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Coach the Game, Not the Player: Targets and Rules

FIFA on how the way you set up a game does your coaching for you.

Cam Jolley

Cam Jolley

Co-Founder & Academy Coach, Coach Central

This is one of the most useful practical resources for a coach, because it shows how the targets and rules you build into a game will produce the behavior you want without you having to stand there shouting it.

How the design coaches for you

The type of target changes the behavior — big goals pull for finishing, mini-goals for combination play, gates for dribbling and outplaying, end zones for penetration. Rules do the same: a touch limit forces scanning and quicker passing, a minimum-passes rule builds composure, an incentive like a bonus for switching play rewards a behavior while still leaving the player free to choose. The environment teaches, so you don't have to lecture.

The principle I hold onto

Their best line is to modify the game as little as necessary but as much as needed. That restraint matters, because it's easy to pile on so many rules that the game stops looking like football and starts looking like a puzzle. I'd rather change one thing, watch what emerges, and adjust — because I'm designing an environment for players to solve, not a set of hoops to jump through. When the design is right, my job shrinks to observing and asking a good question, which is exactly where I want to be.

Pick a behavior you want more of and change ONE thing in a game to pull for it — a target type or a single rule. Don't coach it verbally; let the design do the work and see what emerges.

  • Targets (goal type) and rules (constraints, incentives) produce behavior without constant instruction.
  • Modify as little as necessary, as much as needed — over-constraining stops it looking like football.
  • Good design shrinks the coach's job to observing and questioning.

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