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SPORTS GENERIC

MOVEMENT GAMES

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Sports Generic Movement Games
The Proformance S&C Sports Generic Movement Games resource is designed to give S&C coaches, PE teachers &
sports coaches a go-to-resource for engaging games to develop a broad range of multi-directional movement skills
that are generic across sports.

The games improve engagement with young athletes and allow us to create more context for the skills we are
teaching and can help us to connect the dots for the athlete between the gym, speed & agility work and their sport.

These games can be used in a variety of ways:

• Select 1 or 2 games for your RAMP warm up potentiation phase ahead of your strength sessions

• Select 1 or 2 games for the RAMP warm up ahead of technical-tactical / PE lessons - selecting games with
movement skills that are highly relevant to the sport you are teaching (e.g. lateral shuffle for defending in
basketball)

• Dedicate full sessions to the development of Sports Generic Movement Skills focusing on a target movement and
developing it using whole-part-whole using a mixture of the games with closed and more simple open drills that
allow for greater focus on correction positions and technique.

We hope you enjoy the resource and don’t be afraid to get creative and modify them yourselves using the STEP
principle (changing Space, Task, Equipment and People) to increase and decrease the challenge offered.

We’d love to hear any feedback, modifications and see the games in action with your athletes tag us in videos on
Facebook (www.facebook.com/proformancestrength), Twitter @proformanceteam or email them us to share via our
channels via james@proformance.pro

Copyright © Proformance Strength & Conditioning - 2018


www.proformance.pro
PURSUIT
ADAPTATIONS
RULES OF THE GAME
CHANGE START POSITION
-Lying (front or back)
Athletes start one behind the other.
-2-pt or 3-pt stance
Athlete B must try to tag Athlete A before -Ready Position
he/she gets to the cone. -Facing each other
-Starting side by side
Game begins when Athlete A moves
CHANGE START STIMULUS
**You can vary start positions to -Coach verbal cue
challenge different movement skills** -Coach non-verbal signal

Athlete A Athlete B

TARGET MOVEMENTS

Linear Acceleration
2-point/3 point stance/Ready Pos.
Hip Turn
Directional Step
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WALL REBOUNDS

ADAPTATIONS

RULES OF THE GAME


Increase/decrease distance of athlete B from the wall
Increase/decrease size of ball according to skill level
Athletes start one behind the other. Change the type of ball for more or less bounce
Vary height, speed & angle of delivery
Athlete A throws the tennis ball to
rebound it off a wall

Athlete B must react quickly to catch the


ball

Vary the angle and speed of the throw to


challenge the athletes to move in
different ways

Athlete A Athlete B 5m
Game Credit: Ian Jeffreys - www.allproperformance.com

TARGET MOVEMENTS

Ready Position
Lateral Shuffle
Crossover Step
Directional Step
Acceleration/Deceleration

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- LTAD Network
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SPEED TAG
GAME SETUP
TARGET MOVEMENTS
2 x teams of 4-5 players ADAPTATIONS
Numbered 1-4/5
Ready Position
Blue Team enter the grid in order, timer
Change Stance Position
starts when first player enters grid. Ready Position
Lunge Stop Deceleration
Fencer’s Lunge
They stay in the grid until they
successfully tag one of the other team.
Tagged player stays in play.

They must then tag-in the next team


member, who must do the same

When all team members have tagged


someone and left the grid, the timer
stops.

Other team repeats the process, winning 1


team is the one that clears the grid the
fastest
2
15m
3

5
Game Credit:
Jeremy Boone
(@AthleteByDesign)

Copyright
Copyright©©2018
2021- Proformance
- LTAD Network
S&C- www.ltadnetwork.com
- www.proformance.pro 15m
GAUNTLET
TARGET MOVEMENTS POTENTIAL ADAPTATIONS
RULES OF THE GAME

ATTACKERS Space - Increase width or length


Athlete A must get from the start Linear acceleration
line to the finish line without Deceleration
Task - Defenders can change direction
getting tagged Cutting
any where along the line
Curvilinear
Defenders can only move laterally
DEFENDERS
Equipment - Carry a ball
in-line with their cones using a
combination of lateral shuffles, Lateral Shuffle
Crossover Step People - 2 attackers working together to
crossovers and directional steps.
Directional Steps create space

FINISH

Athlete A

START
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RATS & RABBITS
GAME SET UP Target Movements:
a) when starting facing the
Athletes start side by side in the Ready
coach
Position facing the coach

Directional Step
Coach calls ‘Rats’ or ‘Rabbits’
Linear Acceleration

Whichever is called that person must turn


and run to the cone nearest to them, the
b) when facing each other:
other player must try to tag them before
they get to the cone.
Hip Turn
Linear Acceleration
**Be sure to give all athletes the challenge
to execute the Directional Step & Hip Turn
off both the left & right sides.**

Athlete A Athlete B

ADAPTATIONS

Hand signal only


Movement triggers
Do The Opposite
Call Colours
Coach Dynamic start position
(e.g, lateral shuffle)
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FOLLOW THE LEADER
RULES OF THE GAME
TARGET MOVEMENTS
Athletes start facing each other in their ADAPTATIONS
own box. They must stay facing forward
throughout the game. Back Pedalling
Do The Opposite Movement
Hip Turn
Athlete A is the leader and can move Increase/Decrease Size of
anywhere Lateral Shuffle
Grid
Accelerate/Decelerate
Athlete B must mirror Athlete A’s
movements in his own box

Coach controls working time


(5-10 seconds only to keep quality &
speed of movement high)

4m
Athlete A Athlete B

Game Credit: Nick Grantham (@coachnickg)


4m
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BREAKOUT
GAME SETUP
ADAPTATIONS TARGET MOVEMENTS
Space - Make defenders start on
2 x teams of 4-5 players
outside line Acceleration
Numbered 1-4/5
Task - Retrieve objects from
outside
Deceleration
Red Team start in a small box in the Equipment - Return balls/cones/ Cutting
middle and must ‘breakout’ to the flags to inner grid Curved Running
outside of the bigger box. People - more/less per team

Coach starts the game, then gives a


5 second count down during which
time the attackers MUST leave the
inner box.

Defenders are aiming to tag them


before they get to the edge of the
outer box.

When tagged attackers join the


defending team. 30m

Those that were successful at


breaking out return to the box for
another round until no-one is left.

Teams then swap over roles.

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SHAKE & BAKE (LEVEL 2)
RULES OF THE GAME
ADAPTATIONS TARGET MOVEMENTS
Athletes start facing each other in Attack:
the ready position Increase/decrease size of Cutting variations
playing area Acceleration
Athlete A has to get through any of Curved Run
the 4 sets of cones without being Allow defender to move
tagged
forward Defence:
Lateral shuffle
Athlete B can move any direction
except forward across the dotted Give Athlete A a run in to Crossover Step/Run
line. start Drop Step

Must be a two handed tag to count

Athlete B

Athlete A
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BALLOON AGILITY
RULES OF THE GAME
2

Athletes are numbered


1-5

They must start at the 3


1
cones
(arranged in a circle
with 5-10m diameter) 4
5

Adaptations
TARGET MOVEMENTS
Co-operative play (work together
to get highest number) Linear acceleration
Change diameter of the circle Linear deceleration
Use a ball (allow 1 bounce) Back pedalling

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SHAKE & BAKE
RULES OF THE GAME
Target Movements
Attacker has to try and get through (Defender’s side)
either set of cones without getting
tagged to score a point.
Lateral Shuffle
Defender has to tag them when they are Lateral Crossover
passing through the cones to get a
Directional Step
point.
Defender Ready Position
Defender must stay behind the line of
the cones.

ADAPTATION Target Movements


(Attacker’s side)
Increase/decrease Attacker
width of cones Ready Position
Lateral Shuffle
Game Credit: Jeremy Boone (@AthleteByDesign)
Cutting Movements
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PUT THEM ON TOAST
TARGET MOVEMENTS POTENTIAL ADAPTATIONS
RULES OF THE GAME
ATTACKERS Increase width or length
Athlete A must get from the start Linear acceleration
line to the finish line without Deceleration
Carry a ball
getting tagged Cutting
Curved Running
People - 2 attackers vs 1 defender , 2 vs
Defender can move any direction,
DEFENDERS
2 attackers vs 2 defenders,
coach varies the starting positions of
Accelerate / Decelerate
defender
Tracking (Crossover Run) Start Athlete A facing away from the
Cutting defender - turn and run to start the
Big playing space required
game
(25-30m long x 15-20m wide)

Athlete B

Athlete A

FINISH START
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GAUNTLET (LEVEL 2)
TARGET MOVEMENTS POTENTIAL ADAPTATIONS
RULES OF THE GAME

Athlete A must get from the start line to ATTACKERS Space - Extra large zones with multiple
the finish line without getting tagged. They Linear acceleration defenders
scores a point for every zone he gets Deceleration
through without being tagged. Cutting movements Task - Attackers in teams - get as many through
Curved Runs as possible
Place the defenders in different areas of
the zones, so they aren’t in a straight line Equipment - Move a ball through the zones in
DEFENDERS
the team
Acceleration
Defenders can move in any direction
within their zone. This means they can run Deceleration People - Increase number of people & zones
at the defender, this tends to produce Shuffle/Tracking
sharper cutting movements on the Cutting

Zone 3 Zone 2 Zone 1

Athlete A

FINISH START
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KNEE TAG
RULES OF THE GAME
TARGET MOVEMENTS
ADAPTATIONS
Athletes start facing each other in
the ready position Ready Position
Change Stance Position
They must try to tag each others Ready Position
Lunge Stop Deceleration
knees Fencer’s Lunge

First to 3 wins, then find a new


partner

5m
Athlete A Athlete B

5m
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SEPARATE & DEVASTATE
RULES OF THE GAME
TARGET MOVEMENTS
ADAPTATIONS
Athletes start facing each other in Attacker:
the ready position, game starts on Back Pedal
attackers first movement Change start positions
Lunge stop
(e.g. back to back)
Acceleration
Attacker has to create space with a Coaching Call to Start
backwards movement before trying
Cutting
Use escape belts
to get around the defender to the
goal line.

Defender CAN’T tag, can only


shutdown space & aim to make
them run out of bounds

Change partners regularly

5-10m wide
Attacker Defender

10-15m long
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SHARKS & FISH
TARGET MOVEMENTS
ADAPTATIONS
GAME SETUP
Space - Narrower space Acceleration
Task - Fish can move constantly
Start with 1-2 ‘Sharks’ in the middle of Deceleration
the grid. (no waiting at the end)
Equipment - Carry balls Cutting
All other players (Fish) start at one end People - More sharks Curved Running
of the playing areas
Shuffle/Jockey/Tracking
They must cross the area without being
tagged.

If a ‘Fish’ is tagged then they join the


‘Sharks’

Last man standing is the winner and


becomes the shark for the start of the
next round.

20m

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DODGE THE SEAWEED
GAME SETUP TARGET MOVEMENTS
ADAPTATIONS
The aim of the game is for the attackers Bigger/smaller space
to dodge their way across the grid without Acceleration
getting tagged by the seaweed. Add in one or two ‘sharks’ that can Deceleration
move and tag people
Start with ‘Seaweed’ placed randomly in Cutting
the grid, these players can not move they
People - More/less seaweed
Curved Running
are in a fixed position with their feet but
they can reach to tag the attackers as they
run through.

If an attacker is tagged they become


seaweed in the place they were tagged.

Last player standing wins.

Manage game time to 1-2 mins before


switching roles so players are not static
too long.

15m

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20m
THE HUNTER & THE HUNTED
RULES OF THE GAME

Athletes start on opposite sides of a small circle


(5-7m diameter)

Athletes assume the role of either the hunter or


hunted

Both can only travel on the outside of the circle but


can go clockwise or anti-clockwise to hunt/escape

Hunted must survive the time-limit (30 seconds) to


score a point

Hunter must catch the Hunted to score a point

TARGET MOVEMENTS

Curved Run
180 degree turn
Lateral shuffle/crossover run

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CAT, DOG, MOUSE!
RULES OF THE GAME

Athletes start on cones around a circle

Athletes are identified as either a cat, dog or mouse

They start sat at their cone


Cat
Mouse
When the coach calls cat, dog or mouse (only 1 at a Dog
time) Dog

All of the cats, dogs or mice must get up and run


around the circle.
Mouse
Cat

Winner is the first one sat back by their cone, last


one back loses a life.
Cat
Mouse
Each player has 5 lives

Dog
Switch the rotation of the circle after a few rounds

TARGET MOVEMENTS

Curved Run
Acceleration

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DUCK…DUCK…GOOSE!
RULES OF THE GAME

Athletes start by standing on cones around a circle

One athlete will be the tagger

As he walks around he passes by the people in the circle tags Duck…


them and either says duck or goose

If it’s duck, they stay

If it’s goose, they must chase them round the outside of the
circle & attempt to tag them before the tagger steals there
space in the circle. Duck…

Switch the rotation of the circle after a few rounds

Smaller numbers around the circles makes sure there isn’t too
much inactivity. Goose!

TARGET MOVEMENTS

Curved Run
Acceleration

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FIGURE 8 PURSUIT

RULES OF THE GAME

Athletes one behind the other at the bottom of the


Figure of 8 set out in comes.

Game begins on Athlete A’s movement

Athlete B must react quickly and tag Athlete A before


he/she completes the figure of 8 course.

Switch roles for the next go

TARGET MOVEMENTS

Curved Running/Figure 8
Acceleration
Deceleration

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Sports Generic Movement Games
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IG: @ltadnetwork
info@ltadnetwork.com

Resource designed and developed by


James Baker

Credits:
Ian Jeffreys (www.allproperformance.com)
Nick Grantham (www.nickgrantham.com)
Jeremy Boone (www.athletebydesign.com)

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