Making sure players get a good workout is key to running a successful session. Rabble has designed the format of games to ensure the intensity is kept high whilst masking the effort as much as possible.
Are Players Getting a Workout? (Play
One of the best ways to ensure players are getting a workout is that they’re out of breath and need some time to recover between games.
Managing deadtime (Play)
Deadtime is any point during a session where players aren’t doing anything. This can occur at multiple points (such when you’re explaining games, at reset points, water breaks, counting the score or whilst you’re setting up new games).
They key to an effective workout is to minimise this deadtime as much as possible.
Reducing Deadtime (Play)
- • Make sure your session is planned in advance
- • Concise game explanations – move from game to game as quickly as possible
- • Don’t end a game until you’re sure you can start the next game
- • Layout pitches in advance
Don’t stop or hold up a game for latecomers, make sure the current players are playing whilst you intro the late player to keep everyone else playing.
Reduce Deadtime With Scoring (Play)
Some of our games allow you to keep score during the game itself (e.g. players score by high fiving you), which allows you to minimise downtime.
If you’re running a game where the score is calculated at the end (e.g. by counting cones collected), then get players to run and grab these and bring them to you to keep the intensity high.
Swap teams/sides as soon as possible.
Long Explanations (Play)
If your explanation goes on longer than you hoped, play that game for a little longer, and perhaps add in an extra rule change to keep it going. This helps keep the deadtime proportional to the game.
Fitness Aims (Play)
There’s a number of different ways in Rabble to deliver different fitness outcomes.
• Endurance – endurance sessions can be good for building up stamina, but can sometimes demotivate players who can’t score.
• Speed – can make the pitches smaller, but make sure that you run shorter games a few times with some minor rule tweaks to minimise deadtime.
• Speed/Endurance – most Rabble games deliver a mixture of the two, but to encourage this further, swap teams from attack to defence immediately to drive endurance.
• Strength – introduce squats, jumps, pushups etc at reset points to keep players working out when there’d otherwise be deadtime.
Agility & Co-ordination – players will improve these skills throughout the ball games
Reaction time – some of the warm up games are designed to improve reaction time, you can also incorporate reactions at game starts
Check Players Are Enjoying Themselves (Play)
A good way to check if players are enjoying themselves is to see whether they’re moving in the way you’d expect them.
If they’re not just tired, it might be they’re not clear on the rules, or they might not be feeling successful (e.g. not scoring points or feeling like they’re not contributing to the team).
This is why it’s crucial to explain the rules clearly, as well as laying out the pitches and structuring the games to make sure everyone has a chance of scoring and contributing.
Making the scoring areas larger or introducing a rule that is inclusive (such as needing a team to pass to each player before scoring) should help players to be successful.
Players might also think that the teams and scoring are unfair – so make sure you keep things balanced, and are consistent in your scoring decisions.
If players feel like it’s too easy, they might also give up – so if you do have players that are finding it easy, it might be worth introducing more fitness elements (such as extra strength training at reset/tagging points) to keep their intensity high.
Players want to feel like they’re progressing fitness-wise when coming to Rabble, so make sure that each player is getting a workout, and if some are finding it too easy, trying tweaking the rules to make them work that little bit harder to push themselves.