Small Sided GameOverloadsReactionsChaos
Bonus-Ball Numbers Game
A normal SSG until the coach throws in the bonus ball — two balls, two decisions, total engagement.
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
- Play a normal game. At random moments the coach shouts 'BONUS' and rolls a second ball in.
- Both balls are live — teams must split attention, attack with one, defend the other.
- A goal with the bonus ball counts double; first ball out of play ends the bonus phase.
- 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