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Bonus-Ball Numbers Game

A normal SSG until the coach throws in the bonus ball — two balls, two decisions, total engagement.

Open diagram

Theme

Small Sided Game

Difficulty

Foundation

Duration

15 min

Players (min–rec–max)

8–10–14

Area

25 × 35 yards

Session phase

Ssg

Age groups

U9, U10, U11, U12

Equipment

2 goals, several balls, bibs

Objective

Scanning, communication and quick decisions — a second ball doubles the information players must track.

Set-up

Standard 4v4/5v5 SSG with goals. Coach on the sideline with spare balls.

How it runs

  1. Play a normal game. At random moments the coach shouts 'BONUS' and rolls a second ball in.
  2. Both balls are live — teams must split attention, attack with one, defend the other.
  3. A goal with the bonus ball counts double; first ball out of play ends the bonus phase.
  4. Several bonus phases per game; keep them short and chaotic.

Coaching points

  • Talk: who goes to the new ball? Decide in one second.
  • Don't all chase the bonus — someone must mind the first ball.
  • Scanning wins this game — heads on swivels the whole time.
  • Embrace the chaos; quick thinkers thrive.

Common mistakes

  • All ten players swarm the new ball — name a 'first ball minder' rule if it persists.
  • Players freeze waiting for instructions — the confusion is deliberate; decisions over perfection.
  • The coach explains too much — roll the ball in and let them solve it.

Progressions

  • Roll the bonus ball to the losing team.
  • Three balls for the final round.
  • Bonus ball can only be scored with one touch finishes.

Regressions

  • Pause the first ball during bonus phases.
  • Announce the bonus earlier.
  • Fewer bonus phases.

Constraints

  • Both balls live means both — ignoring either costs goals.

Tags

ssgchaosscanningfun-game