5 Soccer Teambuilders Any Coach Can Use Right Now

In the early days of a new season, many coaches may find teambuilders to be a useful way to incorporate teams skills and boost team cohesion. In a previous post, I wrote about benefits to the teambuilding approach, so this article will focus on practical activities I’ve found successful over the years. Though coaches can manipulate any activity into a teambuilder to emphasize important team skills and values, an experiential learning approach highlights specific components to improve team skills individually or collectively.

When teaching teambuilders, I focus on 5 insights. There is no right or wrong way, just methods I’ve observed.

1) Make it challenging. The goal should be to force the team into situations where grit, growth mindset, team spirit, and other desired skills are tested. Use failure as a learning tool.

2) Every player has a role. If a player can do it by himself, it’s not a team builder. Messi is also a great passer. Any player left out will not feel like a part of the team.

3) Change rules to increase difficulty. If a team finds success, celebrate. Then push toward a higher level.

4) Allow the players to find solutions. We don’t go onto the field and move players like chess pieces, so let them figure it out on their own. Our adult brains are more in tune with problem solving. We’re trying to develop theirs.

5) Debrief to promote reflection. Use teachable moments from the teambuilder to expand on specific team skills. These are the moments that will define a team’s season. They become patterns, whether positive or negative. Don’t use teambuilders to fill time. Patterns will be obvious if the coach steps away and observes, but their guidance brings it all together.

Here are 5 soccer teambuilders any team can use right now:

Radioactive Ball

Equipment: 1 soccer ball for each team

Space: Use the width or length of the field

Rules: Each team lines up at the starting line, moving in, and sits down. The first player starts with the ball at the starting line. Players must use their feet or thighs to pass the ball to the next player. After the player passes, they move to the back of the line to extend the chain. The relay continues until the ball crosses the far line (checkpoint). Teams complete the same pattern back until they cross the finish line.

Penalties: If the ball touches the ground, the team must restart. If a player touches the ball with their hands or head, the team must restart. Once a team crosses the checkpoint, if they drop the ball, they restart at the checkpoint.

Next Level: Players must juggle the ball to the next player (5 juggles max).

Dribbling Minefield

Equipment: 1soccer ball for each team. 1 blindfold for each team. Cones and equipment for mines.

Space: 10 x 30 yards

Rules: Split the players into teams of 3. Each team will have a ball and a blindfold. Spread the cones and equipment around the minefield. One teammate will wear the blindfold and dribble through the minefield. Two teammates will coach the dribbler. One coach can be on the minefield. Coaches cannot touch the dribbler or ball. They must use verbal commands. The goal is to get the team through the minefield safely. Switch roles after each completion.

Penalties: If the dribbler hits a mine or dribbles out of bounds, the team must restart. If a dribbler peeks or a coach touches the dribbler or ball, the team must restart.

Tunnel Relay

Equipment: 1 ball for each team.

Space: The width or length of a field

Rules: Form 2 teams. Each team lines up at the starting line. Last teammate in line starts with the ball. Teammates space about 1 foot apart and stand with feet together. Set up cones every 10 yards to serve as checkpoints. At the start, the last player dribbles through the team like cones. When the player reaches the front, teammates stand with feet apart, forming a tunnel. New first player must pass the ball through the tunnel. New last player receives. If the pass gets stuck, tunnel players can roll ball with their feet. If the pass skips a teammate’s legs, the passer must retrieve and pass again. When team reaches original order, they move on to the next checkpoint.

Penalties: If a team uses hands or intentionally skips a teammate, they must return to previous checkpoint.

Pinball Passing

Equipment: 1 soccer ball per player. 3 exercise balls

Space: 10-15 x 30 yards

Rules: 2 teams on opposite sides start behind their goal line. Place 3 exercise balls (pinballs) in the middle. Each player has a soccer ball (flippers). Players must pass the soccer balls into the pinballs, causing them to move across the opponent’s goal line. Players may retrieve any ball but must return to their goal line to pass. Team earns 1 point if pinball crosses opponent’s line. Ball stays out for rest of round. 3-4 minute rounds.

Penalties: Players cannot touch the pinballs (yellow card). Players cannot pass from in front of the goal line (yellow card). Players cannot block an opponent’s pass (red card). Red carded players are out for the round.

Rondo Volleyball

Equipment: Cones, 10-12 soccer balls

Space: 2 10 x 20 yard grids. 1 2-3 yard channel in between.

Rules: Split into 3 teams. # depends on size. 1 team begins in one grid. 2nd team begins in opposite grid. They are attackers. 3rd team begins inside the channel as defenders. Coach plays ball into 1 grid to start. 1 defender enters the grid after 1st touch. Attacking team must keep the ball away from defender. Once every attacking player touches the ball, team must pass through or over channel defenders to opposite side. Attacking team earns 1 point for a successful Rondo and transition pass. New attacking team begins once a player receives transition pass. 1 new defender enters.

Penalties: If a defender steals the ball, forces a bad pass, or a channel defender blocks a transition pass, that team replaces the attacking team. If a transition pass goes out of bounds without reaching the opposite grid, the defenders replace that attacking team. If the team receiving the transition pass allows it to go out of bounds, the defenders replace the receiving team. The team that lost possession becomes new defenders in opposite grid.