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.

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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

  1. 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.
  2. Full helmet and shoulder pads, and a coach watches every snap. Count the thud time towards the week's full-contact limit.
  3. 11 on 11, with second units rotating in every 3 or 4 cards.
  4. 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.
  5. The diagram shows the skill players only; the lines are left off.

How it runs

  1. The coach draws a card and reads it to both sides: down, distance, field position, score and time left.
  2. Each side has 25 seconds to call a play that fits the situation, then the ball is snapped.
  3. 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.
  4. A referee coach spots the ball and calls penalties: offside, false starts, holding and pass interference count as in a game.
  5. 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.