Futsal: Pull the Keeper? Scoreboard Scenarios
Students play three-minute mini-games, each starting with a score and time-left scenario written on a card, and the student coach decides whether to pull the goalkeeper and attack 5v4 with a fly goalkeeper. Afterward they analyze the risk and benefit of each decision using the results.
How to play
- Review the fly goalkeeper rules: wears a different-colored pinnie, plays with the feet in the opponents' half and cannot use the hands outside their own box (3 min).
- Hand out scenario cards such as you are losing 1-2 with 3 minutes left or it is tied and you must win, and name a coach for each team (2 min).
- Round 1: three 3-minute mini-games; before each, the coach decides and explains in one sentence whether to use the fly goalkeeper (11 min).
- Round 2: the team defending 4v5 practices closing the middle in a diamond and only shooting at the empty goal after a clean steal (8 min).
- Group review: a table with the decisions, the result and whether the coaches would make the same call again (6 min).
Rules
- Shots at the empty goal must be along the ground to avoid hitting players in the way.
- If their team loses the ball, the fly goalkeeper heads straight back to goal and others give way.
- No slide tackles or contact from behind.
- The coach role rotates every mini-game.
Variations
Easier
Simple scenarios and the fly goalkeeper only comes in for the last minute.
Standard
Varied scenarios and the coach chooses freely before each mini-game.
Harder
The coach may bring in or pull out the fly goalkeeper during the mini-game in a 10-second break.
Adaptations
- Limited mobility: acts as a permanent coach and records both teams' decisions in the table.
- Autism: gets the scenario cards in advance and always plays the same position.
- Low fitness: subs in and out freely and plays alternate minutes.
Learning goals
- Understand the tactical use of the fly goalkeeper in futsal.
- Make decisions based on the score and time remaining.
- Take on leadership and critically evaluate one's own decisions.
Equipment for a class of 25
- pinnies: 15
- balls: 4
- goals: 2
- cards: 6
- stopwatch: 1
Teacher tip
There is no single right answer: value the coach's reasoning more than the result of the mini-game.
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