Decision Making drill
Chain Grid Support
Link continuous decisions across multiple contacts rather than one isolated rep.
- Time
- 20 minutes
- Players
- 3 to 9 players
- Intensity
- High
- Equipment
- Ball, cones
- Space
- Line of 8m squares
- Positions
- All positions
Setup
Several 8m squares marked in a line so play is continuous. Three players per grid minimum, one ball.
How to run it
- The carrier threatens the defender until they commit, and the trailing support accelerates into the space and calls for the ball.
- The pair then move straight into the next grid and repeat, so you are making a fresh decision every few seconds rather than resetting.
- Support must keep at least 1m of depth behind or inside the carrier - depth is what buys you time and options.
- Do 4-6 grids per run across 5 runs.
- The carrier can use a distraction like a goose step or a hand movement to hold the defender that half-second longer.
Coaching cues
- At least 1m of depth in support
- Support calls early, not as the ball arrives
- Threaten until they commit, then release
Common mistakes
- Support running level with the carrier and calling too late
- Resetting between grids instead of flowing straight into the next decision
Related drills
- Three v Two ExitUse an overload under pressure with no fixed pattern to fall back on.
- Them Us Ball ScanningBuild the habit of scanning continuously, which is what separates good decision-makers.
- GladiatorReact to a sudden cue and win a one-on-one from a standing start.
- Seven v Four ContinuousMake attacking decisions while genuinely fatigued, which is when they actually fail.
- Two v OneCommit a defender and release at exactly the right moment - the foundational attacking decision.
- Opposed Two v OneMake the two-on-one decision in a confined grid where the defender can genuinely win.