Prepare the first decision
10 minPlayers this activity: 1, 2, 3, 4, 5, 6 · 6 attending
Begin at walking pace in the numbered stations. Demonstrate a boundary stop, a shoulder-check turn and a soft return; partners name the different problem each solves. Share the ball when needed; an observer watches the same decision and takes a ball turn on the next assigned round.
Notice the problem before choosing the touch. Different cues lead to different controlled actions.
Run the activity
- Demonstrate a boundary stop, a shoulder-check turn and a soft return; partners name the different problem each solves.
- Pause on a raised hand and point to the space you chose.
- Swap the ball on the round signal and notice this feature: Different cues lead to different controlled actions.
Play
- Demonstrate a boundary stop, a shoulder-check turn and a soft return; partners name the different problem each solves.
- Ground play only. No heading, sliding, body contact or tackles at a player's feet. Intercept loose ground passes only. Offer water or a pause whenever needed.
Watch for
Different cues lead to different controlled actions.
If you see: The carrier memorises a movement sequence rather than reading the next cue.
Try: Change the starting side and hold the cue until after the braking touch.
Organisation
2 separate stations. Roles: carrier, receiver, signal observer; extra players observe. Advance one slot each round. 3 turns cover every player. A first carrier turn can take up to 120s of activity. Waiting is active observation; add balls or reduce group size if it becomes too long.
7 rounds × 60 seconds. Timing: 420s activity · 60s briefing · 60s rest · 60s transition.
Adjust the challenge
Easier: Use only two cue choices until each can be recognised.
Next step: Let the receiver offer a new return angle without announcing it.
Move on: Stop the balls and identify the start positions for read the changing trail.
20 × 25 m clear area with a 2 m perimeter buffer. 2 numbered stations, 6 numbered player slots, 2 balls and 8 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Link a boundary stop, a checked turn and a useful return in a changing route. Diagram shows starting positions, not fixed player locations. Three steps show decision game using the first round's numbered players. Solid gold routes show the ball; dashed pale routes show player movement; dotted blue routes show a shadow or defender. Routes stay inside each numbered station. 1. See the options: Look for a carry, pass or safe return. 2. Choose a clear route: Choose the route that is clear now. 3. Keep the next option open: Move to help the next player with the ball.
Round-by-round player roles
| Round | Assignments |
|---|---|
| 1 · 60s | 1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2) |
| 2 · 60s | 1: signal observer (station 1); 3: carrier (station 1); 5: receiver (station 1); 2: signal observer (station 2); 4: carrier (station 2); 6: receiver (station 2) |
| 3 · 60s | 1: receiver (station 1); 3: signal observer (station 1); 5: carrier (station 1); 2: receiver (station 2); 4: signal observer (station 2); 6: carrier (station 2) |
| 4 · 60s | 1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2) |
| 5 · 60s | 1: signal observer (station 1); 3: carrier (station 1); 5: receiver (station 1); 2: signal observer (station 2); 4: carrier (station 2); 6: receiver (station 2) |
| 6 · 60s | 1: receiver (station 1); 3: signal observer (station 1); 5: carrier (station 1); 2: receiver (station 2); 4: signal observer (station 2); 6: carrier (station 2) |
| 7 · 60s | 1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2) |
Equipment: 2 balls · 8 cones · 0 goals
Round-by-round player roles
C = carrier · R = receiver · Q = signal observer. Times are activity seconds; briefing, rest and transition are separate.
| Player | Station | R1 60s | R2 60s | R3 60s | R4 60s | R5 60s | R6 60s | R7 60s |
|---|---|---|---|---|---|---|---|---|
| 1 | 1 | C | Q | R | C | Q | R | C |
| 2 | 2 | C | Q | R | C | Q | R | C |
| 3 | 1 | R | C | Q | R | C | Q | R |
| 4 | 2 | R | C | Q | R | C | Q | R |
| 5 | 1 | Q | R | C | Q | R | C | Q |
| 6 | 2 | Q | R | C | Q | R | C | Q |