Why the format does the coaching
Three-v-three, two goals to attack and two to defend, small pitch, goals count from a shooting zone. That is it. The two goals are the genius part — a player constantly has to scan and compare, is the space at this goal or that one, which means they are reading the whole picture on every possession. Few players means everyone gets tons of the ball. There is nowhere to hide and no line to stand in.
The coach's job shrinks, on purpose
This is the opposite of unopposed drilling, which I think is basically anti-decision-making — you take the opponent out and suddenly there is nothing to read. Funino is all reading. And it changes what I do. My job is not to run it, it is to watch, ask a good question at the right moment, maybe nudge a constraint, and otherwise let the game teach. Recognize the cue, understand why a solution worked, apply it again. That is learning, and the game is generating it faster than I ever could with my voice.
And the bottom of the roster
The thing I always come back to — in a 3v3, my weakest player is getting a massive number of touches and decisions, not three minutes at the back of a queue. If I can develop the bottom of my roster, the whole environment gets better for everyone. Funino develops the bottom of the roster by default. That is why I keep coming back to it.
