.


Reload Games - Solving very specific problems.

Reload games can be identified by the players having to "reload" back into a set starting picture before the game begins. This aspect comes more from the drill school of teaching then from the street soccer academy. It definitely has the feel of a "coaches" game as opposed to a players and is usually enjoyable only for short periods of time. Their advantage is that they get immediately to the heart of the matter. The starting point leads directly into the learning point and the starting positions are easy to manipulate. See front and back for an advanced picture of the game below.

2v2 reload gameIn this 2v2 line soccer game, all of the players start off of the field. In this case orange # 6 is just behind his opponents goal line and the two opponents are two yards further back and slightly to the side. His team mate, #3 is off of the field and has the ball at the opposite end. The game begins when orange #3 either passes the ball, option 1, in to his team mate or dribbles the ball on to the field, option 2. The game becomes live line soccer when the ball enters the field. When the ball goes out of play or a goal is scored the players reload to their starting positions and play again. The reloading takes a few seconds and blue can start with the ball as well. Either the attacking team or defending team can be coached, the structure serves both purposes. The basic 2v2 picture for both teams is very common. The breakout 1 game and the 1v1 games are other examples of reload games.


Free Form Games - The players choice.

"Let's get to the scrimmage" is the most impassioned cry at a soccer practice. It's the chance to play without being bothered by the coach and for the players to express themselves. There is no starting and stopping, interruptions which destroy the emotional feeling of the game, only playing. From a distance free form games look allot like a regular match. However, they do not need to be empty of learning opportunities, just a free form kick about. Several ideas will be presented below that can turn an open scrimmage into a controlled learning environment. All of the KNVB basic games are free form games, each with it's own learning point. See free form games for examples.

Cross midfield gameCross midfield game. In this example a basic game of 4v4 is being played on a field that's divided in half. The rule is that before either team can score every player on that team must be in their opponents half. This effects lazy or sleeping back players by forcing them to get up.


Restarts* - Every game has them.

Every game has to restart and some thought should go into how this should be done. Reload games have a very structured restart. When the ball goes dead the players must take time to return to their set positions. These games have a very short life from just a few seconds to a little over a minute. Free form games last much longer with little supervision or interference. Yet even they have to restart and these moments provide an opportunity for learning. Compare how the two 2v2 games restart. In example one, as soon as the ball has gone dead the coach can throw a new ball onto the field. This teaches the players to concentrate, stay on task and keep playing. In example two, two players have to step off of the field to create the 1v1, a quick reload game. This game teaches the attacker on the field how to deal with a ball in the air while under pressure. The difference in the rules concerns the starting point in the game and results in two very different lessons using the same organization.

Keep the restarts as simple as possible. In small sided games kick offs after goals are unimportant. Just get a new ball in play and get going. Watching young children learn how to take a throw in can be an excruciatingly long moment. Is that child's need to learn the correct technique more important then everyone else's need to play? If the coach wants to work on the ball in the air play a 3v3 or 4v4 game and each time the ball goes dead lob a new one in in the general vicinity of one of the players. That way the children are playing soccer and getting many opportunities for the lesson, ball in the air. Use the starting point to lead into the learning point. This is possible even on a change in possession, a tackle or interception as shown below.

*Some common ways to start and restart games:

New ball in - As soon as the ball goes out of play a new ball is thrown or played onto the field. It can come from the goal keeper or another player of the team in possession to one of his/her team mates. From a neutral player, (i.e. coach) into a neutral space. The restart should be from the same person/people each time. This restart keeps the game moving quickly and the intensity level high. See big goal - 2 small goals game.
Players choice - The player in possession of the ball can pass or dribble it into play. Useful in 4v4 and smaller games. This allows for a lot of 1v1's just to restart the game.
First pass free - Allow the player who is putting the ball into play a free pass. Commonly used in 5v2 to start the game.


Rules as limiting factors - What is the point?

Using rules as a limiting factor means simply that there is something that the players either must or can't do. The rule limits their actions or options. A common example is two touch where each player is allowed only one or two touches each time he is in possession. This forces a quick passing game, an awareness of where teammates are and a high level of team work. This rule means that the learning point, passing, comes immediately after the starting point, receiving the ball. Using rules as a limiting factor can help to get an idea across but they shouldn't be overused.

* One, two or three touch. See above. A variation is to play ball can't stop. Here the ball is not allowed to stop, the player is forced to use his first touch to keep the ball moving and the game alive. Forces quicker decisions.
* One touch to score. About 65% of all goals are scored with only one touch. This rule ensures that players will make early decisions to shoot.
* Must use three touches. The opposite of one/two touch. This rule requires each player touch the ball at least three times before passing or shooting. It replaces quick team play with individual play. Players will have to hold the ball and get themselves out of trouble. A good rule for 5v2.
* Must score out of the air. This game will require chips, flicks, headers and volleys. See the volley game.
* No pass back. This rule prohibits a player from passing the ball back to a teammate that has passed to him. This eliminates give and goes but encourages looking for the third man. It generates longer passing and switching the field.
* So many passes before you can score. Setting a target number of passes before scoring helps to instill the idea of building up play. Replaces the quick counter attack with a slower composed approach.


Equalizing rules - Tipping the balance of power.

Limiting factors don't have to be applied to both teams. When they are applied to only one they are being used differently. This is a way to put one of the teams under a handicap and give the other an advantage. Example, in the 3v2 game the three attackers might score too quickly. To slow them down they might have to get four passes in or each player has to touch the ball before they can score. This will allow the two defenders a better chance of success.


Rules as a consequence - Oopsies and attaboys.

If limiting factors are the "rules of the road" then consequence games are "a day in court." Using rules to limit behavior focuses on before the fact. Using rules as a consequence focuses on after the fact. It rewards success and penalizes failure. See the get back game. Below are some more ideas.

Winners stay. The basic way to play is to have three teams involved in each game. Two teams play and at the end of their game the winner stays and plays the third team. Repeat, with the winner of the second game staying on.
Outs. An old street soccer rule was "three corners equals a penalty." A variation is that each time the ball goes out of play for a corner or over the sideline the team that gets possession also gets an out. When they have three outs they get a goal. Players that casually play the ball out of play soon learn that it costs the team and players are encouraged to work harder to keep the ball in play.
Mini tournaments. 2v2 games can be set up as a mini tournament. Each pair can play in a round robin or knock out format with an eventual winner. This carries the same message as winners stay.
Last minute of the World Cup. A variation on three teams winners stay. At the start of the game one team is "winning" by one goal. If they can hold, or build onto, the lead they stay on the field as the winners. If the other team can equalize or go ahead they stay on as the winners. Games are short, 3/4 minutes. The problem is that many teams don't change the way they play in regards to the score and time. When a team is ahead with only a few minutes left keeping the ball might be more important then scoring. For the opponents they need to throw everything forward in order to equalize. This rule creates this situation with an immediate answer as to who was successful.

Give away, go awayGive away go away. This rule can be used in many different games. In this example, when a player loses the ball through an interception, tackle or plays it out over the side line or for a corner he must run around one of the corner flags at midfield. This reminds him of the mistake and his team will have to play down a man for a short period, a consequence for the team. A variation on a larger field, 7v7, is to put in a zone similar to the penalty area across the two ends. If an attacker loses the ball in his opponents defensive zone he is exempt from the rule. This allows players to take on opponents in the final third. This game might require the coach the ref a bit and the moments for running around the flag can be introduced sequentially and gradually.

Winners stay rotationWinners stay 2. 5v2 with a third defender off of the field. The defenders have an order 1, 2 and 3 with 1 being the highest, 2 is next and 3 (#5) is waiting off of the field. The object for the attackers is to make 6 passes without interception, tackle or one of them playing the ball out of play. When they do defender #1 leaves and takes #3's place, #3 comes in and becomes #2 and #2 becomes #1 and the game repeats. The defenders play line soccer, if they win the ball and dribble out the attacker who owns the mistake becomes the new #3 defender and the #1 defender takes his place. The #2 and #3 defenders move up one respectively. This also applies to attackers that lose the ball out of play. The message of building up play is to keep the ball. It is also more fun to attack then defend. This game reinforces those ideas with an immediate consequence to a mistake.

To see a short video about playing with the rules on YouTube click here.

The rules Click on the image to see some scenes about the rules from the "Street Soccer" DVD in a Real Time video.
Purchase an online copy from TotalVid.com here.

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Problems - video

Players - video
Goals - video
Field - video
Rules - video
Ball -video
Soccer strange
Index
Teambuilding

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