Obj: The first-three-seconds decision — counter or control, read fast and committed fully (2.6.3's fork as a session). Field: 45×35yd with two counter-gates and a "keep zone." Equip: Cones, balls, bibs, goals. Org: 7v7. On every regain, the winning team has 3 seconds to CHOOSE aloud: "BREAK!" (attack the counter-gates immediately — goals within 8s = 3 pts) or "KEEP!" (secure 5 passes = 1 pt, then attack normally = up to 2). The call must come from the regainer or nearest teammate; no call = no points (indecision taxed, exactly as matches tax it). The coach's periodic freeze asks: was the call right? (Runners ahead + defenders scattered = break; no outlet + their shape set = keep — the checklist taught through repetition.) CP: (1) Read at the regain moment: what's AHEAD of the ball? (runners and space = break); (2) the call commits everyone — a half-broken team is the worst team; (3) keep is not surrender: it's the choice to attack their set defense with OUR set attack (both answers are aggressive). Prog: Silent calls (body language commits the team — D-24's cousin); defenders bait wrong calls (fake scatter). Reg: Coach makes the calls; 3 pts for either executed choice. Mist: P: breaking always because it's fun (the freeze-audit corrects); C: praising outcomes over call-quality (right call + failed execution beats wrong call + luck — say so). Time: 16 min. Out: Fast committed forks; call-quality climbing on freezes. Var: Position-weighted calls (the 6 or GK as designated caller — leadership reps, 10.4). Diag: Regain moment with 3-second decision clock, two committed paths drawn: break arrows to gates vs. keep-secure web, call bubble ("BREAK!").
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TL-F-03
Break-or-Keep Brains
Transitions · U12–U19
The 3-point rule: pick your three coaching points before the session and be ready to answer for them (Manual 5.4).