Game State Scrimmage
Short scrimmages that start in a game state: up one with 5 minutes left, down one with 10, a man down. Teaches your team to manage a game, not just play one.
Theme
Small Sided Game
Difficulty
Advanced
Duration
25 min
Players (min–rec–max)
14–18–22
Area
60 × 80 yards
Session phase
Ssg
Age groups
U14, U15, U16, U18, Adult
Equipment
two goals, two keepers, balls, pinnies, scoreboard or whiteboard, stopwatch
Objective
Rehearse the decisions each game state demands, from killing a game to chasing one, so players recognize the situation in a real game and know the plan.
Set-up
Two teams of 8 or 9 plus keepers on a 60x80 yard field. A whiteboard on the sideline shows the score and time before each scenario. A stopwatch runs down visibly.
How it runs
- Scenario 1, 'Protect': Team A leads 1-0 with 5 minutes left. Team A wins if they hold; Team B wins with an equalizer. Team A's rules: no risk in their own half, keep the ball in the corners when possible.
- Scenario 2, 'Chase': Team B is down 0-1 with 8 minutes left and must press high and play forward. Team A tries to counter.
- Scenario 3, 'Man down': Team A plays with one fewer for 6 minutes, level score. They must drop into a compact block and stay in the game.
- Scenario 4, 'Restart': the game restarts from a kickoff after conceding, 4 minutes left, level. Both teams try to score first.
- Debrief for 2 minutes after each scenario: what was the plan, and did we follow it?
Coaching points
- Know the state: look at the board before every restart.
- Protecting: keep the ball, take it to the corner, no fouls near the box.
- Chasing: forward first, shots from anywhere, win the second ball.
- Man down: narrow, compact, and patient; the ball does the running.
Common mistakes
- The leading team keeps attacking and concedes; the plan for 'Protect' must be understood before the ball is kicked.
- The chasing team lumps long balls without support; forward means forward together, not hopeful.
- The debrief is skipped to save time; the debrief is the drill.
Progressions
- Add a referee who makes one bad call per scenario to test composure.
- Play scenario 2 with a 3-minute clock.
- Let the captains set the plan without the coach.
Regressions
- Extend each scenario clock by 2 minutes.
- Coach calls the plan aloud during play.
- Play 7v7 on a smaller field.
Constraints
- Each scenario has its own rules, stated on the board before the kickoff.
Tags
scrimmagegame-managementgame-statehigh-schooldecision-making