Small Sided GamePressingPossessionCompetition
Three-Team Rotation Game
Two teams play, the third waits — concede and you're off. Built-in stakes for every defensive action.
Theme
Small Sided Game
Difficulty
Intermediate
Duration
20 min
Players (min–rec–max)
12–15–18
Area
35 × 45 yards
Session phase
Ssg
Age groups
U12, U13, U14, U15, U16, U18, Adult
Equipment
2 goals, balls, bibs (3 colours), GKs optional
Objective
Sustained intensity through competition — every goal conceded has an immediate consequence.
Set-up
Three equal teams in different bibs. Two play a normal game; the third waits behind a goal.
How it runs
- Two teams play; the first to concede leaves and the waiting team sprints on.
- The scoring team keeps the ball and attacks immediately against the new team — no break.
- If no goal in three minutes, the team that's been on longest rotates off.
- Track wins; the team with most 'stays' wins the session.
Coaching points
- Defend like it matters — because here it does.
- The fresh team must organise in seconds: talk while you sprint on.
- Scoring team: attack the disorganised moment of the change.
- Use the rest period to actually coach the team that's off.
Common mistakes
- The waiting team switches off and enters cold — give them a watching brief: spot the next team's weakness.
- Games drag without goals and intensity dips — shrink the pitch if three minutes keeps passing goalless.
- The same weak team cycles off constantly and gets the least game time — rebalance squads mid-session.
Progressions
- Goals from one-touch finishes count double.
- The entering team starts with possession instead.
- Two-goal rule: stay on until you concede twice.
Regressions
- Longer no-goal limit.
- Coach restarts each change with a calm build-up.
- Equal three-minute rotations regardless of score.
Constraints
- The change happens at game speed — slow entries concede space.
Tags
ssgthree-teamscompetitionintensity