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Concept Games By John Morrison
Last updated 11/2011
English

Course content

1 section22 lectures32m total length
  • Tandem 1:25

    Concept: A team’s Defence is being over run by superior attacking numbers

     

    Solution Call: TANDEM

     

    Game Conditions: Use half the pitch so that two games are operating at the same time as in the animation.

     

    Attackers have yellow jerseys and Defenders have red jerseys

     

    Always play more forwards than defenders

     

    Game A: Give the forwards 10 attacks and see how many scores they get

     

    Game B: Give the forwards 5 or 10 minutes to see how many scores they can get

     

    Depending on number of players you have at training you can play the following :

     

     

    30 Training: 2 Games of 5 Defenders V 9 Attackers

    28 Training: 2 Games of 5 Defenders V 8 Attackers

    26 Training: 2 Games of 4 Defenders V 8 Attackers

    ETC

     

    Game Sense:

     

    Defenders should never defend in a straight line as in the RED side of the pitch.

     

    When faced with uneven numbers , defenders should play in TANDEM, using the strong effect of a triangle, as in the bottom side of the pitch.

     

    As an attacker breaks through, a defender from the back should step up to defend the player

  • Switch Play 0:53

    Concept:

     

    Play this game if your play is easily stopped due to running in straight lines towards the goal, or if your team is being intercepted due to overhead passes

     

    Solution Call: Switch Play

     

    Game Sense:

     

    Either play a full game, where all passes must be at an angle, not straight.

    or

     

    To get players used to the concept, lane the pitch like a swimming pool.

     

    Passes are not allowed in the same lane, they may be allowed if the pass is angular. The idea is to get your team to switch play and hence be harder to defend against

     

    Discovery: In Switch Play, the last pass always ends up in front of goals between the "STOP NETS"

  • Roll Defence1:38

    Concept:

    Your defenders are defending poorly, even when they out number the attackers

     

    Solution Call: Roll Defence

     

    These are small sided games, emphasising the 4D's of individual defending- Delay , Deny, Dispossess and Drive on. It also works good group defence via communication along with multi speed stamina and speed repeatability.

     

    Game Conditions:

     

    3 players line up facing across the pitch, one with a ball. The player with the ball(red) is the attacker, the players without the ball( yellow) are the defenders.

     

    The first defender throws the ball to the attacker and runs around behind the other defender, who has already begun tackling.

    As the attacker gets past the defender the next defender steps up to now to begin tackling, whilst the other defender filters behind to become the next defender- See the illustration

     

    If the defender dispossesses the Attacker, the Game restarts from that position.

     

    The Attacker should find that they are constantly faced by a defender.

     

    Each player takes it in turn to be the Attacker. Count how many times each Attacker gets across the field in 6 minutes. The target for the group should be 6 crossings in 3 minutes. Each player will be an attacker 

  • Raise A Flag 1:30

    Concept:

     

    Often in a game the most disheartening thing for a team is hitting wide after wide, but even more disheartening is hitting the ball short into the keepers hands. In this game teams are penalised for hitting a wide or hitting it into the keepers hands.

     

    Solution Call: Raise a Flag

     

    The Game:

     

    Play a full game, but place 2 feeders with several balls at either 45 yard line.

     

    Play the game.

     

    If a team kicks a wide, the other team gets possession immediately from the near 45, and the game restarts from here.

     

    If a team kicks it into the keepers hands, the other team gets possession at the far 45, and the game restarts from here. The keeper just kicks the ball back to the feeder

     

    If there is a score the keeper kicks it out as normal.

     

    Game Sense:

     

    By being penalised for kicking wides or kicking it into the keepers hands, players learn very quickly to concentrate when they are shooting, or to give the ball to the shooters.

     

    By giving the ball at the 45s, this simulates the situation of players being out of position.

     

    Games are won and lost on hitting wides and kicking balls into the keepers hands

  • Quarter It0:46

    Concept: Play this game if your team is struggling to score form angled shots

     

    Solution Call: Quarter it

     

    The Game:

     

    Pick a particular quarter for the game.

     

    Play starts at the mid way line and the team works the ball for a score, but the boundary is the line of cones down the middle.

     

    Players should be encouraged to switch the play and use triangular movements to open up the opposition

     

    If the ball is intercepted the ball must be worked out to the midfield to start again, or you can play a crossfield game, where the ball must be played cross field into the opposite quarter.

  • Possession 1:37

    Concept: Play this game if your team is finding it hard to keep possession or if your team stops working when the opposing team is holding possession well.

     

    Solution call: Possession

     

    Game Sense:

     

    Set up a grid game, 5v5, 6v6, 7v7, or what ever numbers you have.

    Throw the ball in, teams score by working the ball into the zoned area at either end. When a team scores, they keep possession and immediately attack the other end.

     

    So in theory, a team could keep possession for the entire game, and in many games the score could very quickly be 9-0.

     

    Watch how the losing team drop their heads, but also watch how complacency sets in to the team in possession unless a "RUTHLESS" attitude prevails.

     

    Very often if the losing team gains possession, the players become revitalised and are full of running. This will help you as a coach to illustrate that they were not working hard enough to get the ball back. Quickly the score could be 9-9. Why?

     

    Our belief is that scores can only come from possession, that is the number of passes needed to ensure possession. Attacks will vary in number of passes. Ideally, the less number of passes the better, but often teams will have to go back before they can go forward.

  • Play The Higher Number 1:00

    Concept: Play this game if your team is too individual, has little movement, and little support

     

    Solution call: Play the higher number

     

    Game sense:

     

    Set up a grid as in the animation of 60M  by 50M

     

    Play normal rules, but number the players on both teams before the game starts, without telling the other team the numbers. Ensure that each team "Man Mark"

     

    Player 1 can only pass to player 2, player 3 to player 4, player 4 to player 5 and so on.

     

    If a player intercepts the ball, the can still only pass to the higher number.

     

    This will encourage a scenario where by players will begin to think where and when the next pass is coming, The  movement will improve and players will begin to think back door passes and support the play

  • Partners 1:21

    Concept: Sometimes you will have players who take the wrong option, or players who don’t make runs i.e. dummy runs or actual runs for the ball

     

    Solution Call: Partners

     

    Game Sense:

     

    If you have a player who takes the wrong option, partner them with a particular player, in that, this is the only person that they can pass to, ensure that the other person knows also.

     

    If you have a player who does not make supporting runs, partner them with a particular person. The lazy player is the only person they can pass to, so every time they receive a pass they will only pass to the lazy player and nobody else.

     

    What you will find is that players will start making dummy runs and will also make a "Decisive Receiving Run" to get the ball.

     

    It is a great way to give your forwards an edge over defenders

     

    Simply, play the game- you can partner as few or as many players as you want. In the animation 2 players have been partnered and are in PINK

  • Next Off Stay On 1:16

    Concept: Your Players are continuously Fouling

     

    Solution Call: Next Off/Stay On

     

    Game Conditions:

     

    Full Rules apply. 5v5 or 10v10 or 15v15, on what ever type of pitch you choose, Half Pitch, Full Pitch.

     

    If a player commits a Foul of any description, the offending player is sent off.

     

    Game Sense: When does the player return

     

    Game A: When a player from Team A commits a foul, a player from Team B back on. This means that 15 players from one team could be sent off if they continue to Foul, an the other team doesn't.

     

    This will teach players forcefully, the cost of fouling, and also teach teams how to play being a player up or a player down.

     

    Game B: Fouling players can be sent off for 2,3,4 or 5minutes depending on the length of the game.

     

    THE CALL OF " NEXT OFF/STAY ON "  WILL REMIND A PLAYER NOT TO FOUL WHEN THEY ARE TACKLING

  • Long Range Scores 0:45

    Long Range Scores

     

    Concept: Play this game if your attack is being easily stopped by you having no depth and the opposition getting men behind the ball

     

    Solution Call:  Long range Scores.

     

    Game Sense:

     

    In today’s game, with more and more teams adopting the tactics of Blanket Defence, the importance of kicking Long Range Points is becoming very important.

     

    Set up the pitch as in the animation, placing a line of cones between 30 and 50 meters from the goal, depending on the ability of you team.

     

    Players should be allowed to cross the line after they kick the ball, as their momentum should carry them across any way

  • Freeze Frame2:10

    Concept:

     

    Your team are reacting negatively to Bad Ball, instead of trying to win the ball back.

     

    Solution Call: Freeze frame

     

    Game Sense:

     

    In a lot of teams, bad ball means that they immediately switch off instead of trying to win the ball back immediately.

    Set up a game with backs, forwards and midfielders.

    Get players to stand 5 yards away from each other. This will mimic a situation where a bad ball has been given.

     

    Then play a normal backs and forwards game, where the backs must work it through the poles to score

     

    In Scene 1, the backs have given the ball away to the forwards cheaply, all defenders were in "attack mode" and 5 yards off their man. Notice how all the defenders rush to the ball. this is bad defending and should be guarded against. The result is a goal.

     

    In Scene 2, the forwards have received a bad ball, and the defenders now have possession. Notice how each forward picks up their own man only, and how difficult it is for the backs to work the ball out. The result is a turnover.

     

    Play for 5 minutes and see whether the forwards or defenders win

     

  • First Touch 0:57

    Concept: Play this game if your players are not holding on to the ball or if they fumbling alot of ball.

     

    Solution Call: First Touch

     

    Game Sense:

    Play any game 3v3, 7v7,  or even 15v15.

     

    If a player takes 2 touches to gain possession, call "Fumble", and the ball is turned over. The reason for this is that a supporting run may have been made, and was thus wasted.

     

    If a back "Fumbles" a ball, then a free in should be awarded.

     

    • This game will encourage High levels of Concentration
    • This game will also promotes "big hands" to win the ball under pressure, rather than "small hands"
  • Emphasise The Point 2:38

    Solution Call: Emphasise the Point

     

    Game Conditions:

     

    Throw the ball in , playing 20 minutes in 4 units of 5 minutes play.

     

    First 5 Minutes:

     

    Team A will gain 2 points for every score inside the danger zone of a large semi circle as outlined in the animation. Outside this zone will be worth the normal one point. During the same 5 Minutes team B will only register 1 point for scores inside the danger area, but will get 3 points for scores outside the danger area. This will encourage them to shoot from far out, beyond that 35m line.

     

    For the 2nd 5 Minutes:

     Team A gain more scores from outside the semi-circle while team B score more inside.

     

    For the 3rd and 4th 5 Minutes

     

    Operate in the order of the first and 2nd 5 minutes

     

    There are 4 MODES in which the game can be played

    Mode 1: Tell both teams which zone they and the other team are playing for more scores from. Both teams know what each other is working to

    Mode 2:Tell both teams which zone they and the other team are playing for more scores from. Dont tell each team what the other team is working from. In this way each team has to think more to work out what zone the other side is emphasising.

    Mode 3: Have both teams operate the same zones and either tell both or tell each only

    Mode 4: Allow each team to score from one only

     

    You should tailor your game to suit the needs of your team

  • Double Scores 2:02

    Concept:Play this game if your team are failing to take scores at vital times in the game.

     

    Solution Call: Double Score

     

    The Game:

     

    Play a full game, 15 v 15 , 13 v 13, 7 v 7 etc  depending on what numbers you have training.

     

    Play 20 minutes , split up into 4 games of 5 minutes.

     

    Game 1: Reds get Double Scores for very score they get, , yellows get normal scores

     

    Game 2:  Yellows get Double Scores for very score they get, , Reds get normal scores

     

    Game 3:  Reds get Double Scores for very score they get, , yellows get normal scores

     

    Game 4: yellow get Double Scores for very score they get, , reds get normal scores

     

    At the end of the 20 minutes add up the scores and see what team made the most of the critical times.

     

    Game Sense:

     

    Very often in games, there are critical periods,  where scoring is vital. For example, in the Crossmaglen versus St Vincents All-Ireland Club Semi Final in 2008 , Crossmaglen missed 3 scores at vital times, which allowed St Vincent’s to be more comfortable in their lead , and drained the confidence from Crossmaglen. This game allows the coach or someone on the field to identify these situations by use of a simple call, so the players concentrate all their efforts to score during this period. It also teaches the defending team to defend all the harder not to concede scores during this period.,

  • Double Or Quits 1:29

    Double or Quits

     

    Concept: Play this game if your free taking is poor or you want to practice free taking during your games

     

     

    Solution Call: Double or quits

     

    Game Sense:

     

    Play any game you want. In this case, we have chosen a backs and forwards game.

     

    The game can be played in several ways, again depending on you as the coach.

     

    Place as many cones as you like, in as many locations as you like, from "Scorable Free" positions, this will vary depending on the team you are coaching.

     

    In this version of the game:

     

    If a team scores a point, they get 1 point, and the option of taking a free kick from any of the cones. If they score, they double their score to 2 points, but if they miss the free kick, they loose the point they had scored.

     

    If a team scores a goal, the same principle of "Double or Quits" stands, except that they must take a penalty.

     

    Have the opposing team jeering and shouting to stimulate a hostile crowd, or hostile team

  • Emphasise The Point 2:38

    Solution Call: Emphasise the Point

     

    Game Conditions:

     

    Throw the ball in , playing 20 minutes in 4 units of 5 minutes play.

     

    First 5 Minutes:

     

    Team A will gain 2 points for every score inside the danger zone of a large semi circle as outlined in the animation. Outside this zone will be worth the normal one point. During the same 5 Minutes team B will only register 1 point for scores inside the danger area, but will get 3 points for scores outside the danger area. This will encourage them to shoot from far out, beyond that 35m line.

     

    For the 2nd 5 Minutes:

     Team A gain more scores from outside the semi-circle while team B score more inside.

     

    For the 3rd and 4th 5 Minutes

     

    Operate in the order of the first and 2nd 5 minutes

     

    There are 4 MODES in which the game can be played

    Mode 1: Tell both teams which zone they and the other team are playing for more scores from. Both teams know what each other is working to

    Mode 2:Tell both teams which zone they and the other team are playing for more scores from. Dont tell each team what the other team is working from. In this way each team has to think more to work out what zone the other side is emphasising.

    Mode 3: Have both teams operate the same zones and either tell both or tell each only

    Mode 4: Allow each team to score from one only

     

    You should tailor your game to suit the needs of your team

  • Double Or Quits 1:29

    Double or Quits

     

    Concept: Play this game if your free taking is poor or you want to practice free taking during your games

     

     

    Solution Call: Double or quits

     

    Game Sense:

     

    Play any game you want. In this case, we have chosen a backs and forwards game.

     

    The game can be played in several ways, again depending on you as the coach.

     

    Place as many cones as you like, in as many locations as you like, from "Scorable Free" positions, this will vary depending on the team you are coaching.

     

    In this version of the game:

     

    If a team scores a point, they get 1 point, and the option of taking a free kick from any of the cones. If they score, they double their score to 2 points, but if they miss the free kick, they loose the point they had scored.

     

    If a team scores a goal, the same principle of "Double or Quits" stands, except that they must take a penalty.

     

    Have the opposing team jeering and shouting to stimulate a hostile crowd, or hostile team

  • Chase The Lead, Hold The Lead2:00

    Hold the lead/build a lead

     

    Concept: Play this game if your team is having trouble holding on to leads, or if they throw in the towel when they have to chase a lead.

     

    Solution Call: Hold the lead / Build the lead

     

    The Game:

     

    Play a normal game, with one team 7 points up  and one team 6 points down with 10 minutes left- DONT TELL THE OPPOSING TEAMS WHICH IS WHICH

     

     

    You should record the players mental responses to the situation they find themselves in.

     

     

    What is the mental thinking of the winning team:

     

    Do they: Try and Consolidate, become complacent, start sloppy passing, give the ball away cheaply????

    OR

    Do they: Become Ruthless, annihilate the opposition, have high levels of concentration, stay Disciplined, and  push for more scores?

     

    What is mental thinking of the losing team:

     

    Do they: Go hell for leather, chase every ball, become very aggressive, push for scores.

    OR

    Do they: Quit, continue to pass poorly, accept defeat, stop trying

     

    You as a coach want your team to be in the first mental state each time, whether winning or losing.

     

    As a result of mental responses, we believe that lead of between 2 and 8 points can be a dangerous lead.

     

    This situation often occurs in games.

     

    Dublin v Mayo 2006 All-Ireland semi final - Dublin 7 point lead

     

    Monaghan v Kerry -2007 All Ireland Quarter Final - Kerry 2 points down

  • 9 Seconds To Score0:49

    9 seconds to score

     

    Concept:

     

    Your team is taking too much out of the ball and the build up is too slow

     

    Solution Call: 9 Seconds to Score

     

    Game Conditions:

     

    Play a normal game.

     

    Once a team gains possession, start counting out loud, 9, 8,7,6,5,etc until the team scores, shoots a wide or loses possession. Anytime there is a change of possession, start counting again from 9. You will be amazed at the focus that this counting gives to the players. Watch out for more disciplined play; longer, crispy and more accurate passing; better scoring; and the opponents finding it hard to handle.

  • 5 To 21:22

    5 to 2

     

    Concept: Our Kick passing is poor, our long kicking is letting us down. Remember:Most Games are lost as a result of poor kick passing

     

     

    Solution Call:

     

    This game encourages the use of long kicking, without ever having to use the word kicking. The game will also intensify and become quicker if you also impose the rule of "only allowing 3 seconds on the ball"

     

     

    Games Sense:

     

    Throw the ball in. Any time a team gains possession in its own half of the field, it has up to 5 passes to get a score. If they take 6 passes, they turn over the ball. Any time a team gains possession in their opponents half, they only have 2 passes to score.

     

    Teams will find that they can cover the length of the field in 3, and sometimes 2 passes. Give no other instructions other than what "5 to 2" means. Let players discover for themselves what happens if they  dwell on short passes and use up 5 passes before they are out of their own half. In this way, they will learn a lot quicker.

     

    For younger teams you can change the game to "7 to 3"

  • 3 Part Pitch1:45

    3 part pitch

     

    Concept:

     

    Play this game if your team is over using the ball in certain areas of the pitch. Tailor the game to solve the problems that you have as a team

     

    Solution Call: 3 Part Pitch

     

    Game sense:

     

    Players should be made aware of the various parts of the pitch and coloured cones should be used to identify each.

     

    The 3 Zones are as follows:

     

    Keep Ball which is represented by the blue area: From the goal to 60 M. It is vitally important that your team can keep possession in this area of the pitch, as turnovers here have a higher chance of resulting in a score

    Set up ball which is represented by the green area: In this zone play is normally developed towards setting up a forward for a chance to score

    Score Ball which is represented by the red area: In this zone players should be score conscious, and understand that in this zone they may be required to score

     

    You should study your teams form, and come up with your own conditions.

     

    For example if your team is making 7-8 passes in the keep ball zone, and the opposition are getting back in numbers, then you may allow 3 passes max in here, or 5 seconds.

     

    Or if your team is overplaying the ball in the scoring zone, you may limit it to 2 passes in there, or even no passes.

    Remember the conditions you set must solve the problems you find your team in.

  • 1 In 31:27

    Solution Call: 1 in 3

    The Game: 1 in 3 teaches teams to go for score to attack ratios of 1:1, 1:2, or 1:3.. Teams can be made aware at regular intervals of their score ratio during the game. If a team is moving towards 1:4 , or 1:5, or 1:6, then they will probably loose the game.

     

    Game sense:

     

    Play a normal game. Throw the ball in and let the teams play. Note every time a team crosses the half way line with the ball. The First team to record 3 attacks in a row without scoring loses the game. Every time a team scores they have another 3 attacks before they can lose.  After each game, look at the log to see how many attacks were broken down by good defending or the teams failings. This will give you an insight into the things you need to coach. Encourage the team to use the call "1 in 3" to focus the collective minds on the need to score in the next attack.

     

     

Description

In Concept games, John Morrison develops the idea of improving players and teams by simply playing games. In these games players are introduced to concepts, and how to problem solve on their feet. 

John offers solutions for different problems that you will encouter with your teams. These games can be played with any age group that have mastered the basic skills