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Pressing Triggers: When the Block Jumps

A 7v7 game in which the defending team waits in a mid block and can only step up to press when an agreed trigger appears: a back pass, a poor touch, the ball on the sideline or a receiver facing their own goal. Students learn to press as a unit at the right moment, not on impulse.

Illustration of the PE activity Pressing Triggers: When the Block Jumps
PhaseMain activitie
Duration25 min
Ages16–18
SpaceField
Equipmentcones, pinnies, balls, Worksheets
IntensityHigh

How to play

  1. Present the four triggers with examples and give each team a card listing them (3 min).
  2. Mark a 50 x 35 m field with a mid-block line 15 m from each small goal (2 min).
  3. Game 1: defenders may only cross the mid-block line when a teammate shouts the trigger; then at least three press together (7 min).
  4. Stop: each team discusses which trigger worked best and who should call it (3 min).
  5. Game 2: each team chooses only two secret triggers and the opponents try to guess them at the end (7 min).
  6. Wrap-up: each team says which triggers it thinks the other team used, and they check (3 min).

Rules

Variations

Easier

One trigger only, the ball on the sideline, with two players pressing.

Standard

Four triggers and at least three players pressing.

Harder

Two secret triggers and a goal within ten seconds of winning the ball counts double.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

The verbal cue is the heart of the task; if everyone goes quiet, stop play and name a pressing captain.

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