- Drills
- American football
- Situational team period
American football · Game · Decision-making
Situational team period
The coach draws game situations from cards, such as 3rd and 6 or 4th and 1, and both units play each one to win the down.
Start / 5
- Time
- 20 min
- Players
- 22–50
- Age
- U16+
- Area
- Full field
- Equipment
- 50 helmets and shoulder pads6 footballs12 situation cards1 down marker and chains1 red no-contact jersey for the QB
Setup
- Contact level: thud. Ball carriers are wrapped up at thud and stay on their feet; the whistle ends the play. The QB in the red jersey is never touched.
- Full helmet and shoulder pads, and a coach watches every snap. Count the thud time towards the week's full-contact limit.
- 11 on 11, with second units rotating in every 3 or 4 cards.
- Write situations on cards: 3rd and 6, 4th and 1, backed up on your own 2, 1st and goal on the 8, a 2-point try, last play from the opponent's 40.
- The diagram shows the skill players only; the lines are left off.
How it runs
- The coach draws a card and reads it to both sides: down, distance, field position, score and time left.
- Each side has 25 seconds to call a play that fits the situation, then the ball is snapped.
- The offence wins the card by converting (first down, score or getting out of trouble); the defence wins by stopping it or forcing a turnover.
- A referee coach spots the ball and calls penalties: offside, false starts, holding and pass interference count as in a game.
- Keep score across the period. Play 12 to 16 cards, then review the decisions.
Coaching points
- Know the down, distance and the line to gain before every snap. On 3rd and 6, routes go past the sticks.
- Short yardage: low pad level, hands inside and the head out of contact on every block.
- Backed up: protect the ball first. A safety or a turnover is worse than a punt.
- Defence: on 3rd and medium, rally to tackle short of the marker; on 4th and 1, win the line of scrimmage.
- Communicate the situation on both sides: the QB and the Mike repeat it to their unit in the huddle.
Common mistakes
- Routes that break short of the line to gain on 3rd down.
- Taking a sack or a risk when backed up on your own 2.
- Both units forgetting the score and the time, so the decisions don't fit.
- Defenders taking ball carriers to the ground; the period stays at thud.
Say it: “Know the situation. Win the down.”
Make it harder
- Draw two cards in a row with no time between them (sudden change).
- The coach throws a penalty flag at random and the units must adjust the call.
- Cut play-call time to 15 seconds.
Make it easier
- Show both sides the card list before the period.
- Run each card as a walk-through first, then at thud.
Reviewed by the Sportdify coaching team.