P2 A
TIP: We recommend reading Minis Curriculum, Session Planning & Design and Coaching Skills & STEP prior to this sample session paying particular note the Accies Minis Template for sessions which the below follows. .
OVERVIEW: P2 sessions should be all about fun and games to keep kids active and engaged. Continued focus on holding the ball in two hands and tigs with two hands around the waste. Skills or physical literacy development can be ‘hidden’ into games but start to introduce a bit more time for passing and catching over the year.
0-15 mins - Coaches choice of Activation games
15-45 mins - Zone Circuit, Groups of 8-10 with 10 mins per zone (Add additional games and session time if larger groups)
ZONE 1 - ROB THE NEST
SETUP: Place a good number of balls in the middle of a square pitch. Split players into 4 groups, 1 group per corner.
GAME: The aim of the game is for groups to try and get as many balls into their nest as possible. Groups should start by collecting the balls from the middle, then they can start to ‘rob the nest’ - groups should not sit on, hide or interfere with players trying to rob their nest.
P2 TIP: Make the grid bigger and move to multiple runner from corners earlier to challenge kids more around their spatial awareness. Progress to adding a 1-2 roving defenders who can tig people with the ball - when tug player puts the ball down and returns to corner, anyone can pick the ball up after.
ZONE 2 - CAPTURE THE FLAG
SETUP: Create 1 zone at each end of a pitch and ensure a clear halfway line. Split into 2 teams with different bibs.
GAME & RULES: The aim of the game for each team to try and get all the opponents balls (flags) back to their zone and protect theirs - see video but key rules below:
If player is tagged in the other half before reaching the endzone, they must ‘go to jail’*. If the players has a ball when tagged, they must hand it back.
Players in jail can be released by a team-mate if tagged by them - both players then get a free walk back to their half
Each end-zone is a safe zone as is the player own half of the pitch
JAIL: Mix this up by having an actual zone for the jail on each side or you can ask players to just take a knee/do an exercise. Another option is to send them to a nominated coach(es) where they need to perhaps a set skill before returning to their half and the game i.e. 5 passes etc.
Remember - Focus on two-handed tigs around the waste and running with the ball in 2 hands
ZONE 3 - THE RIVER
Split kids into groups of 2-3 with 1 ball per group, with all groups at one side of the pitch - try to have 20m meters to the other side. Aim of the game is to move the ball to one side of the ‘river’ and back but kids cannot run if they have the ball i.e. they need to line up and pass the ball, then move to the front of the line to advance across the river. If the ball is dropped, the group should return to the start and go again.
PROGRESSIONS:
Add ‘crocodiles’ (coaches) that move through the river and forcing players to find a different angles of pass i.e. around a crocodile, or speed of pass/movement i.e. so corcoidle does not catch the player with the ball.
Switch rules to say you can only run with the ball, passes must be backwards and ALL players must cross the river - result should be players with the ball run forward but only so far the pass to teams, who then run a bit further and so forth.
TOP TIP: Encourage players to think about the size of pass i.e. big pass is quicker but higher risk of drops, and speed of movement when without the ball.
45-60 mins - BIG Game - Return to one big group to play Bulldogs and variations to finish
VARIATIONS
Bulldogs: Classic game per the below video start with 1 bulldog (or 2-3 to make it easier). Players run from one end to the other on coaches call and caught players join the bulldogs until 1 player left. TOP TIP: Encourage bulldogs to get into a flat “Bulldog Line” to replicate P3+ rugby defence.
Dinosaur Tig: Same game play as Bulldogs except setup 3 cones within the pitch as ‘Dinosaur Cages’. Pick one player for each cage to start with and let the kids pick their dinosaur they want to be! Coach starts each end by shouting one of the dinosaurs. Players try to cross and only the dinosaurs called can try to catch them - if caught, the player become that dinosaur for the rest of the game. Dinosaur return to their ‘cages’ between ends and coach calls the next dinosaur. If the coach shouts “Jurassic Park!” all dinosaurs can try to catch.