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REGENERATION
PLANNING
INTRODUCTION
About the Author 09
Philosophy 11
PLANNING
1.1 Periodisation 17
1.2 Periodisation Model 21
1.3 Process 29
PREVENTION
2.1 Screening and Testing 41
2.2 Readiness to Train 67
2.3 Preparation to Train 79
CONDITIONING
CONDITIONING
PREVENTION
3.1 Team Training 93
3.2 Individual Training 151
REGENERATION
4.1 Nutrition 163
4.2 Recovery 183
4.3 Rehabilitation 189
2 FIT FOR EVERY GAME
CONTENTS 3
INTRODUCTION
About the Author
Philosophy
4 5
6 FIT FOR EVERY GAME
FOREWORD 7
INTRODUCTION
ABOUT THE AUTHOR
Damian Roden is currently Director of High Performance at Seattle Sounders
Football Club and is one of the most experienced and well-respected performance
coaches in the Premier League and beyond.
Like many young boys Damian grew up
with aspirations to become a professional
footballer, and after fulfilling his goal by
playing for both his home-town club Wrexham
FC and Columbus FC in the USISL league in
America, his focus changed to education and
coaching.
He completed a Bachelors Degree in Sports
Science, a Masters Degree in Exercise &
Nutrition Science and became one of the
youngest coaches in the UK to gain the UEFA
Professional Coaching Diploma.
As a young football coach and following 6
years working with the FA of Wales where he
transformed the delivery of coach education,
Damian was recruited to the reputable sports
science department at Bolton Wanderers FC by
the very well respected Sam Allardyce where
he began to introduce his philosophy “every
player, fit for selection, every game”
Bolton, a fairly small town on the outskirts of
Manchester achieved relative greatness. In 4
years with an ageing squad of players, they
were the only team outside the “Big 4” teams to
finish in the top 8 of the Premier League every
season qualifying for European competition
twice.
Damian was then recruited as Head of Sports
Science for both Blackburn Rovers FC and
Manchester City FC by one of the most forward
thinking British coaches - Mark Hughes, who
similar to Allardyce at Bolton steered Rovers
and City into European competition using the
same methods.
In 2010, having been headhunted by the
Australian Football Federation to become
their Head of Performance and help develop a
very well established national team structure,
an almost fatal deep vein thrombosis (DVT)
suffered during his first training camp with the
Socceroos brought the role to an abrupt end.
In 2011 however, the same role was presented
to him with his home nation Wales, where
he was reunited with colleagues Gary Speed
(Bolton), Osian Roberts (FA of Wales) and
Raymond Verheijen (Man City). Following an
initial developmental period Wales became
the most improved team in the FIFA World
rankings highlighting the progress made
during Speed’s tenure.
More recently, In Damian’s time as head of
Sports Science, Stoke City had the fewest
injuries in the Premier League, (2013-14) and
achieved the highest position and points total
in the club’s history of being in the top flight
for 3 consecutive seasons.
8 FIT FOR EVERY GAME
ABOUT THE AUTHOR 9
INTRODUCTION
PHILOSOPHY
This document aims to provide coaches and staff members with a clear and detailed
picture of the methods and rationale behind the Fit For Every Game training
philosophy. The Philosophy is a logical approach to every aspect of training that
aims to enhance performance from a physical, technical & tactical perspective
throughout each team within a club setting. Whilst it has been an ever evolving
process the philosophy has been groomed and fine tuned over the last decade based
on my own practical experiences and influenced by key people who have been a
common thread throughout the process: Mark Hughes and Raymond Verheijen.
Mark Hughes is renowned for his ability to
produce honest, hard working teams who finish
the season strong. So when I was recruited as
head of sports science at Blackburn Rovers I
discovered that we shared the same philosophy
about training ; football specific conditioning
by playing football. Mark provided me with
many invaluable learning experiences and
gave me the unique freedom to develop and
implement my philosophy at the highest
level with Blackburn Rovers, Manchester City
and more recently Stoke City. For this I am
extremely grateful.
During my time at Manchester City, I was
charged with the task by owner Sheikh Mansour
to research ‘best practice’ in every aspect of
training and sports science and seek out the
worlds leading experts.
It was during this time I met coach and
conditioning expert Raymond Verheijen who
introduced me to his innovative periodisation
model; In short, a method to not only improve
the conditioning of players’ but the quality of
football throughout the complete season.
Many people are threatened by how outspoken
and controversial Raymond can be but his
methods are based on underpinning scientific
principles. I have witnessed first hand just
how effective the periodisation model is
during my time at both Manchester City and
Wales. Having spent hours being mentored by
Raymond a significant part of this document
is based on the intricacies of his periodisation
model in addition to other aspects that aim to
compliment it.
This philosophy has not just a strong theoretical
and scientific foundation, it also contains a
large number of practical experiences from my
work with some of the world’s best footballers
past and present. By sharing this philosophy and
my experiences, I hope to inspire coaches and
other people involved in football collectively
achieve better results.
DAMIAN RODEN
10 FIT FOR EVERY GAME
PHILOSOPHY 11
DEMANDS OF THE GAME
Football is and always has been an intensity sport
involving 90 minutes of explosive actions such as
accelerating and decelerating followed by less
intensive actions like jogging and walking. Over
the course of the game both the intensity and
frequency of explosive actions tend to reduce.
Using crosses (X) as explosive actions and dashes
(-) as recovery periods Figure 1 illustrates a
players’ typical response to the demands of
a game over the course of 90 minutes. At the
start of the game players are fresh and able to
perform maximal explosive actions as illustrated
by a large cross (X) and recover fairly quickly
as illustrated by three dashes (---). As the game
progresses however and fatigue develops the
players’ explosive actions not only become less
explosive, as illustrated by a smaller cross (x), but
players are also less able to recover quickly as
illustrated by 6 dashes (------).
As a consequence, the ability of players to execute
the game plan for the full duration of the game
is reduced.
We as coaches don’t want that to happen, we
want to be able to pass the ball with pace and
accuracy for the whole game, we want to be able
to press the opposition in the last 10 minutes in
the same way as we do in the first ten minutes
and implement everything we prepare for during
the training week.
The aim of any training philosophy should
therefore be to develop players that fatigue less
which means they can perform explosive actions
(Large crosses) for the whole game, recover
quickly between explosive actions (fewer dashes)
and therefore fully execute the playing style as
illustrated in Figure 2.
FIGURE 1: Typical response to the demands of a 90
minute game
The game of football is all about ‘football actions’
and throughout this document you will notice
that ‘actions’ are referred to quite frequently.
This is because the whole philosophy is about
being able to perform football actions as
frequently as possible for as long as possible by
simply playing football.
The critical thing to understand though is exactly
what a football action is as it includes three
important components that should be evident
in every part of every training session if we want
our players to improve: Communication, Decision
Making and Execution.
COMMUNICATION
First of all by playing football players develop
both verbal and non verbal communication
with each other. For example, a goalkeeper
will naturally communicate with the back 4 by
verbally giving information based on what they
see transpiring in front of them. Similarly, yet in
slight contrast a wide player will communicate
with a full back non-verbally by their movement
as the full back receives the ball.
DECISION MAKING
Secondly, by playing football players will
develop the ability to filter information and
make decisions based on the interactions they
are experiencing. So using the same example, a
full back will start to recognise the movements
of the wide player and make a decision to pass
to their feet or pass into space based on their
initial movement.
FIGURE 2: Ideal response to the demands of a 90
minute game
EXECUTION
And third, by playing football players will
develop the ability to execute their decisions
and apply the correct technique. Again, using
the full back as an example, if a wide player
moves towards the ball as the ball is on its way
to the full back and then sprints away from the
ball the full back has to act on that information,
make a decision to control the ball or pass first
time and then execute the pass by applying
the correct technique so that the ball arrives in
the desired space at the desired speed without
being intercepted by an opponent or going out
of play.
These three things combined are what
constitutes a ‘football action’ and we want
to be able to perform these three things as
frequently as possible for as long as possible.
Whenever highly talented, motivated and
well trained players meet in competition, the
margin between victory and defeat is small. To
make a difference and optimize performance
levels it is important to pay attention to detail
in everything that we do.
By using common sense and taking the
demands of football as a starting point, the
ultimate aim of developing this approach is
that every player will be fit for selection for
every game. Furthermore the main objectives
are to produce players that through training
can:
1. Maintain explosive actions
2. Improve explosive actions
3. Maintain Quick Recovery
4. Improve Quick Recovery
If the aim and objectives are achieved, it will
enable all of our teams to implement a high
intensity playing style and sustain it for the full
duration of the game whether in possession,
out of possession or in transition.
The following document highlights every aspect
of training that contributes to the successful
implementation of the training philosophy,
and consists of 4 main categories: Planning,
Prevention, Conditioning and Regeneration.
A cycle that should form part of an ongoing
process.
12 FIT FOR EVERY GAME
PHILOSOPHY 13
PLANNING
1.1 Periodisation
1.2 Periodisation Model
1.3 Process
14 15
PLANNING
INTRODUCTION TO PERIODISATION
WHY IS PLANNING IMPORTANT?
Planning is an essential process to ensure that every effort is made to achieve the aim
and objectives of the training philosophy. Planning each training session, each training
week, each training cycle in detail over the course of the whole season will ensure that
nothing is ever just left to chance. The term given to the process of planning all training
sessions and games is periodisation.
Periodisation is more commonly associated with an individual athlete preparing for
competition where the goal is to train in cycles in order to make significant training gains
to peak at a particular event.
Although it is more difficult in football as there is a need to peak every weekend in order
to overcome the opposition and win matches, there is no reason why the principles of
periodisation cannot be implemented successfully using football periodisation.
WHAT IS FOOTBALL PERIODISATION?
Injuries and poor performances may be attributed
to a lack of football periodisation or a failure to
comply with underpinning principles relating to
it. So football periodisation is a method used to
effectively improve the fitness of players for the
complete season but also to ensure that players
are always available for training and games.
If players are always available for training,
coaches can spend more time coaching, improve
communication and decision making between
players, and help them develop a greater
understanding of how to execute the playing
style.
To ensure this happens it is important to look
at the structure of a typical training week and
understand some underpinning principles when
planning the week.
As you can see in Figure 3 a typical week is when
there is a game on a Saturday, no midweek game
and another game the following Saturday.
FIGURE 3: Typical Training Week
SATURDAY
Match
SUNDAY
Recovery Training
MONDAY
Day Off
TUESDAY
Technical Training
WEDNESDAY Conditioning Training
THURSDAY
Tactical Training
FRIDAY
Tactical Training
SATURDAY
Match
16 FIT FOR EVERY GAME
1.1 PERIODISATION 17
PRINCIPLE 1: RECOVERY
MATCH – RECOVERY – DAY OFF
Given the intensity of the game at the highest
level, during a match, players’ energy stores are
depleted, muscle fibres are damaged and waste
products (lactic acid and other by-products) build
up within the muscle that need to be removed.
From a physiological perspective, it takes at
least 48 hours before energy stores are fully
replenished and for the body to fully repair 1
itself, so the focus of the first 2 days after a game
should therefore be on helping the body to
recover.
Players are likely to be feeling tired and sore the
day after a match, but it is important that they
perform some form of activity that encourages
blood flow to and from working muscles in
order to remove waste products and also supply
rejuvenated blood containing essential nutrients
(carbohydrate, protein, etc).
A combination of a structured ‘cool down’
immediately after a match and a light warm
up including mobility exercises and extensive
simple passing exercises the following day will
aid the recovery process. Similarly, activities
such as jogging, cycling and swimming provide
an effective alternative to football exercises.
From a players’ perspective it is essential that
they consume as many healthy calories as
possible in the form of at least four balanced
meals that consist of carbohydrate to replenish
energy stores, protein to help rebuild damaged
muscles, vitamins and minerals to help protect
the body, essential fats to reduce inflammation
and plenty of fluids to aid hydration.
As discussed players are likely to feel tired the
day after a game, but are often more tired and
sore two days after a game. This period is the
time when the body needs as much energy as
possible to go to repairing damaged muscle
tissue, so players should have a day off to reduce
the amount of energy they use.
Again it is important that players understand the
need to consume four large balanced meals to
ensure that the recovery process is complete 2 .
The day off will also allow players to switch
their thinking away from football and return to
training the following day refreshed and ready
to focus on preparations for the next match.
PRINCIPLE 2: TEAM ORGANISATION
TACTICAL – TACTICAL – MATCH
In preparation for a match, the focus of the
last two days of the training week should be
on organising the team tactically in order to
overcome the opposition.
The main reason for this is that players need to be
clear in their thinking about what their roles are
in possession, out of possession and in transition,
but it is also too close to a game to be focusing
on any aspect of conditioning.
It is important that players’ conserve energy
during these two days to ensure that energy
levels are high during a game and that players
feel fresh going into the game.
Training intensity particularly the day before
a game however should still be high albeit for
short periods to ensure players do not go into a
game playing ‘slow’ football.
PRINCIPLE 3: CONDITIONING
DAY OFF – TECHNICAL – CONDITIONING
Following a day off, whilst most players will
have recovered and will be free from soreness,
some players may still be carrying knocks from
the match or still be feeling a little stiff. For this
purpose, the aim of the first training session
after a day off should be on helping players
regain coordination and restart the engine in
preparation for more intense work the following
day during the conditioning training session. A
warm up that helps players improve mobility,
extensive passing exercises and possession
games will allow players to find their rhythm
safely again.
Having completely removed all waste products,
overcome any knocks, fully replenished energy
stores and regained coordination in the technical
training the day before, players should be feeling
extremely fresh. The emphasis of the conditioning
training session should therefore be on placing
an overload on the players by way of sprinting
exercises and football conditioning games.
Similarly, the conditioning training session is
the safest time to perform any other explosive
actions such as crossing, shooting, jumping and
landing as players are at their freshest.
By structuring principle three in this way and
performing the conditioning training after a
technical training session also gives the full
squad the best opportunity to take place in
the session to constantly improve fitness levels
throughout the season.
FIGURE 4: Training Week Principle 1 : Recovery
FIGURE 5: Training Week Principle 2 :
Team Organisation
SATURDAY
Match
THURSDAY
Tactical Training
SUNDAY
Recovery Training
FRIDAY
Tactical Training
MONDAY
Day Off
SATURDAY
Match
18 FIT FOR EVERY GAME
1.1 PERIODISATION 19
PLANNING
PERIODISATION MODEL
Having examined the structure of the training week and understood principles that will
increase the chance of every player being available for both training and games fresh
and fully prepared, it is important to discuss a typical training cycle using the football
periodisation model.
FIGURE 7: The Football Periodisation Model
WEEKS 1-2 WEEKS 3-4 WEEKS 5-6
Explosivity preparation exercises Football Sprints (minimum rest) Football Sprints (maximum rest)
Large sided conditioning games Medium sided conditioning games Small sided conditioning games
WHAT IS A PERIODISATION MODEL?
The football periodisation model is an innovative
working method that serves as a tool for planning
the content of a training cycle. (Figure 7) Whilst
the specific detail behind every other type of
training session will be discussed in the team
training section of the conditioning chapter, the
football periodisation model relates specifically
to the ‘conditioning training session’ of a typical
training week. Before focusing on the practical
application of the model it is important to discuss
the logic behind it.
SPECIFICITY
The most important principle implied within the
model is that of specificity: players get better at
what they do - playing football.
Through the years this principle has been
violated to the detriment of the players.
Long distance runs around a pitch, hill runs,
horseshoes, doggies and cross country runs
are just a few examples on a long list of non
football-specific methods coaches have used
historically to develop isolated components
of fitness. Fortunately, most coaches now
understand that running around a pitch will
help players get better at running around a
pitch, nothing more.
If we as coaches want players to improve all
aspects of their game then every aspect of
training has to be specific to the demands of the
game. What can be more specific than simply
playing football? By manipulating the type of
exercises, the number of players, the size of
area and work to rest ratios will undoubtedly
help players improve.
By placing players in this football specific
environment they will not only become better at
what they have to do technically and tactically
through the information they are given and
the problem solving they experience but
more importantly when applying themselves
correctly they will develop fitness specific to
both the demands of the game and the demands
of their position.
As you can see from figure 7 the football
periodisation model is a six week cycle that
consists of three blocks of two weeks, where the
emphasis of each two week block is different in
terms of content. In weeks 1 and 2 the focus is
on explosivity preparation exercises and large
sided conditioning games. In weeks 3 and 4 the
focus is on football sprints with minimum rest
and medium sided conditioning games. In weeks
5 and 6 the emphasis is on football sprints with
maximum rest and small sided conditioning
games.
20 FIT FOR EVERY GAME
1.2 PERIODISATION MODEL 21
VOLUME BEFORE INTENSITY
To fully understand the logic behind the football
periodisation model, It is important to highlight
the difference between volume and intensity.
Put simply Volume is related to duration whilst
intensity is related to the number of explosive
actions per minute.
When planning a well thought out and balanced
training structure, it is important to begin with
volume: relatively longer duration, relatively
lower intensity training sessions (to maintain)
before moving towards shorter duration, high
intensity sessions (to improve).
This does not mean that the session drags on
for hours, it simply means that the conditioning
training session primarily consists of components
that have the least intense exercises and the
least amount of explosive actions per minute
such as explosivity preparation exercises and
8v8/11v11 games as opposed to components
that have more intense exercises and a high
number of explosive actions per minute such as
football sprints and 3v3/4v4 games.
EXPLOSIVITY PREPARATION
EXERCISES
As discussed previously, the game of football is a
sport that involves repeated explosive actions so
it makes sense to prepare players to repeatedly
perform such actions in training. Because of the
explosive nature however, improving explosive
actions such as sprinting in football presents
a high risk of injury if not taken seriously and
approached in the correct manner.
Before considering any form of sprinting the
body and in particular the hamstrings, should be
prepared for sprinting. This does not just mean
that on the day of the conditioning training
session a good warm up is required, but sprinting
just like technical, tactical and other aspects of
conditioning need to be planned meticulously.
Whilst a more thorough description of the
explosivity preparation exercises will be discussed
in the conditioning chapter of this document, the
principle behind using explosivity preparation
exercises is to start slowly and build up gradually.
From a conditioning perspective, the aim is
to increase and decrease the length of the
hamstrings safely. This is done by running initially
at relatively slow speed with large rest periods
in between, for a small number of repetitions,
slowing down over a longer distance therefore
preparing the hamstrings safely for speeding up
and slowing down.
FOR EXAMPLE: STEP 1
6x60m runs @ 60% of maximum intensity,
6m deceleration, 60s rest in between.
Over time the speed of the ‘runs’ are increased,
the rest is decreased, the number of repetitions
are increased and the distance for slowing down
is decreased.
FOR EXAMPLE: STEP 2
7x50m runs @ 70% of maximum intensity,
5m deceleration, 50s rest in between.
Whilst the ultimate aim of explosivity
preparation exercises is to strengthen the
hamstrings and prepare them for maximal
explosive actions, by increasing the number of
repetitions and reducing the rest period helps
the body tolerate and remove the build up of
waste products that cause fatigue.
FULL PROGRESSION OF EXPLOSIVITY
EXERCISES:
STEP 1
6x60m runs @ 60% of maximum intensity,
6m deceleration, 60s rest in between.
STEP 2
7x50m runs @ 70% of maximum intensity,
5m deceleration, 50s rest in between.
STEP 3
8x40m runs @ 80% of maximum intensity,
4m deceleration, 40s rest in between.
STEP 4
9x30m runs @ 90% of maximum intensity,
3m deceleration, 30s rest in between.
STEP 5
10x20m runs @ 100% of maximum intensity,
2m deceleration, 20s rest in between.
Once the Explosivity preparation exercises are
complete it is safe to progress to maximum
sprinting.
FOOTBALL SPRINTS
During Football sprints two players react to
a ball and compete to be the first one to get
to it and shoot at goal. From a conditioning
perspective players react the fastest when they
are competing against an opponent in a football
setting as opposed to ‘racing’ an opponent or
sprinting on their own.
Football sprints should be performed initially
with minimum rest (10 seconds in between each
action) so that players are forced to ‘maintain
explosive actions’. (Figure 8)
FOR EXAMPLE:
(2x) 6x15m runs @ 100% of maximum intensity,
10s rest in between.
FIGURE 8: Maintain explosive actions
This should then be followed by football sprints
with maximum rest (60 seconds in between
each action) where the aim is to ensure players
fully recover in order to ‘improve explosive
actions’. (Figure 9) For example, using steps 1-3 in
succession in the same session:
STEP 1
(2x) 6x15m runs @ 100% of maximum intensity,
10s rest in between.
STEP 2
4x15m runs @ 100% of maximum intensity,
45s rest in between.
STEP 3
2x25m runs @ 100% of maximum intensity,
60s rest in between.
FIGURE 9: Improve Explosive Actions
100% 101%
LARGE SIDED CONDITIONING GAMES
During Large Sided Conditioning Games
(8v8/11v11) there is more space, more time and
more players, so actions per player are in general
less frequent. (Figure 10) From a conditioning
perspective, playing large sided games first
provide a foundation for more intense medium
sided games (5v5/7v7) and small sided games
(3v3/4v4) and improve the ability to maintain
quick recovery in a game.
Games should be played in small blocks so that
the intensity is higher than a typical game but
more importantly so that it can be maintained
for the full duration of each block. (For example
3 blocks of 10 minute games with 2 minutes rest
in between each block.)
FIGURE 10: Actions per minute in large sided games
(8v8 to 11v11)
MEDIUM SIDED CONDITIONING GAMES
During Medium Sided Conditioning Games
(5v5/7v7) there is less space, less time and less
players compared to an 8v8/11v11 game, so
actions per player are in general more frequent.
(Figure 11) From a conditioning perspective,
playing medium sided games will further
improve the ability to maintain quick recovery in
a game.
Games should be played in smaller blocks to that
of the large sided games as the intensity is higher
by comparison as there are more explosive actions
and the objective is to maintain the intensity
for the full duration of each block. Because the
duration is shorter per block compared to the
large sided games however, more games should
be used. (For example 4 blocks of 5 minutes with
2 minutes rest in between each block.)
FIGURE 11: Actions per minute in medium sided
games (5v5 to 7v7)
22 FIT FOR EVERY GAME
1.2 PERIODISATION MODEL 23
SMALL SIDED CONDITIONING GAMES
During Small Sided Conditioning Games
(3v3/4v4) there is less space, less time and less
players compared to a 5v5/7v7 game, so actions
per player are a lot more frequent. (Figure 12)
From a conditioning perspective, playing small
sided games will improve the ability to recover
quickly in a game.
Again games should be played in smaller blocks
to that of the medium sided games as the
intensity is higher by comparison as there are
more explosive actions. Similarly, because the
duration is shorter per block compared to the
medium sided games more games should be
used. (For example 2 sets of 6 blocks of 1 minute
games with 2 minutes rest in between each
block.)
FIGURE 12: Actions per minute in small sided games
(3v3 to 4v4)
OVERLOAD
Whilst the structure of the model means that
the conditioning training sessions naturally get
more demanding as the cycle progresses from
explosivity preparation exercises to football
sprints and large sided conditioning games to
small sided games it is important to understand
and apply the principle of overload.
Overload is used to create the training effect
which will ultimately enable players to improve
explosive actions (a bigger X) and improve
quick recovery between explosive actions (More
frequent X’s), without overload however it is not
possible to create a training effect.
To create an overload It is important that players
are placed in a situation where they have to do
something that the body is not used to causing
the body to incur ‘damage’. This can be done
by using any of the afore-mentioned sprinting
exercises and conditioning games.
In cycle 1 week 1 for example players perform
large sided conditioning games (11v11/8v8)
hypothetically for 3 blocks of 10 minutes with 2
minutes rest between each block.
DIAGRAM 1: Training Effect
Loadability
Rest
Training
Recovery
Super
Compensation
At some point towards the end of the latter
blocks of work it will be evident that the intensity
begins to drop at least for some players. Through
demanding coaching players are forced to
Maintain Many Actions per minute by not being
allowed to let the intensity drop.
The consequence of this coaching is that the
body has to work overtime, various parts of the
body operate at full speed for a longer period
than they can actually cope with and the body
screams for the game to stop, but it goes on for
a while longer.
As a result of this overload the body will start to
fail and little ‘cracks’ will be created in various
body parts causing ‘damage’. Whilst the word
‘damage’ itself sounds somewhat negative in
terms of injury it is a process that the body must
go through to achieve the desired training effect
and therefore extend the limits of football fitness
Decline
DIAGRAM 2: Accumulation of Training Effects
Loadability
Rest
Training
Recovery
Super
Compensation
Training
Recovery
Super
Compensation
REPAIRING THE DAMAGE
In the above example, after playing the large
sided game hypothetically for three blocks of 10
minutes, the body will have to cope with ‘cracks’
in various parts of the body.
The ability of the body will temporally drop
below the baseline as illustrated in diagram 1
and numerous physiological processes will be
activated to repair the damage to the various
body parts. Gradually over time the body will
return back to its baseline of its original state
before the ‘overload’ conditioning training.
The body however does not like to be damaged
and would like to avoid it happening in the future.
Following an overload therefore it will not only
repair itself back to the baseline, but the various
body parts will become somewhat stronger than
they were prior to the training session. This way,
future damage to the body will be avoided when
an identical training session takes place. In other
words, after an overload session the body is not
only compensating for the actual damage it has
suffered, but it will even over compensate to
avoid future damage. This is what we call super
compensation, or put simply a training effect.
Once the body has repaired itself and adapted to
the stimulus of 3 x 10 minutes 8v8/11v11 games,
performing the exact same conditioning session
is no longer an overload to the body.
To apply the principle of overload again in the
next conditioning session, instead of performing
3 x 10 minutes they need to be overloaded and
perform for example 3 x 11 minutes.
In this new training situation, the body is again
forced to do something that it is not used to doing,
damage is once more created, and the body
must again repair the damage afterwards and
make itself stronger (See diagram 2). Gradually
increasing the football load over time in this way
is a process of many small steps that will safely
improve fitness levels for the full duration of the
season.
NO TRAINING AFFECT WITHOUT
RECOVERY
Although recommendations for each nonconditioning
training day of a typical training
week will be discussed in detail in the team
training section of the conditioning chapter, it
is important to understand that a training effect
develops in the period after the training session
and not during the training session itself.
So if a player is not allowed sufficient time to
recover after the conditioning training session,
there will be no training effect. Furthermore, if
a player starts the next overload training session
or game when their body is not fully repaired,
the damage will just accumulate resulting
in overtraining and potentially injuries. (see
diagram 3).
During such a recovery period, players can still
train but not to the point where the body is taken
to the limits creating new damage.
DIAGRAM 3: No Training Effect without Recovery
Loadability
Rest
Training
Recovery
Training
Recovery
Training
24 FIT FOR EVERY GAME
1.2 PERIODISATION MODEL 25
APPLICATION OF THE MODEL
Having explained the logic behind the football
periodisation model it is important to discuss
exactly how the model is applied and progressed
over the course of a season.
For ease of implementation the model consists of
a series of cycles and each week of each cycle
is given a label starting with pre-season. This
helps us as coaches know exactly what each
week consists of in order to create the necessary
overload and safely achieve the desired training
effect.
Figure 13 shows the type of conditioning games
that are used in a typical cycle, the number of
games that are used, the duration of each game
and the rest period between each game.
It also shows how the duration of the games or
the rest period between each game are altered
when repeating the same type of conditioning
games.
It is important to understand at this point however
that the illustration is purely hypothetical in
terms of the duration of games as this will change
based on various factors that will be discussed in
detail in the team training section.
In Cycle 1 Week 1 the aim is to safely introduce
players to large sided conditioning games and
develop a foundation for more intense work so
players perform 3 x 10 minute 11v11/8v8 games
with 2 minutes rest between games. In Cycle 1
Week 2 it is important to repeat the large sided
conditioning games but create an overload
so players therefore perform 3 x 11 minute
11v11/8v8 games with 2 minutes rest in between.
In Cycle 1 Week 3 having developed a ‘foundation’
for more intense work players are introduced to
medium sided games and perform 4 x 5 minute
7v7/5v5 games with 2 minutes rest between
games. In Cycle 1 Week 4 it is important to repeat
the medium sided conditioning games but again
create an overload so players perform 4 x 5.5
minute 7v7/5v5 games with 2 minutes rest in
between.
In Cycle 1 Week 5 having further developed a
‘foundation’ for more intense work players are
introduced to small sided games and perform 2
x 6 x 1 minute 4v4/3v3 games with 2 minutes rest
between games. In Cycle 1 Week 6 it is important
to repeat the small sided conditioning games but
again create an overload so players perform 2
x 6 x 1 minute 4v4/3v3 games but because the
emphasis of small sided games is different to that
of large and medium sided games the rest period
between games is reduced from 2 minutes to 1.5
minutes rest in between.
Once cycle 1 has been implemented, the process
is repeated in cycle 2 using predominantly the
same conditioning games in the same order but
with some important considerations.
As you can see in figure 14 in cycle 2 week 1,
players perform 3 x 11 minute 11v11/8v8 games
with 2 minutes rest in between but you will notice
that this is the same as cycle 1 week 2. This is to
make sure players stay within safe boundaries
and repeat the same training session to ‘maintain’
their fitness levels before performing an overload
of 3 x 12 minute 11v11/8v8 games with 2 minutes
rest in between in Cycle 2 Week 2 to ‘improve’
fitness levels.
In Cycle 2 Week 3 the same happens with medium
sided conditioning games. Players repeat 4 x 5.5
minute 7v7/5v5 games with 2 minutes rest in
between to ‘maintain’ before progressing to 4 x 6
minute games with 2 minutes rest in between in
Cycle 2 Week 4 to ‘improve’ fitness levels.
Similarly, the same process is applied with the
small sided conditioning games. In Cycle 2 Week
5 players repeat 2 x 6 x 1 minute games with 1.5
minutes rest in between before they progress
to 2 x 6 x 1 minute games with 1 minute rest in
between.
Every Cycle thereafter follows the same principle
where each type of conditioning game is repeated
in the first week of its cycle before increasing
in the second week. As you can see from figure
15 when this simple process is applied players
gradually perform each type of conditioning
game for longer as the season progresses.
Providing the application of the players is to the
standard required, the training effect throughout
the season will be significant.
FIGURE 13: The Football Periodisation Model : Cycle 1
CYCLE WEEK 1 WEEK 2 WEEK 3 WEEK 4 WEEK 5 WEEK 6
1
11v11 / 8v8 11v11 / 8v8 7v7 / 5v5 7v7 / 5v5 4v4 / 3v3 4v4 / 3v3
3x10’/
2’ rest
3x11’/
2’ rest
FIGURE 14: The Football Periodisation Model : Cycle 2
4x5’/
2’ rest
4x5.5’/
2’ rest
2x6x1’/
2’ rest
2x6x1’/
1.5’ rest
CYCLE WEEK 1 WEEK 2 WEEK 3 WEEK 4 WEEK 5 WEEK 6
1
2
11v11 / 8v8 11v11 / 8v8 7v7 / 5v5 7v7 / 5v5 4v4 / 3v3 4v4 / 3v3
3x10’/
2’ rest
3x11’/
2’ rest
3x11’/
2’ rest
3x12’/
2’ rest
FIGURE 15: The Football Periodisation Model : Cycles 1-6
4x5’/
2’ rest
4x5.5’/
2’ rest
4x5.5’/
2’ rest
4x6’/
2’ rest
2x6x1’/
2’ rest
2x6x1’/
1.5’ rest
2x6x1’/
1.5’ rest
2x6x1’/
1’ rest
CYCLE WEEK 1 WEEK 2 WEEK 3 WEEK 4 WEEK 5 WEEK 6
1
2
3
4
5
6
11v11 / 8v8 11v11 / 8v8 7v7 / 5v5 7v7 / 5v5 4v4 / 3v3 4v4 / 3v3
3x10’/
2’ rest
3x11’/
2’ rest
3x12’/
2’ rest
3x12’/
2’ rest
3x14’/
2’ rest
3x15’/
2’ rest
3x11’/
2’ rest
3x12’/
2’ rest
3x13’/
2’ rest
3x14’/
2’ rest
3x15’/
2’ rest
4x12’/
2’ rest
4x5’/
2’ rest
4x5.5’/
2’ rest
4x6’/
2’ rest
4x6.5’/
2’ rest
4x7’/
2’ rest
4x7.5’/
2’ rest
4x5.5’/
2’ rest
4x6’/
2’ rest
4x6.5’/
2’ rest
4x7’/
2’ rest
4x7.5’/
2’ rest
4x8’/
2’ rest
2x6x1’/
2’ rest
2x6x1’/
1.5’ rest
2x6x1’/
1’ rest
2x6x1.5’/
1’ rest
2x6x2’/
1’ rest
2x6x2.5’/
1’ rest
2x6x1’/
1.5’ rest
2x6x1’/
1’ rest
2x6x1.5’/
1’ rest
2x6x2’/
1’ rest
2x6x2.5’/
1’ rest
2x6x3’/
1’ rest
26 FIT FOR EVERY GAME
1.2 PERIODISATION MODEL 27
PLANNING
PROCESS
Having identified the importance of structuring a typical week correctly, and how each
week should be progressed within a six week cycle when implementing the football
periodisation model, it is important that all personnel that come into contact with
players follow a consistent process from first team to academy to allow players to move
seamlessly through the ranks.
For this to happen, clear communication between staff in every department is paramount
to ensure that there are no grey areas and each and every member is working towards
the same goal.
The following step by step approach will provide each department with a clear structure
and reference point that will help all parties concerned make informed decisions.
STEP 1
STEP 2
STEP 3
Create the
environment
Prepare the
tools
Develop the
annual plan
STEP 6
STEP 5
STEP 4
Plan the Non
Conditioning Sessions
Plan the
Conditioning Sessions
Develop the
cycle plan
28 FIT FOR EVERY GAME
1.3 PROCESS 29
STEP 1: CREATE THE ENVIRONMENT
The off-season is often the best time to reflect on
the successes and shortcomings of the previous
season and to start planning for the forthcoming
campaign. Prior to the implementation of the
planning process however, It is important to
ensure that the working environment enables
simple communication within and between
members of all departments.
The allocation of a specific meeting room or
display boards in a prominent area accessible to
all relevant staff are ideal so that coaches, fitness
coaches, strength coaches, physiotherapists and
analysts alike have a focal point and are all fully
aware of what the plan for the team entails.
As with any other well balanced and well thought
out periodization model, this should consist
of an annual plan (macro-cycle) to provide a
reference point, a six-week plan (meso-cycle)
to outline what each training week of the cycle
consists of, and a series of individual session
plans (micro-cycles) to highlight the emphasis of
each training session.
STEP 2: PREPARE THE TOOLS
Once the environment has been created
and communication pathways are clear, it is
important to consider what ‘tools’ are going to
be needed to effectively implement the planning
process. Display boards, digital templates or
a combination of both will provide a constant
reference point of any plans made and should
be prepared in advance.
THE ANNUAL PLAN
The Annual Plan heightens awareness of
the seasons’ schedule and acts as a constant
reference point for shorter term planning.
It is important to have an ‘annual board’ for
communication and create a digital ‘annual plan’
template so that there is access to the plan from
anywhere in order to make updates whenever
necessary.
THE CYCLE PLAN
The six-week plan focuses on the most immediate
cycle (for example pre-season) outlining the
emphasis of each training day.
Again It is important to have both a ‘six-week
board’ for communication and a digital ‘6-week
plan’ template as the board will be updated each
cycle and the plan therefore ‘wiped off’.
THE SESSION PLAN
The Session Plan illustrates the content of each
training session and whilst this will vary from
coach to coach, the ‘general’ components of a
training session should typically include a warm
up, technical work, tactical work, games and on
occasions specific individual work.
To make informed decisions daily and be able
to review the effectiveness of each training
session it is important to have a ‘session board’
for communication and prepare and maintain
digital ‘session plan’ records that detail every
aspect of training and individual player response.
STEP 3: DEVELOP THE ANNUAL PLAN
As a starting point once the fixture list is official,
using the annual board list all home and away
games including friendlies, international fixtures
and every round of each cup competition (be
positive).
This will immediately highlight the number of
games, when there are potential breaks in the
season, or when a large percentage of players will
be away on international duty.
This step is vital as it provides a constant reference
point throughout the season when the time
comes to plan each 6-week cycle. It also shows
where there are parts in the season when it may
be difficult to implement the periodisation model
fully given the number of fixtures midweek during
certain stages of the season.
In order to implement the football periodisation
model effectively, break the season up into 6-week
cycles and label each cycle. It should be apparent
straight away how many ‘typical weeks’ there are
in each cycle. (A typical week is when there is no
midweek game and you can fully implement the
periodisation model).
Similarly, it will be obvious when there are periods
of the season that contain a lot of midweek
games and a 6 week cycle could take 9-10 weeks
to implement. In this case consideration should
be given as to whether a different length of
cycle should be used. (eg. 3-week cycle instead
of 6-week cycle where each type of conditioning
component is implemented once instead of twice)
STEP 4: DEVELOP THE CYCLE PLAN
Having gone through the process of outlining all
of your fixtures and splitting the season up into
six-week cycles (where possible), it is now time
to look at the most imminent training cycle.
Starting logically with pre-season, transfer
all relevant fixtures from the Annual Board
to the 6-week board together with any other
‘uncontrollables’ such as travel days, media
commitments, education etc.
Based on the principles of the periodisation
model with reference to a ‘typical week’, use the
cycle board to label each day in the following
way:
TECHNICAL
Emphasis is on the execution of a technique
(passing, receiving, turning, etc)
TACTICAL
Emphasis is on team organization.
CONDITIONING
Emphasis is on improving the physical condition
of the team.
RECOVERY
Emphasis is on repair and regeneration in a
structured environment.
TRAVEL
All or a large part of the day will consist of
travelling to/from game/training camp
REST
Players not required to take part in structured
training.
STEP 5: PLAN THE CONDITIONING SESSIONS
Having labelled each training day of the cycle
you will be able to see how many different types
of training sessions there are within the cycle.
Starting with the conditioning sessions add the
specific detail in terms of the type and number of
sprinting exercises and conditioning games to be
undertaken on each particular day.
Where there are no midweek games and
the fixtures allow for 6 ‘typical weeks’ the
periodization model can be implemented fully
and should consist of 3 blocks of two weeks,
where the emphasis of each two week block is
different in terms of content.
As previously discussed, in weeks 1 and 2 the focus
should be on explosivity preparation exercises
and large sided conditioning games. In weeks 3
and 4 the focus should be on football sprints with
minimum rest and medium sided conditioning
games. In weeks 5 and 6 the emphasis should be
on football sprints with maximum rest and small
sided conditioning games.
Similarly, In order to maximize the effectiveness
of the conditioning sessions it is crucial to limit
the number of the training components prior to
the conditioning games. This will not only help
players to maintain a high intensity but also
ensure that the quality of football remains high.
A typical conditioning session should therefore
consist of an intensive warm up that includes
jumping, landing and sprinting exercises, an
intensive technical practice or a shooting
practice but not both and football conditioning
games.
An example of a typical session plan for each
conditioning training day can be seen in the
appendix.
30 FIT FOR EVERY GAME
1.3 PROCESS 31
STEP 6 : PLAN THE NON-CONDITIONING
SESSIONS
Once the intricacies of the conditioning
component of the training week are clear, It is
vital to understand that failure to comply with
guidelines relating to the other training days
may compromise the effectiveness and desired
training effect of the conditioning sessions and
performance levels in games.
Warm Ups, Sprinting, Technical Practices, Tactical
Practices, Possession Games, Non-Conditioning
Games and Crossing and Shooting Practices are
key ingredients that need to be planned carefully
in terms of frequency, intensity & duration.
If we get any element wrong then we risk placing
excess demands on players and accumulating
fatigue that may lead to a decrease in
performance and increase the risk of injury.
Although the intricacies of each training session
will be discussed within the conditioning
section of this document, here are some simple
considerations:
WARM UPS
The content of warm ups will alter depending on
the emphasis of each session and the proximity
of games.
The aim of each warm up however is to increase
blood flowto working muscles, increase core
temperature and increase range of movement
in preparation for the football actions of each
training session. Typically the emphasis of each
warm up will be on mobility, explosivity or fast
actions and reactions
TACTICAL
Team organisation should form the foundation
of every coaches training week. Although the
content andthe structure of each tactical
session will change, the emphasis should always
be on providing each and every player with
simple information relating to their roles and
responsibilities in possession, out of possession
and in transition.
GAMES
Games are the perfect opportunity for players
to execute what they have learnt in the tactical
sessions. Given the fact that games are the most
intensive part of the training session however,
it is important to consider the demands of each
game. The number and duration of games
played, the size of the pitch and the number of
players per team will all affect the intensity of a
game and should be considered daily.
EXTRAS
All individuals are different and will respond
differently to training and games. Similarly some
players will require more technical/tactical
development whilst others may require more
physical development. Any additional training,
however, should be planned into a typical training
week as opposed to it being spontaneous.
An example of a typical session plan for each
non-conditioning training day can be seen in the
appendix.
TECHNICAL
The emphasis of each technical practice more
often than not will be on encouraging players
to regain coordination in preparation for the
tactical development and games.
Whilst the intensity of the technical practices
should again vary depending on the proximity
of games each practice should include decision
making specific to what players will need to do
on a match day.
32 FIT FOR EVERY GAME
1.3 PROCESS 33
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AUGUST SEPTEMBER OCTOBER NOVEMBER DECEMBER JANUARY FEBRUARY MARCH APRIL MAY JUNE
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MONDAY TUESDAY WEDNESDAY THURSDAY FRIDAY SATURDAY SUNDAY
PREPARE PERFORM RECOVER
PLANNING SESSION TOOLS
Prior to following the planning process it is essential to have an idea about how to ‘structure’ your plans and what ‘tools’ are going to be
needed. The use of boards, electronic devices or a combination of both will not only enable plans to be made, but it will enable them to
be changed or updated quickly and enhance communication within and between personnel in each department. Effective planning will
include a long term or ‘annual’ plan, a series of medium term or ‘cycle’ plans, and short term ‘weekly’ and ‘daily’ session plans. Whilst the
longer term plans will undoubtedly change over time it is still very important to have long term objectives.
MONDAY
TUESDAY WEDNESDAY THURSDAY FRIDAY SATURDAY SUNDAY
WEEK 6
EVENING
WEEK 5
P. M
WEEK 4
WEEK 3
A.M
WEEK 2
WEEK 1
PRE TRAINING
34 35
34
ANNAUL PLAN
The Annual board heightens awareness of
the seasons’ schedule and acts as a constant
reference point for medium and short term
planning and staff to communicate.
The Annual platform is a digital version
of the annual board. A Digital version
allows you to access the ‘long term’
plan from wherever you may be and make
updates where necessary.
CYCLE PLAN
The cycle board enables you to focus on
the most immediate cycle (for example
pre-season) and start to categorize the
emphasis of each training day within the
cycle. The Cycle platform again is a digital
version of the cycle board. It is important to
have a digital version as the board will be
updated each cycle and the plan therefore
‘wiped off’.
Once the cycle plan is complete and each
day ‘categorised’ it is time to ‘zoom in’ and
start adding detail to the most imminent
training week and series of sessions.
WEEKLY PLAN
The Weekly board heightens awareness and
communication between departments as to
variables such as training intensity, duration
and type.
The weekly platform enables any given
training week to be recorded for record
keeping and data review purposes.
DIGITAL
24 Hour Pro enables you to digitally plan
annual, cycle, weekly and daily schedules
and communicate to players and staff
members alike.
Stoke City Training Philosophy 1.1 Process
35
PREPARE PERFORM RECOVER
PLANNING SESSION CONTENT
Upon completion of planning the season, each phase and each week it is important to plan each individual
training session in detail. As previously discussed each training session will predominantly consist of all or a
combination of a warm up, technical practice, tactical work and some form of games.
WARM UP
The content of warm ups will alter
depending on the emphasis of each session
and the proximity of games. The aim of
each warm up however is to increase
blood flow to working muscles, increase
core temperature and increase range of
movement in preparation for the football
actions of each training session. Typically
the emphasis of each warm up will either
be on mobility, explosivity or fast actions
and reactions.
TECHNICAL
The emphasis of each technical
practice more often than not will be on
encouraging players to find their rhythm
and coordination in preparation for the
tactical development and games. Whilst
the intensity of the technical practices
should again vary depending on the
proximity of games each practice should
include communication, decision making
and execution specific to how players will
need to perform on a match day.
Team organisation should form the
foundation of every coaches training
week. Although the content and the
structure of each tactical session will
change the emphasis should always be
on providing each and every player with
simple information relating to their roles
and responsibilities in possession, out of
possession and in transition.
36 37
TACTICAL
GAME
Games are the perfect opportunity for
players to execute what they have learnt
in the tactical sessions. Given the fact that
games are the most intensive part of the
training session however, it is important to
consider the demands of each game. The
number and duration of games played, the
size of the pitch and the number of players
per team will all affect the intensity of a
game and should be considered daily.
PREVENTION
2.1 Screening and Testing
2.2 Readiness to Train
2.3 Preparation to Train
38 39
PREVENTION
SCREENING AND TESTING
Prevention is always better than cure and a vital component of any training philosophy
particularly if we are to achieve the aim of having every player fit for every game.
Whilst the dynamic nature of football itself places players at potential risk of injury,
almost every injury is avoidable when common sense is applied combined with
sound training methods.
Using the football periodisation model will undoubtedly reduce the risk of injuries if
implemented correctly 3 , but before commencing any form of team training it is still
important that coaches and support staff alike do their due diligence and consider
any other aspects that will compliment the model in preventing injury and optimising
performance.
Implementing aspects such as screening and testing to determine players’ physical
status, readiness to train assessments to assess daily response and preparation
exercises all play a major role in helping coaches make informed decisions about
players and prepare them safely for the demands of the game.
Screening and Testing of players will provide
invaluable information about their physical
capabilities and the effectiveness of the training
methods being employed and should form part
of a well-balanced, well-structured training
programme.
When used periodically throughout the season,
it will help identify individuals who are in need
of special consideration when planning team
training, help to identify the progress that
is being made, and allow for more frequent
interventions if necessary that will promote
greater physical improvement.
Tests should be performed with each cycle
commencing at the start of pre-season before
players begin any form of team training, because
even when players are prescribed with specific
off-season training programmes, they will often
return to pre-season training at different levels
of fitness so to expect them all to perform the
same type of team training initially may place
some at risk of injury.
Similarly, it should be made clear to players
that testing is part of an ongoing process and
programmed into the annual schedule so that
they are always looking to take responsibility
and optimise their fitness levels knowing that
there will be ‘tangible’ results consistently
throughout the season.
It is important to understand however that
football is always the priority, so any form of
screening and testing that has to be performed
in place of training, or that compromises the
ability of players to train or play effectively
should be avoided.
When considering which tests to use therefore
careful consideration needs to be given to the
rationale behind each test and should only be
used if they comply with particular criteria
VALIDITY, RELIABILITY &
SPECIFICITY
Vailidity, reliability and specificity are essential
components of any test that should be adopted
at all times. Validity relates to how well a test
measures what it is supposed to measure,
reliability relates to how well the test produces
the same results each time, and specificity relates
to how close the test is to the demands of the
sport. Whilst there is often a trade off between
these three components every effort should be
made to use tests that comply with all three
components.
IMPLEMENTATION
Football is a sport that has evolved dramatically
in recent years with players required to cover
more distance and more high intensity actions
than ever before 4 . Given the fact that the priority
for players is to recover from games and also
strike a balance between technical, tactical and
conditioning throughout the training week any
tests used need to dovetail into the structure of
the week and not the other way round. Football
is the priority and should not be compromised to
accommodate testing.
RISK
Some tests are physically more demanding than
others so any tests that place players at risk of
injury should be avoided at all costs. For example
whilst the assessment of players sprinting speed
over different distances when performed to the
maximum acquire useful results as to a players
explosive properties, there is an increased risk of
players picking up soft tissue injuries.
Similarly, whilst many tests don’t pose too much
of a risk when performed in isolation, if they are
performed at the wrong time or in combination
with other aspects of training they may cause
players to develop fatigue that could lead to
injury later on. For example, bleep tests or yoyo
tests where the aim is for players to continue
to run until exhaustion can have catastrophic
consequences for players if they are expected to
perform the tests on the same day as they train
or without sufficient recovery time before or
after the test.
IMPROVEMENT
Possibly the most important consideration
when testing is whether the results from the test
will be used in order to help players improve
through intervention whether that be in the
form of team training, individual training or
strength training.
The following tests should form the basis of
testing for each team throughout a club.. The
tests in question have been selected as they are
all valid, reliable and specific to football or the
movements performed in a game, they can be
implemented and repeated at any time, they do
not compromise the training schedule or place
players at risk when performing the tests and
through simple intervention can be improved.
Whilst there are many other tests available,
only the tests that comply with all of the above
considerations have been deemed appropriate
to use.
40 FIT FOR EVERY GAME
2.1 SCREENING AND TESTING 41
PREVENTION
FUNCTIONAL MOVEMENT SCREEN (FMS)
The Functional Movement Screen (FMS) is an evidence based exercise philosophy
originally developed by Gray Cook, one of the world’s most respected injury prevention
specialists to help prevent injuries before they happen.
Using seven fundamental movement patterns, it places the individual in extreme positions
where weaknesses and imbalances become easily noticeable if appropriate stability and
muscle balance is not present.
Based on weaknesses identified in the FMS a series of corrective exercises are then
prescribed for the individual to perform and master before moving on to more challenging
exercises. Progress through such exercises indicates an individual’s ability to perform
functional movements more and more efficiently.
Whilst there are now many variations and adaptations of the FMS, observing a players
functional strength and stability and then focusing on functional movements as opposed
to developing raw size and power willundoubtedly benefit the modern day footballer.
The Fit For Every Game Functional Movement Screen is therefore an adapted version of
the FMS specific to the movements associated with football particularly speeding up and
slowing down, turning, jumping and landing.
WHAT DO WE DO?
The following information provides an overview
of the FMS and why it is used.
On a day when players are fully recovered,
players performance during fms exercises are
assessed and compared against previous scores.
WHY DO WE DO IT?
Because of the multi-directional movements
involved in football it is important to assess
a player’s ability to control force in different
directions during both acceleration and
deceleration. Players with good control of
movements are often less predisposed to injuries
than players with poor control.
HOW DO WE MEASURE IT?
Players are filmed performing six different
exercises and using slow motion movement
analysis technology given a score out of ten
based on key observations. For each exercise,
ankle, knee, hip and trunk movement are
assessed in addition to the overall quality of
movement. Exercises include:
TEST 1 : Overhead Squat
TEST 2: Six Way Lunge
TEST 3 : Six Way Star Excursion
TEST 4: Trunk Stability Press Up
TEST 5: Three Way Anterior Hop & Hold
TEST 6: Dynamic Step & Hold
HOW DO WE IMPROVE IT?
Players with a poor FMS score should be
prescribed with specific corrective exercises to
improve control and coordination. Such players
should also be given special consideration when
performing high intensity conditioning training
sessions until they improve to help reduce the
risk of injury.
42 FIT FOR EVERY GAME
2.1 SCREENING AND TESTING 43
TEST 1: OVERHEAD SQUAT
TEST 2: SIX WAY LUNGE
WHAT IS IT USED FOR?
SCORING
WHAT IS IT USED FOR?
SCORING
Used to assess ankle, knee and hip stability and
overhead thoracic mobility
EQUIPMENT REQUIRED
Out of ten based on key observations:
ANKLE:
Is there evidence of Inversion or Eversion?
Used to assess ankle, knee and hip mobility
through different planes of movement in moving
leg and stability when landing in standing and
moving leg.
Out of ten based on key observations:
ANKLE:
Is there evidence of Inversion or Eversion?
••
Broom handle
••
1 inch heel step
••
Video camera
••
Tripod
METHODOLOGY
Player stands upright with heels on heel step,
feet shoulder width apart slightly turned out,
arms raised straight above head holding broom
handle. Upon command, player squats to 90
degrees, holds position for 2 seconds, returns to
start position and repeats the squat four times.
KNEE:
Is there evidence of Valgus or Varus Movement?
HIP:
Does the hip rotate Internally or Externally?
TRUNK:
Is there evidence of Flexion or Extension or
lateral movement?
QUALITY:
Is there fluidity and control to the movement
from start to finish?
EQUIPMENT REQUIRED
••
Marked 6 way star
••
Video camera
••
Tripod
METHODOLOGY
Player stands upright with feet together and
arms by side. Starting with the cross step lunge
forward, player steps and lunges towards each
marker, fixes and decelerates to the end of each
movement. Player must ensure non moving foot
is facing forward at all times change legs and
repeat twice on each leg.
KNEE:
Is there evidence of Valgus or Varus Movement
in Flexion?
HIP:
Does the hip rotate Internally or Externally?
TRUNK:
Is there evidence of Flexion or Extension or
lateral movement?
QUALITY:
Is there fluidity and control to the movement
from start to finish?
44 FIT FOR EVERY GAME
2.1 SCREENING AND TESTING 45
TEST 3: SIX WAY SINGLE LEG (STAR EXCURSION)
TEST 4: TRUNK STABILITY PRESS UP
WHAT IS IT USED FOR?
Used to assess ankle, knee and hip stability and
ankle and hip mobility through range when
standing on one leg.
EQUIPMENT REQUIRED
••
Marked 6 way star
••
Video camera
••
Tripod
METHODOLOGY
Player stands upright with feet together and
arms by side. Starting with the cross step reach
forward, player steps and reaches towards each
marker as far as possible without touching the
floor, change legs and repeat twice on each leg.
SCORING
Out of ten based on key observations:
ANKLE:
Is there evidence of Inversion, Eversion
or Dorsiflexion?
KNEE:
Is there evidence of Valgus or Varus Movement
in Flexion?
HIP:
Does the hip rotate Internally or Externally?
TRUNK:
Is there evidence of Flexion or Extension or
lateral movement?
WHAT IS IT USED FOR?
Used to assess trunk stability anterior/posterior
and lateral planes of movement to identify
displacement of force.
EQUIPMENT REQUIRED
••
Video camera
••
Tripod
METHODOLOGY
Player lies in prone position with feet together,
hands at and level with temples. Upon command
player performs a press up, holds for 2 seconds
and returns to start position ensuring legs and
feet are together throughout the movement.
Repeat 4 times.
SCORING
Out of ten based on key observations:
Is there any displacement of force in the
upper left quadrant?
Is there any displacement of force in the
upper right quadrant?
Is there any displacement of force in the lower
left quadrant?
Is there any displacement of force in the lower
right quadrant?
QUALITY:
Is there fluidity and control to the movement
from start to finish?
QUALITY:
Is there fluidity and control to the movement
from start to finish?
46 FIT FOR EVERY GAME
2.1 SCREENING AND TESTING 47
TEST 5: THREE WAY ANTERIOR HOP AND HOLD
TEST 6: DYNAMIC STEP AND HOLD
WHAT IS IT USED FOR?
Used to assess knee stability when performing
dynamic movements
EQUIPMENT REQUIRED
••
Marked 6 way star
••
Video camera
••
Tripod
METHODOLOGY
Player stands upright with feet together, hands by
side and performs 3 hop and hold tests towards
the forward 3 markers. Starting with the cross
leg hold forward, player hops and holds position
fixing on a single leg, absorbs the force and hops
back to start position. Player changes legs and
repeats twice each leg.
SCORING
Out of ten based on key observations:
ANKLE:
Is there evidence of Inversion or Eversion?
KNEE:
Is there evidence of Valgus or Varus Movement?
HIP:
Does the hip rotate Internally or Externally?
TRUNK:
Is there evidence of Flexion or Extension or
lateral movement?
QUALITY:
Is there fluidity and control to the movement
from start to finish?
WHAT IS IT USED FOR?
Used to assess knee stability when performing
decelerations to identify susceptibility to ACL
injuries.
EQUIPMENT REQUIRED
••
30cm box
••
Force decks dual force platform
••
Laptop and force deck software
••
Video camera
••
Tripod
METHODOLOGY
Player stands on a box with feet together, hands
by side. Upon command, player steps dynamically
off the box onto force platform below landing
on one leg. Player attempts to stabilize landing
as soon as possible without any assistance from
opposite leg. Change legs and repeat twice each
leg
Out of ten based on key observations:
SCORING
Using the force platform how long does it take
to fully stabilise with reference to:
ANKLE:
Is there evidence of Inversion or Eversion?
KNEE:
Is there evidence of Valgus or Varus Movement?
HIP:
Does the hip rotate Internally or Externally?
TRUNK:
Is there evidence of Flexion or Extension or
lateral movement?
QUALITY:
Is there fluidity and control to the movement
from start to finish?
48 FIT FOR EVERY GAME
2.1 SCREENING AND TESTING 49
PREVENTION
BODY COMPOSITION
The assessment of body composition is a tool commonly used to detect changes in lean
mass, fat mass and percentage body fat.
Whilst there are many methods used to assess body composition the traditional weighing
scales and skinfold calipers, providing they are calibrated and performed by the same
trained practitioner each time are arguably the most economical, practical and simple
to implement in a team setting.
Using the same weighing scales each time determines a players change in mass, whilst
using calipers to measure sites where players predominantly store their fat determines
their percentage body fat and therefore enables a calculation to be made as to how
much of that mass is lean mass and how much is fat mass.
An increase of just 2% in fat mass of total body mass can have a significant detrimental
affect on every physical parameter as it is similar to training or playing whilst wearing
a ‘weighted vest’. Players with a healthy body composition are therefore likely to be
more efficient and more able to maintain explosive actions. Similarly, a decrease of just
2% body weight may indicate that a player is dehydrated or depleted of carbohydrate
(energy) stores placing them at an increased risk of injury or predisposing them to a drop
in performance levels.
WHAT DO WE DO?
On a day when players have fully recovered
prior to consuming breakfast every 2-4 weeks
players weight and skinfolds are measured and
compared against previous scores.
WHY DO WE DO IT?
Because fat is only used as an energy source
for low intensity exercise and a high proportion
of fat mass has a negative effect on explosive
components such as sprinting, jumping and
changing direction, it is important to monitor
players body weight and body fat frequently.
HOW DO WE DO IT?
Players are weighed using the same calibrated
scales wearing just under garments and measured
using the same calibrated skinfold calipers at
the specifically measured sites. Measurements
are recorded and compared to previous scores,
these include:
TEST 1: Body Weight
TEST 2: Body composition : Tricep
TEST 3: Body composition : Bicep
TEST 4: Body composition : Subscapular
TEST 5: Body composition : Suprailiac
TEST 6: Body composition : Thigh
TEST 7: Body composition : Abdominal
TEST 8: Body composition : Calf
HOW DO WE IMPROVE IT?
Players with a high fat mass and high body fat
percentage should be provided with a calorie
controlled meal plan that safely reduces body
weight particularly fat mass whilst still ensuring
they have sufficient energy levels to perform.
Similarly, players in need of gaining weight and
particularly lean mass should be given a calorie
controlled meal plan that provides them with a
surplus of energy.
50 FIT FOR EVERY GAME
2.1 SCREENING AND TESTING 51
PREVENTION
JUMPING
Testing the ability to jump is a tool commonly used to safely assess a players explosive
properties to gauge their muscle type, assess fatgiue and improve their ability to perform
football actions such as the ability to react, sprint, stop, turn, jump, land and change
direction.
There are many types of jump tests widely used all with variations that ultimately measure
the ability to generate force, transfer force and complete the movement fluently and
efficiently.
Depending on the outcome of each test players are often prescribed with a range of
exercises that focus on the generation of force (eccentric), the transfer of force (concentric),
the fluidity of movement or a combination of all three to optimise the ability to perform
explosive actions.
WHAT DO WE DO?
On a day when players are at their freshest
following a warm up, players perform
three different jumps that assess general
strength (counter movement jump), single leg
strength (single leg counter movement jump)
and reactive strength (drop jump).
WHY DO WE DO IT?
Because football involves multiple accelerations
and decelerations both vertically and
horizontally that involve both the generation
and transfer of force combined, it is important
to monitor players ‘explosive’ properties to help
them become more efficient.
HOW DO WE MEASURE IT?
Following a full postural assessment, a structured
warm up and jump preparation exercises,
players perform between 3-4 repetitions of
each jump with maximal application. Jump
profile, jump height, or jump height and contact
time combined are recorded and compared to
previous scores. Jumps include:
JUMP 1: Counter Movement Jump to assess the
relationship between force generation, force
transfer and fluidity of movement.
JUMP 2: Single Leg counter movement jump
to assess the relationship between force
generation and force transfer in left and right
leg.
JUMP 3: Reactive Strength Index to assess
Neuromuscular function (message from brain to
muscle)
HOW DO WE IMPROVE IT?
Players with poor jump scores should be
given specific strength exercises that relate to
generating force, transferring force or completing
the movements more efficiently depending on
the area in question to improve their explosive
properties around the training schedule.
Similarly, players with exceptional jump scores
should be given special consideration in training
particularly following a game or high intensity
training session as explosive players take longer
to recover than non explosive players.
52 FIT FOR EVERY GAME
2.1 SCREENING AND TESTING 53
JUMP TEST 1 : COUNTER MOVEMENT JUMP
JUMP TEST 2 : SINGLE LEG COUNTER MOVEMENT JUMP
WHAT IS IT USED FOR?
The counter movement jump is a tool commonly
used to assess strength and power safely.
WHY IS IT IMPORTANT?
Because football involves multiple accelerations
both vertically and horizontally that require the
generation of force, it is important to monitor
a players’ explosive properties. More explosive
players take longer to recover than less explosive
players and are at a greater risk of injury.
HOW SHOULD IT BE PERFORMED?
The counter movement jump should be
performed following a full postural assessment,
structured warm up and test preparation
exercises.
WHAT IS THE INTERVENTION?
Players with a poor counter movement jump
score should be provided with concentric
jumping exercises when they are at their freshest
with maximum rest between each exercise to
enhance acceleration.
WHAT IS IT USED FOR?
The single leg counter movement jump is a tool
commonly used to assess single leg strength &
power combined.
WHY IS IT IMPORTANT?
Because football involves multiple accelerations
and decelerations both vertically and
horizontally that require both the generation
and resistance of force combined, it is important
to monitor a players’ ‘plyometric’ properties.
More explosive players are at a greater risk of
injury if they cannot control the deceleration
phase of a jump or sprint or change of direction.
HOW SHOULD IT BE PERFORMED?
The single leg counter movement jump should be
performed following a full postural assessment,
structured warm up and test preparation
exercises.
WHAT IS THE INTERVENTION?
Players with a poor single leg counter movement
jump score should be provided with eccentric
and concentric jumping exercises (plyometrics)
when they are at their freshest with maximum
rest between each exercise to enhance both
deceleration and acceleration.
54 FIT FOR EVERY GAME
2.1 SCREENING AND TESTING 55
JUMP TEST 3 :REACTIVE STRENGTH INDEX (RSI)
WHAT IS IT USED FOR?
The RSI is a tool commonly used to assess the
firing of messages from the brain to the muscles.
WHY IS IT IMPORTANT?
Because every football action starts with a nerve
impulse (message) from the brain telling the
muscles to contract in order to accelerate and
decelerate both vertically and horizontally it is
important to monitor a players’ neuromuscular
status. A delay in the transmission of messages
resulting in poor reactions is a good indicator of
neuromuscular fatigue.
HOW SHOULD IT BE PERFORMED?
The RSI should be performed following a full
postural assessment, structured warm up and
test preparation exercises.
WHAT IS THE INTERVENTION?
Players with a poor RSI score should be monitored
closely and avoid any high intensity or explosive
exercise such as shooting, crossing, sprinting and
jumping to enhance recovery and reduce the risk
of unnecessary injury.
56 FIT FOR EVERY GAME
2.1 SCREENING AND TESTING 57
PREVENTION
INTERVAL RUNS
The Interval Running Test is a conditioning tool that can be used as a football specific
endurance test to assess a players ability to recover from and maintain high intensity
actions.
There are many running tests widely used in the football domain but many are either
maximal exertion tests that rely on players to apply themselves maximally each time to
acquire accurate results, or sub-maximal tests that whilst they increase incrementally
players run at the same speed unlike the intermittent demands that are placed on them
in a game.
Based on the results of the test players are prescribed with specific pitch based training
exercises to either help maintain high intensity actions for longer or improve quick
recovery.
WHAT DO WE DO?
On a day when players are at their freshest
(conditioning training session) following a warm
up, using the dimension of the pitch players
perform 4 bouts of 3 minute sub-maximal periods
of exercise.
WHY DO WE DO IT?
Because football is an intermittent sport
consisting of explosive actions like sprinting,
turning, jumping and shooting followed by bouts
of walking and jogging, it is important to assess
a player’s ability to recover from and maintain
high intensity actions. Failure to recover quickly
may hinder the effectiveness of the playing style.
HOW DO WE IMPROVE IT?
Players who cannot complete the run in
the allocated time, unable to maintain high
acceleration speeds or show poor heart rate
recovery score should be treated with caution
and where necessary given an individual field
based conditioning programme around the
team training programme to help them maintain
explosive actions for longer/improve quick
recovery.
HOW DO WE MEASURE IT?
Following a dynamic warm up, using the width
of the pitch, players start on the touch line, jog to
the 18 yard line, accelerate to penalty spot and
jog to opposite 18 yard line. Players then turn
and accelerate to penalty spot, jog to 18 yard
line and walk back to touch line (start point) in
30 seconds and repeat 6 times.
Players ability to complete each repetition in
allocated time, speed per acceleration, maximum
heart rate at end of each 3 minute period and
recovery heart rate after 30 seconds, 60 seconds,
90 seconds and 120 seconds are recorded and
compared to previous scores.
58 FIT FOR EVERY GAME
2.1 SCREENING AND TESTING 59
Ryan Ryan Shawcross Shawcross
FIGURE 16: Individual Test Profile
Score
Test 1
Test 1
Test 2
Test 2
Test 3
Test 3
Test 4
Test 4
Test 5
Test 6 Test 5
Test 7 Test 6
Test 8 Test 7
Test 9 Test 8
Test 10 Test 9
Test 11
Test 10
Test 12
Test 11
Test 13
Test 12
Test 14
Test 13
Test 15
Test 16
Test 14
Test 17Test 15
Test 18Test 16
Test 17
Test 18
Score
10.0
9.0
8.0
7.0
6.0
5.0
4.0
3.0
2.0
1.0
0.0
10.0
9.0
8.0
7.0
6.0
5.0
4.0
3.0
2.0
1.0
0.0
Body Comp Jumps FMS Interval
Screening and Testing Screening Profileand Testing Profile
Maintained - continue Body with CompImproved - continue with Jumps Maintained - continue with FMS Improved - continue with Interval
current nutrition meal plan. current strength current pre-activation curent team training
programme.
Maintained - continue with
current nutrition meal plan.
programme
programme.
Improved - continue with
current strength
programme.
Maintained - continue with
current pre-activation
programme
Improved - continue with
curent team training
programme.
INTERPRETING & COMMUNICATING THE RESULTS
With any test there is a result or a score that determines the test outcome. Problems often arise however
with the way each test is measured as many tests use different scoring systems that can become
confusing to the people that matter the most – the coaches and the players.
For example, the functional movement screen is measured using a points system, body composition is
measured using weight in kilograms or skinfold thickness in millimetres, the jump tests are measured
using height in centimetres or reaction time in seconds, and the interval running test is scored using
changes in beats per minute. Consequently, For a coach or player to fully understand what each score
means in terms of a good or a bad result is ultimately more difficult than it needs to be.
To avoid confusion and help players and coaches understand simply whether players are improving
physically in relation to the demands of the game, support staff conducting the tests should convert
the results for each and every test used into a simple universal score out of ten where one is the worst
possible outcome and ten is the best possible outcome.
Changes in the score are then simple to understand for everyone concerned as a score of 8 for example
is better than a score of 7.
UNIVERSAL SCORING SYSTEM
For each test it should be apparent to the support
staff based on research or experience what a
good score is. To many coaches and players
however it is not.
To create a simple universal scoring system just
decide on what the worst acceptable score is
and label it 1 and what the best achievable score
is and label it 10. The remaining numbers 2-9
should then be incremental figures of the same
denomination.
Using the single leg counter movement jump test
as an example of the universal scoring system,
the worst acceptable score is 15cm and the best
achievable score is 60cm (table 1).
Figure 16 provides an example of a players test
profile over the course of the competitive season.
Similar to any testing protocol used in a team
setting you will notice that whilst the player
in question has quite a comprehensive testing
profile there are occasions where they have no
test data for one or more of the scheduled tests.
(FMS in particular) As previously discussed this
may be based on the fact that it wasn’t in the
best interest of the player to perform tests on
that particular day.
The conclusion that can be drawn from observing
the linear progression of scores within this players
test profile for each parameter is a positive one.
Body composition, functional movement and
jumping ability all improved every time it was
measured and with the exception of a large
improvement in the first re-test. the players ability
to perform interval runs specific to football also
improved over the course of the season.
TABLE 1: Universal Scoring System : Single Leg
Counter Movement Jump’.
SCORE
HEIGHT (CM)
1 15
2 20
3 25
4 30
5 35
6 40
7 45
8 50
9 65
10 60
60 FIT FOR EVERY GAME
2.1 SCREENING AND TESTING 61
SCREENING AND TESTING
If we want to achieve the aim of having every player fit for every game then any tests that are used should
provide simple information that can be used to help reduce the risk of injury.
Similarly, if we want to achieve our objectives of producing players that can improve explosive actions and
quick recovery between actions then any tests that are used should measure their ability to do exactly that.
FUNCTIONAL MOVEMENT
BODY COMPOSITION
EXPLOSIVITY
INTERVAL RUNNING
RECORD RESULTS
Because of the multi-directional
movements involved in football
it is important to assess a player’s
ability to control force in different
directions during both accelerations
and decelerations. Players with
good control of movements are
often less predisposed to injuries
than Players with poor control.
Because fat is only used as an
energy source for low intensity
exercise and a high proportion of fat
has a negative effect on explosive
components such as sprinting,
jumping and changing direction, it is
important to monitor players body
weight and body fat. Players with a
healthy body composition are likely
to be more efficient and more able
to maintain explosive actions.
Because football involves multiple
accelerations both vertically
and horizontally that require the
generation of force, it is important
to monitor a players’ explosive
properties. More explosive players
take longer to recover than less
explosive players and are at a
greater risk of injury.
Because football is an intermittent
sport consisting of explosive actions
like sprinting, turning, jumping
and shooting followed by bouts of
walking and jogging, it is important
to assess a player’s ability to recover
from and maintain high intensity
actions. Failure to recover quickly
may hinder the effectiveness of the
playing style.
Because the whole purpose
of testing is to monitor
the effectiveness of training
interventions in order to
consistently make progress it is
important to gather accurate and
meaningful data. Each time data
is recorded it should be analysed,
evaluated and acted upon so that
players always improve.
62 63
EVERY PART OF EVERY TRAINING SESSION
IS A CHANCE TO IMPROVE
PREVENTION
READINESS
Having gone through the planning process and discussed the importance of screening
and testing players to determine their physical status, It is important to focus on each
individual training session and consider how to help coaches make informed decisions
about each and every players participation in training.
Although the emphasis of structuring each ‘typical week’ in the way that we do is to ensure
that players avoid demanding work when they are likely to be fatigued and perform
high intensity work when they are fresh, every player is different and will respond in a
different way to training and games.
Factors such as injury history, age, playing position, and level of explosiveness are all
factors that will affect how demanding training and games are to each individual and
how quickly they recover. It is important therefore to assess player ‘readiness to train’
prior to training to ensure nothing is ever just left to chance.
This does not necessarily need to be done prior to
every training session as it can become monotonous
to players and therefore potentially meaningless
but it is important to build up a picture for each
individual in terms of their readiness to train
particularly prior to each conditioning training
session and whenever else deemed appropriate.
The key is to determine what will affect a players
‘readiness to train’, ensure that the parameters
measured can be easily integrated into a typical
training day and that the information acquired
help coaches make an informed decision about
training.
With the advances in sports science in recent years
there are many parameters that can be measured
to make judgements about a players readiness
to train. Many of the methods used however
investigate physiological parameters and can be
both time consuming and invasive.
Measuring urine to assess players’ hydration levels,
measuring blood to determine levels of muscle
damage, measuring heart rate variability to assess
recovery and measuring saliva to assess immune
function are just a few examples of physiological
assessments common place at many clubs.
Given the short amount of time that players are at
the training ground prior to the start of training,
parameters measured need to be meaningful but
be quickly and easily integrated into a typical
training day. The Fit for Every Game ‘Readiness’
System does exactly that.
66 FIT FOR EVERY GAME
2.2 READINESS TO TRAIN 67
THE FIT FOR EVERY GAME
‘READINESS’ SYSTEM
The Fit For Every Game ‘Readiness’ System
identifies both team and individual trends using
simple objective assessments whilst also taking
into account the subjective perspective of the
players.
It is not a tool to stop players training but a tool
that helps coaches make informed decisions
about the intensity, duration and type of activities
appropriate for each and every player.
For example, gauging how intense the game was
each week from both an objective and subjective
perspective will help to determine whether
the plan of the week needs adjusting or not
especially for those players that play regularly.
Similarly, where the plan of the training session
is to focus on intense aspects such as pressing,
stopping crosses, moving the ball quickly or
counter attacking and a large proportion of the
team are showing signs of low energy then given
the intensity and nature of the session it may be
wiser to focus on something less strenuous on
that particular day or perform it in a different
way.
Furthermore, if there are individuals showing
signs of muscle soreness and the plan is to
Ryan Shawcross
FIGURE 17: Individual player match profile
Ryan Shawcross
Everton (A)
Stress
Arsenal (H)
Everton (A)
Rochdale (H)
Arsenal (H)
West Brom (A)
Rochdale (H)
Man Utd West (H) Brom (A)
Newcastle Man (A) Utd (H)
Bristol City Newcastle (A) (A)
Chelsea Bristol (H) City (A)
Southampton Chelsea (H) (H)
Man Southampton City (A) (H)
Leicester Man (H) City (A)
Leicester (H)
Brighton (A)
Brighton (A)
Crystal Palace (H)
Crystal Palace (H)
Liverpool (H)
Liverpool (H)
Swansea (H)
Swansea (H)
Tottenham (A)
Tottenham (A)
Burnley (A)
Burnley (A)
West Ham (H)
West Ham (H)
West Brom West (H) Brom (H)
Watford Watford (A) (A)
Huddersfield Huddersfield (H) (H)
Stress
Distance Covered
Distance Covered
0-15 15-30 30-45 45-60 60-75 75-90
Sprints 0-15 15-30 30-45 45-60 60-75 75-90
Sprints
0-15 15-30 30-45 45-60 60-75 75-90
0-15 15-30 30-45 45-60 60-75 75-90
Total High Intensity
Total High Intensity
perform explosive actions like sprinting, jumping,
crossing or shooting exercises during the session
then those players should avoid that particular
part of the session for obvious reasons.
Following this logical step by step process at
key times within the training week will help to
eliminate unnecessary risk taking when planning
the training session, keep all players involved
but operating within their capabilities in order to
be available for every game in peak condition.
The process should be implemented using a
series of simple steps starting prior to the first
training session after a game. Similarly for ease
of communication and to identify both team
and individual trends, each readiness parameter
measured should be determined by a ‘universal’
traffic light scoring system similar to that of the
scoring system used for screening and testing
where each score falls between 1 and 10. In each
case:
10,9,8 all indicate a ‘red’ cause for concern.
7,6,5 indicate an ‘amber’ treat with caution
5,4,3,2,1 indicate a ‘green’ good to go outcome
High Intensity
High Intensity
Match Data
Match Data
0-15 15-30 30-45 45-60 60-75 75-90
Accelerations + Decelerations
0-15 15-30 30-45 45-60 60-75 75-90
Accelerations + Decelerations
0-15 15-30 30-45 45-60 60-75 75-90
0-15 15-30 30-45 45-60 60-75 75-90
HI (WP) HI (WOP) HI (BOP)
HI (WP) HI (WOP) HI (BOP)
MEDICAL READINESS
Before any assumptions are made about whether
the training week can be carried out as planned,
it is important that every player is given a full
‘MOT’ on the first day back after a game. Whilst
an ‘MOT’ is a series of assessments that a car
must pass when they reach a certain age in order
to be deemed road worthy, it makes sense to
implement a series of medical assessments with
each and every player prior to the first training
session to give both players and coaches piece
of mind that they are in full working order prior
to the start of the training week.
Pelvic alignment, ankle & calf mobility/flexibility,
hamstring flexibility and adductor strength
assessments should all be performed with
players at the beginning of each week where any
deviations away from the norm are then treated
and re-assessed immediately.
PELVIC ALIGNMENT
The leg length test is a quick and simple measure
of a players’ pelvic alignment. Whilst it is likely
that players with poor pelvic alignment will be
experiencing discomfort in the lower back or
buttocks which could potentially radiate down
the leg or sometimes even be felt in the ankle
or foot, left undetected a ‘rotated pelvis’ can
significantly hinder performance and put players
at an increased risk of soft tissue injuries.
To perform the test player lays flat on their back
on a bed with ankles hanging over the end of the
bed. With hands around ankles, pull both legs
down and observe for a difference in leg length.
Using a tape measure, measure the length
from the umbilicous to the tip of the medial
malleolous on the right leg and the left leg and
compare results in centimetres or inches.
It is important to know whether players have a
structural leg length discrepancy or a functional
leg length discrepancy. A structural leg length
discrepancy means that one leg is simply
longer than the other. A functional leg length
discrepancy is when the pelvis has rotated and
can therefore be treated. A discrepancy of more
than a quarter of an inch or 0.6 centimetres
is indicative of poor alignment and should be
treated and managed accordingly.
ANKLE & CALF MOBILITY / FLEXIBILITY
The knee to wall test is a quick and simple
measure of a players ankle and calf mobility /
flexibility. It is a fantastic tool for anyone that has
had a history of ankle or calf injuries in addition
to identifying players at sudden risk.
To perform the test, place a ruler or tape measure
against a wall. Barefooted, a player touches
their knee and toes against a wall and slowly
drags their toes back and away, ensuring their
heel stays down and on the ground. Player then
moves back as far as they can until they can only
just hold their heel down while touching their
knee to the wall. Record how many centimetres
the toes are from the wall and repeat with the
other foot.
It is important to establish what is normal
for each player so that the score each week
identifies any deviations that can be treated but
a general guide for footballers is between 10-
12cm. Anyone below 8cm should be given more
specific treatment and managed accordingly.
HAMSTRING FLEXIBILITY
The sit and reach test is a quick and simple
measure of the lower back and hamstring
muscles. The test is important as tightness
in this area can have a detrimental affect on
performance and increase the risk of injury.
Whilst there are a few variations of the test given
the fact that people with long arms and short
legs would get a better result, the test should be
performed using the traditional method where
the scoring begins at the point of the feet.
To begin, player sits down with legs stretched
out, knees locked and pressed flat to the floor,
barefooted and soles of feet flat against box.
Reach forward (with hands either on top of each
other or side by side palms facing downwards) as
far as possible along the measuring line. Ensure
knees remain flat to the floor at all times and
hands stay in same line. Hold furthest position
for 1-2 seconds and measure furthest point in
centimetres.
It is important to establish what is normal for
each player so that the score each week identifies
any deviations that can be treated but a general
guide for footballers is between 0-10cm. Anyone
below 0cm should be given more specific
treatment and managed accordingly.
68 FIT FOR EVERY GAME
2.2 READINESS TO TRAIN 69
ADDUCTOR STRENGTH
MATCH INTENSITY (SUBJECTIVE)
The adductor squeeze test is a quick and
simple measure of adductor strength. It is an
important test to use as weak adductor muscles
or decreased adductor strength are intrinsic risk
factors for groin injuries.
To perform the test, players lie flat on their
back with feet flat on the bed bent at the knee
at 45 degrees. Using a sphygmomanometer preinflated
to 10mmHg placed between the knees,
squeeze both adductor muscles together and
hold the isometric contraction for 1-2 seconds
recording the results.
It is important to establish what is normal for
each player so that the score each week identifies
any deviations that can be treated but a general
guide for footballers is between 200-270mmHg.
Anyone below 200mmHg should be given more
specific treatment and managed accordingly.
PHYSICAL READINESS
Having undergone a series of simple medical
assessments to identify any deviations away from
the norm, it is important to gather information
about players physical status starting with
the intensity of the previous game for each
individual. This should be done ideally from both
an objective and subjective perspective, prior to
the first training session after a game
As you can see the player in the example has
covered more high intensity distance in the
most recent game compared to the previous 3
games. (693m compared to 658m, 529m, 489m
respectively).
The conclusion that can be drawn from
observing this one parameter alone is that the
demand on the players’ body from this game
may be higher than recent games.
This could mean that the player will be more
fatigued and take longer to recover than
normal. Using the ‘readiness’ system this would
be reflected by an amber light where 1000m
and above for this player is classed as 10, 900m
classed as 9, 800m classed as 8. (Figure 18).
Although the data is fairly consistent when
using the same analysis system, there is a
degree of error based on how frequently
the measurements are taken. Similarly, each
system provider will acquire different results
when measuring the same thing, which should
be taken into consideration and used in
perspective when observing the data and not
necessarily used in isolation.
FIGURE 18: Individual Player Readiness Profile
(Match Intensity : Objective)
From a subjective perspective, asking players
how intense they felt the game was will provide
useful feedback and therefore help to build up
a more accurate picture about how demanding
the game was. A players rating of perceived
exertion or RPE can be acquired simply by asking
them how hard they found the game on a scale
of 1 to 10. (1 being the least intense, 10 being the
most intense)
Figure 19 shows the players subjective RPE score.
As you can see the player felt that the game was
very intense as reflected by a score of 8 and
red light. By examining both the objective and
subjective information relating to the intensity
of the previous game, the player in question may
take longer to recover than normal and should
be closely monitored.
As previously discussed, adhering to the principle
of recovery in the first 48 hours of the training
week should allow for each and every player
to fully recover before commencing the first
training session. Any ‘red lights’ however should
be used for the purposes of further investigation
and if deemed necessary careful management
relating to any intense parts of the training week.
FIGURE 19: Individual Player Readiness Profile
(Match Intensity : Subjective).
HOW ARE YOU FEELING NOW?
Given the fact that the emphasis of the first
training session of the week (match day-4)
following a period of recovery is to allow players
to regain coordination and ease themselves back
into training, gauging how players are feeling
should be assessed with a view to each players
readiness but more specifically to help make
an informed decision about readiness for the
conditioning session the following day. (Match
day-3)
Because of the demanding nature of the
conditioning sessions and in particular the
fact that both muscles and energy systems
are overloaded in the repeated sprints and
conditioning games, it is important that each
player is feeling 100%.
This can be done by asking a series of simple but
relevant questions that will not only help make a
decision about players participation in the most
imminent training session but also help prescribe
any interventions that will aid recovery.
HOW DO YOU FEEL PHYSICALLY?
There is often a strong correlation between a
players’ perceived physical feeling and many
physiological parameters measured.
DO YOU HAVE ANY MUSCLE SORENESS?
MATCH INTENSITY (OBJECTIVE)
From an objective perspective the use of data
relating to ‘intensity’ providing the data is
reliable will start to build a picture about a
players’ readiness to cope with the demands of
the forthcoming session.
Observing parameters such as Total Distance
Covered, Distance Covered at High Intensity,
Sprint Distance and Number of Sprints compared
to previous games should show whether there
has been a significant increase or decrease in
the most recent game. A higher intensity would
suggest that there is a greater demand on that
player.
Figure 17 shows a players’ high intensity
breakdown for each game (bar chart) and
average 15 minute splits for distance covered,
high intensity, sprint distance and sprint number
for the various cycles (cluster of games).
PLAYER A
PLAYER A
Blood levels of the enzyme creatine kinase
which is an indicator of muscle damage is often
high when players experience feelings of muscle
soreness.
HOW DID YOU SLEEP LAST NIGHT?
Sleep is the period when the body is repaired
the most so a good sleep often correlates with
enhanced recovery and regeneration.
WHAT HAS YOUR DIET BEEN LIKE IN
THE LAST 48 HOURS?
If players consume appropriate quality and
quantity of foods and fluids post game, energy
levels are restored, muscles are repaired,
inflammation is reduced which correlates with a
feeling of wellness.
70 FIT FOR EVERY GAME
2.2 READINESS TO TRAIN 71
Figure 20 shows the players perception of how
they are feeling immediately before the first
training session of the week following a higher
intensity game than normal and a period of rest.
As you can see in response to the 4 questions the
player feels slightly low on energy physically, has
relatively little soreness, has had an excellent
sleep in their opinion and consumed appropriate
quantity and quality of food and fluids.
The conclusion that can be drawn for this player
is that there is no real concern as to whether they
can participate in training given that the session
is not demanding or high intensity, and providing
the player is sensible, follows appropriate
nutrition, recovery and sleep strategies they
should be ready to perform to their full capacity
in the conditioning training session the following
day
ed
stantly
FIGURE 20: Individual Player Readiness Profile
(Wellbeing : Subjective)
nd the drain of all your energy or it can be part of the reason you are successful.
PLAYER A
Decide what
you want to measure
DAY OF CONDITIONING TRAINING SESSION
Having identified whether players have
recovered sufficiently in their opinion from the
game, deemed ‘ready’ and taken part in the first
‘light’ training session of the week, it is important
to do one more final check for piece of mind
before the most intense training session of the
week: the conditioning training session. (Match
day-3)
This should be done primarily by repeating the
wellbeing questions with any players who had
‘red lights’ to make sure that there has been an
improvement.
Secondly, and perhaps more importantly by
performing the reactive strength index test
(RSI). The RSI is an objective, non-invasive, quick
and easy to use assessment that measures the
readiness of the neuromuscular system, more
specifically the speed of messages from the
brain to the muscles. When players are fatigued,
messages from the brain to muscles slow down,
causing a delay in the speed in which muscles
contract.
Even the slightest delay in the messages from the
brain to the muscle increases the risk of injury.
Performing Explosive actions such as crossing,
shooting, jumping, sprinting, turning when the
neuromuscular system is fatigued can lead to a
player getting injured and inhibit performance
dramatically. at any location
Record data instantly
THE REACTIVE STRENGTH INDEX (RSI)
The Reactive Strength Index test is performed
following a short warm up where the player
stands on a 30cm box steps off and immediately
jumps up vertically as high as possible on landing.
Players perform just 3 jumps to ensure that the
training session is not compromised, where the
best score is recorded. A RSI score significantly
lower than normal may indicate a delay in the
firing of signals from the brain to the active
muscles.
Figure 21 shows the players RSI score prior to
the start of the conditioning training session.
As you can see it would appear that the players
neuromuscular system may still be fatigued.
Whilst the player reports to be feeling good it is
not necessary to withdraw them from training
but it would be advisable for them to avoid
any explosive or high intensity training to avoid
sustaining a needless injury.
Having completed the process of determining
how hard the previous game was for each player,
how they felt prior to the first training session
and assessed the readiness of the neuromuscular
system we are presented with a simple readiness
profile for each player.
FIGURE 21: Individual Player Readiness Profile
(Reactive Strength Index : Objective).
Instantly view
PLAYER
results
A
as they are captured
Figure 22 shows each players individual
‘readiness’ profile categorised into positions:
goalkeepers, defenders, midfielders, attackers.
From this profile it is possible to observe both
individual trends and make informed decisions
about the forthcoming conditioning training
session quickly and precisely.
As you can see from this example, there are just
2 players who appear to be in need of special
consideration when planning the finer detail of
the session.
Easily spot trends or anomalies
using the traffic light interface
FIGURE 22: Team Readiness Profile
Choose individual or pre saved groups of
variables.
Capture information digitally anywhere using
iPhone, iPad, Blackberry or laptops
The data is immediately pushed to the system offering
instant graphic feedback everyone can understand.
Easily compare the most recent results with historical data
Both individual and positional differences
stand out and allow you to make an informed
decision about training sessions
72 FIT FOR EVERY GAME
2.2 READINESS TO TRAIN 73
THE READINESS TO TRAIN DATABASE
The Fit for every game ‘Readiness’ System identifies both team and individual trends using simple objective
assessments whilst also taking into account the subjective perspective of the players.
It is not a tool to stop players training but a tool that helps coaches make informed decisions about the
intensity, duration and type of activities appropriate for each and every player.
d
tantly
the drain of all your energy or it can be part of the reason you are successful.
Decide what
you want to measure
Record data instantly
at any location
Instantly view results
as they are captured
Easily spot trends or anomalies
using the traffic light interface
SELECT A PLAYER
Select a player by clicking on their profile picture to enter
readiness data. Information can be captured digitally using
Laptop, Ipad, Iphone, Blackberry or Android
Choose individual or pre saved groups of
variables.
Capture information digitally anywhere using
iPhone, iPad, Blackberry or laptops
RECORD DATA
Input training or match data and player response to
readiness questions and view profile immediately in real
time. A green traffic light signal indicates that the player is
good to go, an amber The traffic data is light immediately signal pushed indicates to the system that offering the
player should be treated instant with graphic caution feedback and everyone a red can traffic understand. light
signal indicates that Easily there compare is a cause the most for recent concern. results with historical data
MAKE INFORMED DECISIONS
Observe how goalkeepers, defenders, midfielders and
attackers are responding to training and games and make
an informed decision about any individuals with red flags.
Both individual and positional differences
stand out and allow you to make an informed
decision about training sessions
74 75
IT’S NOT THE WILL TO WIN THAT MATTERS, EVERYONE HAS THAT
IT’S THE WILL TO PREPARE TO WIN THAT MATTERS
76 77
PREVENTION
PREPARATION
Having determined how each player has returned to pre-season training through testing
and identified how to assess each players’ response to training and games through the
various ‘readiness’ assessments, it is important to recognise how to prepare players to
optimise performance and further prevent any unnecessary injuries.
Given both the multi-directional nature of the game of football in addition to what
happens following each training session or game and leading up to the next, preparation
and more specifically preparation exercises are an essential part of performance and
injury prevention.
Whenever a player performs football actions, there is a lot of stress placed on
joints, ligaments, tendons and muscles so it is not uncommon for players to report
inflammation, tightness or discomfort somewhere in the body after training or prior to
training the following day.
Although this is not always a problem, over time
inflammation can restrict movement around a
joint, tightness can cause muscle imbalances
and changes in posture and discomfort can
cause an individual to change their normal gait,
running style or posture to compensate for the
discomfort that they are experiencing.
Similarly, whilst each individual is different
and will respond to training in a different way,
players often spenda significant amount of time
in a seated position before training whether it
be driving to work, eating breakfast or chatting
with team mates in the dressing room. Spending
too long in this positionis not ideal for general
posture, and it encourages key muscle groups
to act differently to how they are required to act
when performing football actions.
Preparation exercises should therefore form
part of a players’ daily pre-training routine
with the aim of improving posture, improving
mobility in some joints whilst stabilising others
and stimulating the key muscle groups that are
responsible for specific football actions.
PREPARATION EXERCISES
Before considering which exercises to use, It is
important to remember that every individual is
different so there is not one set of exercises for
all players as each player will require a slightly
different stimulus.
The following categories of exercises however
are those most commonly used to rectify many
of the issues players will encounter in response
to training and spending long periods in a seated
position and will send players onto the training
pitch primed and ready to perform.
78 FIT FOR EVERY GAME
2.3 PREPARATION 79
FOAM ROLLER
BACK MOBILITY
Given the jarring nature of the sport and the
number of accelerations, decelerations, changes
in direction and rotations that occur during
training and games, players will undoubtedly
experience tightness in muscles that will
occasionally have a negative effect on their
ability to move and coordinate their body fully.
The use of foam rollers of all major muscle
groups both immediately after training to
boost recovery, and prior to training helps to
increase blood flow, remove waste products
from muscles, iron out knots in muscle tissue and
increase mobility by lengthening the sheath that
surrounds muscle fibres.
The sheath known as “myofascia” if tight
can inhibit muscle length particularly during
explosive movements causing a sensation or
even occurrence of muscle tissue damage.
Ironing out knots and releasing tightness in
overactive muscles will therefore increase range
of movement around a joint and ultimately
improve mobility.
Whilst there are numerous ways to use a foam
roller, the following information provide
examples of some key parts of the body in which
foam rollers should most frequently be used. A
full series of foam roller exercises can be seen in
the appendix.
THORACIC SPINE
GLUTES
To enable messages from the brain to travel
to active muscles in order to perform football
actions effectively, nerve impulses must pass
seamlessly through the spinal column. For this
to happen it is important to maintain a typical
‘S’ bend so that each segment (joint) of the
spine and each shock absorber (disc) between
each segment are lengthened and assembled
appropriately.
Unless a conscious effort is made to maintain
healthy posture, spending too long in a seated
position can cause players to ‘slouch’ placing the
spine in an unnatural position where segments
and discs become ‘squashed’ potentially
affecting the pathway of nerve impulses.
Back Mobility exercises help to lengthen and
align the joints of the spine and switch on both
lower back and deep abdominal muscles and
should form part of every players’ daily routine.
Whilst there are many variations and
combinations of exercises widely used, the
following information provides an example of
some simple exercise that can be performed. A
full series together with a description of how to
perform back mobility exercises can be seen in
the appendix.
BACK ROLLS
SINGLE LEG SIDE STRETCHES
IT BAND
CAT STRETCHES
80 FIT FOR EVERY GAME
2.3 PREPARATION 81
GLUTE ACTIVATION
CORE STABILITY
The gluteal muscles are the strongest muscles in
the human body. Whilst their primary role is to
stabilise the hip, pelvis and knee joints and also
generate force particularly when accelerating,
they also play a key role together with the lower
back and deep abdominal muscles (core) in
keeping the spine in a stable position.
The deep abdominal muscles commonly referred
to as the ‘core’ are responsible for stabilising
the body when performing football actions and
changing direction effectively. Similar to the
glutes, unless players make a conscious effort to
activate the core when sitting for long periods,
they may switch off.
Unless players make a conscious effort to
activate ‘Glute’ muscles when sitting for long
periods, they may switch off. Inability of the
Glutes to fire makes the knee joint vulnerable,
causes the hip flexors to tighten which places
a greater demand on the hamstrings and can
cause the lower back to bear the brunt of any
explosive actions.
Performing glute exercises initially in a supine
position to check that they are firing correctly
before performing upright and more functional
exercises will help to prime players for dynamic
football actions.
Whilst there are many variations and ways in
which glute exercises can be performed, the
following information provide an example
of some simple exercise that can be used to
prepare players for the demands of the game.
A full series of Glute Activation exercises can be
seen in the appendix.
ALTERNATING SINGLE LEG BRIDGE
SINGLE LEG LOWERS
Performing static core stability exercises before
progressing to more challenging, dynamic
and functional movements will help reduce
the amount of shearing and rotational forces
that are transmitted through the body that will
ultimately help reduce the risk of injury but also
make movement more efficient.
When performing core stability exercises it is
important to concentrate on activating the glute
muscles simultaneously as combined they will
help protect the spine and maintain a healthy
posture.
Whilst there are many variations of core exercises
widely used complete with progressions, the
following information provides an example of
some basic exercises that can be performed
prior to performing more functional movements.
A full series of core exercises can be seen in the
appendix.
PLANK WITH MOVEMENT
SIDE PLANK WITH MOVEMENT
BAND SIDE WALKS
HEEL TAPS
82 FIT FOR EVERY GAME
2.3 PREPARATION 83
FUNCTIONAL MOVEMENT
Given the dynamic nature of the game and the
random, spontaneous movements that occur it is
important that players prime themselves for such
movements by mimicking the type of movement,
the range that they will have to move through
and also the intensity at which they are likely to
be performed prior to entering the training pitch.
Providing players have released tightness by
performing foam roller exercises, mobilized
their spine via a range of back mobility exercises
and activated both glute and core muscles,
performing functional movements will help to
energize the body and fully prepare them for the
demands of both training and the game.
SQUAT
Whilst there are many functional exercises that
can be used, the following information provides
an example of some simple exercises that can be
used. A full series of functional exercises that can
be performed can be seen in the appendix.
MULTI-DIRECTIONAL LUNGE
MULTI-DIRECTIONAL JUMP & HOLD
84 FIT FOR EVERY GAME
2.3 PREPARATION 85
PRE TRAINING PREPARATION EXERCISES
Given both the multi-directional nature of the game of football in addition to what happens following each
training session or game and leading up to the next, preparation and more specifically preparation exercises
are an essential part of performance and injury prevention.
Preparation exercises should therefore form part of a players’ daily pre-training routine with the aim of
improving posture, improving mobility in some joints whilst stabilising others and stimulating the key muscle
groups that are responsible for specific football actions
FOAM ROLLER
BACK MOBILITY
GLUTE ACTIVATION
CORE STABILITY
FUNCTIONAL MOVEMENT
The use of foam rollers of all major
muscle groups both immediately
after training to boost recovery, and
prior to training helps to increase
blood flow, remove waste products
from muscles, iron out knots in
muscle tissue and increase mobility
Back Mobility exercises help to
lengthen and align the joints of
the spine and switch on both
lower back and deep abdominal
muscles allowing messages from
the brain to the muscles to travel
seamlessly along the spinal cord for
effective control and coordination
of movement
The glutes are one of the strongest
and most dominant muscles in the
human body. Performing glute
exercises regularly will help to
make sure they don’t switch off and
prime players for dynamic football
actions and protect many muscles
that they connect to
Performing core stability exercises
prior to more challenging dynamic
and functional movements will
help reduce the amount of shearing
and rotational forces that are
transmitted through the body that
will ultimately help reduce the risk
of injury but also make movement
more efficient.
Performing functional movements
that mimic the random and
spontaneous movements that
players will experience and at the
same intensity will help to energize
the body and fully prepare them for
the demands of both training and
the game.
86 87
CONDITIONING
3.1 Team Training
3.2 Individual Training
88 89
WE HAVE TO REMEMBER, THAT IF WE DON’T RUN
WE ARE NOTHING
90 91
CONDITIONING
TEAM TRAINING
Having highlighted the need for planning and the importance of implementing the
prevention process to help optimise the quality of each training session and avoid
unnecessary injuries, it is important to focus on conditioning and consider the most
appropriate type of training for both the team and individuals.
The following chapter considers the impact of every component of each training
session within a ‘typical training week’ using the football periodisation model. It
identifies primarily how players are likely to be responding each day and therefore
what type of training should be implemented to fulfil the aim and objectives of the
training philosophy.
There are many different opinions regarding how teams should train and what a typical
training week should consist of all with merits and shortcomings. Providing there is
sound rationale behind the philosophy, players remain injury free and maintain a
high level of performance throughout the season it may be argued that the correct
approach is being implemented.
Given the fact that there are different
approaches, coupled with the fact that the
intensity of academy games are significantly
less intensive to that of first team games and
academy players have to fulfil educational
requirements at specific times within the
training week, an ‘alternative training week’ will
also be discussed.
It is important to understand at this point that
when implementing the ’ideal training week’
and therefore following the principles of the
football periodization model to the letter, there
should be less of a requirement to consider
individual needs and also less reliance on
other aspects of training such as prevention
and regeneration strategies as players should
always avoid ‘fatigue’.
When implementing the ‘alternative training
week’ however, it is likely that there will be a
greater requirement to consider individual
needs particularly those individuals that are
playing regularly, and there will be more
reliance on finding ways to accelerate the
regeneration process.
For both options however, each day has been
given serious thought based on underpinning
scientific principles and if implemented
correctly, players should be more alert and
responsive to information given to them on the
training pitch, fresher and more able to transfer
that information to good effect in the game.
92 FIT FOR EVERY GAME
3.1 TEAM TRAINING 93
‘A TYPICAL TRAINING WEEK’
A Typical Training Week is where there is a match
on a Saturday, no midweek game and a match the
following Saturday, so the training philosophy
can be implemented fully.
Regardless of playing position, performing high
intensity intermittent activity for a period of 90
minutes on a match day will undoubtedly place
a physiological demand on players. Depletion of
energy stores, micro trauma (damage) to muscle
fibres and build-up of metabolic waste that causes
further damage are therefore key elements that
need to be overcome in preparation for the next
training session or game.
With this in mind coaches need to plan each
training session meticulously to ensure that the
correct type of training is performed or avoided
at the correct time.
The following information illustrates the
recommended intensity of each training day using
a bar chart to highlight when it is appropriate to
work at a high intensity and when it is appropriate
to work at a moderate or low intensity in order to
peak in the game.
Similarly, every component of training that
coaches use universally have been tabulated
together with specific ‘guidelines’ as to how and
when it is appropriate to perform each specific
component.
Adherence to the guidelines will ensure that the
quality of each training session is high, players
will remain injury free, they will get the desired
training effect from each conditioning training
session and peak at the most important time of
the week - Match day.
TEAM TRAINING
IDEAL
High
Moderate
Light
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
Frequency
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
Intensity Game Light Off Light High
Light /
Mod
Light
Game
Duration 90 mins 30 mins Off 45 mins 75 mins 60 mins 45 mins 90 mins
Warm up
Fast
Actions
Mobility Off Mobility
Jumping &
Landing
Mobility
Fast
Actions
Fast
Actions
Sprints Yes No Off No Yes No Yes Yes
Technical Yes Extensive Off Extensive Intensive Extensive Intensive Yes
Tactical Visual No Off No No Yes Yes Visual
Possession
games
Conditioning
games
Crossing &
shooting
Yes No Off Yes No Yes No Yes
No No Off No Yes Underload No No
Yes No Off No Yes No Yes Yes
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
94 FIT FOR EVERY GAME
3.1 TEAM TRAINING 95
MATCH DAY + 1 : SUNDAY
RECOVERY TRAINING
MATCH DAY + 2 : MONDAY
REST
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
High
High
Moderate
Moderate
Light
Light
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
WHAT COACHES CAN EXPECT FROM PLAYERS:
Many players find it difficult to sleep after a game and will
feel tired the next day. Energy levels will be low and most
players will be experiencing stiffness and soreness in muscles
and joints.
WHAT PLAYERS CAN EXPECT FROM COACHES:
Performing some form of exercise that encourages blood
flow to and from working muscles will help to remove the
build up of waste that accumulates during a game.
Providing players are pain free and able to perform weight
bearing exercise, participating in functional movements
albeit in a controlled environment, at low intensity and for
a short duration will help to realign muscle fibres specific
to the way in which they are required to work when playing
football.
Intensity
Duration
Warm up
Sprints
Technical
Tactical
Possession
games
Light
30 mins
Mobility
No
Extensive
No
No
RECOVERY
48 hours post game is a critical period for the body as it needs
as much energy as possible to go to repairing damaged
muscle fibres. Many players will be experiencing DOMS
(Delayed Onset of Muscle Soreness) and may also start to
feel the effects of any knocks from the Saturday game.
Having performed a recovery training session to help combat
the physiological load on the body, the day after the game,
it is important that players relax and switch their thinking
away from football and spend time with family and friends in
a change of environment.
Regardless, it is important for players to understand that
they need to be professional and consume the correct type
and quantity of food and fluids throughout the day to fully
replenish energy stores and repair damaged muscle fibres.
Intensity
Duration
Warm up
Sprints
Technical
Tactical
Possession
games
Off
Off
Off
Off
Off
Off
Off
A hip mobility warm up and extensive technical practice
should be sufficient to help players recover without
consuming too much energy. Any explosive actions such as
sprinting, crossing, shooting should be avoided.
Conditioning
games
Crossing
& shooting
No
No
Conditioning
games
Crossing
& shooting
Off
Off
96 FIT FOR EVERY GAME
3.1 TEAM TRAINING 97
MATCH DAY - 4 : TUESDAY
TECHNICAL
MATCH DAY -3 WEDNESDAY
CONDITIONING
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
High
High
Moderate
Moderate
Light
Light
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
WHAT COACHES CAN EXPECT FROM PLAYERS:
Following a day off players are potentially the least mobile
and least flexible as muscles tend to shorten following
vigorous activity (game) and a period of relative inactivity.
Some players may still be carrying knocks from the Saturday
game and the Central Nervous System may still be ‘fatigued’
which means that the message from the brain to the muscles
are delayed.
WHAT PLAYERS CAN EXPECT FROM COACHES:
The emphasis of this session should be on ‘restarting’ the
engine, regaining coordination whilst consuming as little
energy as possible to ensure full recovery prior to the
conditioning training session the next day.
A hip mobility warm up to increase range of movement,
an extensive technical practice to ease players back into
football movements, a tactical review based on observations
from the previous game and possession games in underload
should be performed.
Coaches should however avoid any explosive actions such as
sprinting, jumping, crossing and shooting where possible to
avoid unnecessary injury.
Intensity
Duration
Warm up
Sprints
Technical
Tactical
Possession
games
Conditioning
games
Crossing
& shooting
Light
45 mins
Mobility
No
Extensive
No
Yes
No
No
WHAT COACHES CAN EXPECT FROM PLAYERS:
Players should now feel fresh having fully recovered from
Saturdays’ game. There may still be players who are still
carrying knocks who need to be given special consideration,
but having participated in light intensity training the day
before most players should have removed any remaining
waste products, have sufficient tension in their muscles, and
regained coordination.
WHAT PLAYERS CAN EXPECT FROM COACHES:
The emphasis of this session should be on high intensity short
duration bouts of football specific practices. A high tempo
warm up containing some jumping and landing, an intensive
technical practice, sprinting, shooting and conditioning
games should therefore form the basis of each conditioning
session.
It is important that coaches avoid too many practices prior to
the conditioning games as these should be the main focus of
the session to enhance football fitness.
Intensity
Duration
Warm up
Sprints
Technical
Tactical
Possession
games
Conditioning
games
Crossing
& shooting
High
75 mins
Jumping &
Landing
Yes
Intensive
No
No
Yes
Yes
98 FIT FOR EVERY GAME
3.1 TEAM TRAINING 99
MATCH DAY - 2 : THURSDAY
TACTICAL
MATCH DAY - 1 : FRIDAY
TACTICAL
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
High
High
Moderate
Moderate
Light
Light
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
WHAT COACHES CAN EXPECT FROM PLAYERS:
Players are potentially less mobile and less flexible than
normal following the conditioning session and some players
may also be experiencing stiffness in joints and muscles.
Intensity
Duration
Light / Mod
60 mins
WHAT COACHES CAN EXPECT FROM PLAYERS:
Players should feel fresh and full of energy. Having increased
blood flow and worked for a short duration the day before
players should also have got rid of any soreness.
Intensity
Duration
Light
45 mins
Similarly, the Central Nervous System may still be ‘fatigued’
which means that the message from the brain to the muscles
will be delayed.
WHAT PLAYERS CAN EXPECT FROM COACHES:
The emphasis should be on ‘restarting’ the engine again,
regaining coordination and performing any high intensity
activities in short blocks.
A hip mobility warm up, extensive technical practice, team
organisation should be performed in addition to either
possession games or conditioning games in underload.
Warm up
Sprints
Technical
Tactical
Possession
games
Mobility
No
Extensive
Yes
Yes
WHAT PLAYERS CAN EXPECT FROM COACHES:
The emphasis should be on getting the body to think and
move fast to prepare for a fast start to the game the following
day.
A fast feet warm up, an intensive technical practice, team
organisation and large sided games should be performed.
Similarly, as players are at their freshest it is safe to perform
crossing/shooting exercises albeit as part of the session but
the number of actions should be kept low with lots of rest.
Warm up
Sprints
Technical
Tactical
Possession
games
Fast Actions
Yes
Intensive
Yes
No
Sprinting, crossing & shooting and any other explosive actions
should be avoided to prevent any unnecessary injuries.
Conditioning
games
Underload
Conditioning
games
No
Crossing
& shooting
No
Crossing
& shooting
Yes
100 FIT FOR EVERY GAME
3.1 TEAM TRAINING 101
CONDITIONING
TEAM TRAINING ALTERNATIVE
TEAM TRAINING
ALTERNATIVE
When implementing the ‘ideal training week” of the football periodization model, it
is important to adhere to the guidelines for every component of training each day to
ensure that players are always fresh going into a game.
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
Given the fact that some coaches prefer to adopt a different structure to that of the ‘ideal
training week’ and also that academy players have to fulfil educational requirements at
specific times within the training week (often Match Day -3 Wednesday) it is important
to understand how the football periodization model can be adapted to good effect.
High
This is not an ideal scenario as it places a greater emphasis on prevention and
regeneration strategies such as readiness and preparation to train in addition to
players adherence to nutrition and recovery.
Moderate
But, if implemented correctly the ‘alternative training week’ by adhering to similar
guidelines relating to the components of training of the ‘ideal training week’ will allow
players to progress in the same way for the full duration of the season.
Light
Frequency
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
Intensity Game Off Light High Off Moderate Light Game
Duration 90 mins Off 30 mins 75 mins Off 60 mins 45 mins 90 mins
Warm up
Fast
Actions
Off
Mobility
Jumping &
Landing
Off
Mobility
Fast
Actions
Fast
Actions
Sprints Yes Off No Yes Off No Yes Yes
Technical Yes Off Extensive Intensive Off Extensive Intensive Yes
Tactical Visual Off Video Underload Off Underload Underload Visual
Possession
games
Conditioning
games
Crossing &
shooting
Yes Off No No Off Underload Boxes Yes
No Off No Offload Off Underload Underload No
Yes Off No Yes Off No Yes Yes
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
102 FIT FOR EVERY GAME
3.1 TEAM TRAINING 103
MATCH DAY + 1 : SUNDAY
REST
MATCH DAY +2 : MONDAY
RECOVERY/TECHNICAL
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
High
High
Moderate
Moderate
Light
Light
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
Whilst the benefits of performing a structured recovery
training session are substantial to help combat the
physiological load on the body, it may be advantageous to
allow players to sleep for longer to enhance recovery, switch
their thinking away from football and spend time with family
and friends in a change of environment.
Regardless, it is important for players to understand that they
need to be professional and consume the correct type and
quantity of food and fluids throughout the day, and perform
some light intensity exercise that encourages blood flow
to and from working muscles to help remove any waste
products. (walking, cycling, jogging, swimming)
Intensity
Duration
Warm up
Sprints
Technical
Tactical
Off
Off
Off
Off
Off
Off
WHAT COACHES CAN EXPECT FROM PLAYERS:
48 hours post game is a critical period for the body as it needs
as much energy as possible to go to repairing damaged
muscle fibres.
During this time players are potentially the least mobile and
least flexible as muscles tend to shorten following vigorous
activity.
Many players will be experiencing DOMS (Delayed Onset of
Muscle Soreness) and may also be carrying knocks from the
Saturday game.
The Central Nervous System is often still ‘fatigued’ which
means that the message from the brain to the muscles will
be delayed.
Intensity
Duration
Warm up
Sprints
Technical
Tactical
Light
30 mins
Mobility
No
Extensive
Videao
Possession
games
Conditioning
games
Crossing
& shooting
Off
Off
Off
WHAT PLAYERS CAN EXPECT FROM COACHES:
The emphasis should therefore be on ‘restarting’ the engine,
regaining coordination whilst consuming as little energy as
possible to enhance recovery.
A hip mobility warm up and extensive technical practice
should be sufficient whilst any explosive actions such as
sprinting, crossing, shooting should be avoided.
Possession
games
Conditioning
games
Crossing
& shooting
No
No
No
104 FIT FOR EVERY GAME
3.1 TEAM TRAINING 105
MATCH DAY -4 : TUESDAY
CONDITIONING
MATCH DAY -3 : WEDNESDAY
REST
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
High
High
Moderate
Moderate
Light
Light
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
WHAT COACHES CAN EXPECT FROM PLAYERS:
Most players should now feel better having performed some
light exercise the day before but there may still be players
who are not fully recovered who need to be given special
consideration.
WHAT PLAYERS CAN EXPECT FROM COACHES:
The emphasis of this session for those deemed able should
be on high intensity short duration bouts of football specific
practices. A high tempo warm up containing some jumping
and landing, an intensive technical practice, sprinting,
shooting and conditioning games should therefore form the
basis of each conditioning session.
It is important for coaches to avoid too many practices prior
to the conditioning games as these should form the main
focus of the session to enhance football fitness.
Intensity
Duration
Warm up
Sprints
Technical
Tactical
Possession
games
High
75 mins
Jumping &
Landing
Yes
Intensive
Underload
No
Whilst the benefits of performing a structured recovery
training session are substantial to help accelerate recovery
from the conditioning session, it may be as beneficial to
encourage players to perform a recovery session in their own
environment.
This allows players to maintain freshness of thought having
completed the ‘physical’ element of the training week
they can arrive back to training following a ‘rest’ day with
preparation for the forthcoming game firmly in mind.
Again, it is important for players to understand that they
need to be professional and consume the correct type and
quantity of food and fluids throughout the day, and perform
some light intensity exercise that encourages blood flow
to and from working muscles walking, jogging, cycling, and
swimmimg.
Intensity
Duration
Warm up
Sprints
Technical
Tactical
Possession
games
Off
Off
Off
Off
Off
Off
Off
Any players still feeling the effects of the game should still
participate in the session albeit with modifications as opposed
to being withdrawn. For example, this can be achieved by
performing 50% of the conditioning games.
Conditioning
games
Crossing
& shooting
Overload
Yes
Conditioning
games
Crossing
& shooting
Off
Off
106 FIT FOR EVERY GAME
3.1 TEAM TRAINING 107
MATCH DAY -2 : THURSDAY
TACTICAL
MATCH DAY -1 : FRIDAY
TACTICAL
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
High
High
Moderate
Moderate
Light
Light
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
SAT
MATCH
SUN
MD +1
MON
MD +2
TUES
MD -4
WEDS
MD -3
THURS
MD -2
FRI
MD -1
SAT
MATCH
WHAT COACHES CAN EXPECT FROM PLAYERS:
Although the intensity of the conditioning session 48 hours
prior is not the same in terms of demand on the body
compared to a game, the objective of the conditioning
sessions are to overload the players to get a training effect.
Players are therefore potentially less mobile and less flexible
than normal on the first session back after a day off and some
players may also be experiencing DOMS (Delayed Onset of
Muscle Soreness).
Similarly, the Central Nervous System may still be ‘fatigued’
which means that the message from the brain to the muscles
will be delayed.
WHAT PLAYERS CAN EXPECT FROM COACHES:
The emphasis should be on ‘restarting’ the engine again,
regaining coordination and performing any high intensity
activities in short blocks.
Intensity
Duration
Warm up
Sprints
Technical
Tactical
Possession
games
Moderate
60 mins
Mobility
No
Extensive
Underload
Underload
WHAT COACHES CAN EXPECT FROM PLAYERS:
Players should feel fresh and full of energy. Having increased
blood flow and worked for a short duration the day before
players should also have got rid of any soreness.
WHAT COACHES CAN EXPECT FROM PLAYERS:
The emphasis should be on getting the body to think and
move fast to prepare for a fast start to the game the following
day.
A fast feet warm up, an intensive technical practice, team
organisation and large sided games should be performed.
Similarly, as players are at their freshest it is safe to perform
crossing/shooting exercises albeit as part of the session but
the number of actions should be kept low with lots of rest.
Intensity
Duration
Warm up
Sprints
Technical
Tactical
Possession
games
Light
45 mins
Fast actions
Yes
Intensive
Underload
Boxes
A hip mobility warm up, extensive technical practice, team
organisation should be performed in addition to either
possession games or conditioning games in underload.
Sprinting, crossing & shooting and any other explosive actions
should be avoided to prevent any unnecessary injuries.
Conditioning
games
Crossing
& shooting
Underload
No
Conditioning
games
Crossing
& shooting
Underload
Yes
108 FIT FOR EVERY GAME
3.1 TEAM TRAINING 109
CONDITIONING
THE CONDITIONING TRAINING SESSION
Having highlighted the intricacies of the training week, what coaches can expect from
players each training session and vice versa, it is important to fully understand how to
implement the conditioning training session given the fact that it is the most intense
part of the week, and the one session each week in which the aim is to improve players’
fitness levels.
Each component of the conditioning training session will be discussed in detail
together with progressions each week of each cycle using the football periodisation
model to ensure that players improve their level of fitness over the course of the full
season. Similarly, because players need to be fresh when performing the conditioning
training session, fresh going into games and to ensure that there is the desired training
effect following each conditioning training session, every component of each ‘nonconditioning’
training session will also be discussed.
As discussed in the introduction, Football is and
always has been an intensity sport involving 90
minutes of explosive actions such as accelerating
and decelerating followed by less intensive
actions like jogging and walking.
Over the course of the game both the intensity
and frequency of explosive actions tend to
reduce. Using Crosses (X) as explosive actions
and dashes (-) as recovery periods Figure 23
illustrates a players’ typical response to the
demands of a game over the course of 90
minutes.
At the start of the game players are fresh and
able to perform maximal explosive actions as
illustrated by a large cross (X) and recover fairly
quickly as illustrated by three dashes (---). As the
game progresses however and fatigue develops
the players’ explosive actions not only become
less explosive, as illustrated by a smaller cross
(x), but players are also less able to recover
quickly as illustrated by 6 dashes (------).
As a consequence, the ability of players to
execute the game plan for the full duration of
the game is reduced. We as coaches don’t want
that to happen, we want to be able to pass the
ball with pace and accuracy for the whole game,
we want to be able to press the opposition in the
last 10 minutes in the same way as we do in the
first ten minutes and implement everything we
prepare for during the training week for the full
duration of the game.
You will remember that the aim of the football
periodisation model and more specifically the
conditioning training sessions are to develop
players that can maintain and improve explosive
actions (Large crosses) and also maintain and
improve quick recovery (fewer dashes).
To maintain explosive actions it is important to
consistently perform repeated sprints with small
rest periods and to improve explosive actions it
is important to consistently perform repeated
sprints with large rest periods.
To maintain quick recovery it is important to
consistently perform large and medium sided
games and to improve quick recovery it is
important to consistently perform small sided
games.
Figure 25 illustrates when each type of training
should be performed during the conditioning
sessions each ‘typical week’ of a typical six week
cycle
FIGURE 23: Typical Response to a 90 minute Game
FIGURE 24: Ideal Response to a 90 minute Game
110 FIT FOR EVERY GAME
3.1 TEAM TRAINING 111
EXPLOSIVITY PREPARATION EXERCISES
FOOTBALL SPRINTS
The game of football is a sport that involves
repeated explosive actions so it makes sense
to prepare players to repeatedly perform such
actions in training. Because of the explosive
nature however, improving explosive actions
such as sprinting in football presents a high risk
of injury if not taken seriously and approached
in the correct manner.
Before considering any form of sprinting the
body and in particular the hamstrings, should be
prepared for sprinting. This does not just mean
that on the day of the conditioning session a
good warm up is required but sprinting, just
like technical, tactical and other aspects of
conditioning need to be planned meticulously.
The principle behind using explosivity
preparation exercises is to start slowly and build
up gradually. From a conditioning perspective,
the aim is to increase and decrease the length
of the hamstrings safely.
This is done by running initially at relatively
slow speed (eg 60%) with large rest periods in
between (eg 60 seconds) for a small number
of repetitions, (eg 6 repetitions) slowing down
over a longer distance (eg 6 metres) therefore
preparing the hamstrings safely for speeding up
and slowing down. For example:
STEP 1
6x60m runs @ 60% of maximum intensity, 6m
deceleration, 60s rest.
Over time the speed of the ‘runs’ are increased,
the rest is decreased, the number of repetitions
are increased and the distance for slowing down
is decreased.
STEP 2
7x50m runs @ 70% of maximum intensity, 5m
deceleration, 50s rest
The same process is repeated by manipulating
the speed of the runs, the rest period, the number
of repetitions and the distance for slowing down.
STEP 3
8x40m runs @ 80% of maximum intensity, 4m
deceleration, 40s rest
STEP 4
9x30m runs @ 90% of maximum intensity, 3m
deceleration, 30s rest
STEP 5
10x20m runs @ 100% of maximum intensity, 2m
deceleration, 20s rest
Whilst the ultimate aim of Explosivity Preparation
Exercises is to strengthen the hamstrings and
prepare them for maximal explosive actions,
increasing the number of repetitions and
reducing the rest period also helps the body
tolerate and remove the build up of lactic acid
(waste product) that causes fatigue and allows
players to develop the ability to work at a high
intensity for longer.
Once explosivity preparation exercises have
been performed it is safe for players to perform
maximal explosive actions. The key to performing
maximal explosive actions however is to ensure
that they are exactly that: ‘Maximal’!
In a study observing reaction times and maximum
sprinting speed elite athletes were measured using
three different protocols. In protocol one players
had to sprint 15m on their own, in protocol two
players had to sprint 15m against a partner and in
protocol three players had to sprint 15m against a
partner in reaction to a pass, compete for the ball
and finish with a shot at goal, the results of the
study are shown in figure 26.
As you can see, players react fastest when they
are competing against an opponent in a football
setting as opposed to racing an opponent or
sprinting on their own. When developing maximal
explosive actions therefore all of our teams should
focus on football sprints.
During Football sprints two players react to a
ball and compete to be the first one to get to it
and shoot at goal. Football sprints should be
performed initially with minimum rest (10 seconds
in between each action) so that players are forced
to ‘maintain explosive actions’. (Figure 27)
When performing football sprints with minimum
rest for the first time there will be a noticeable
increase in the level of difficulty as there is less
rest (10s) compared to step 5 of the explosivity
preparation exercises (20s).
Similarly the demand is higher when sprinting
for a ball against an opponent compared to
sprinting in isolation as previously discussed.
To ensure that the quality of each action
is maintained it is important to perform an
increase in repetitions but in the form of two
sets. For example:
2x6x15m runs @ 100% of maximum intensity,
10s rest in between.
Over time, the number of repetitions should then
be increased For example:
2x7x15m runs @ 100% of maximum intensity,
10s rest in between.
Once players have developed the ability to
‘maintain explosive actions’ this should then be
followed by football sprints with maximum rest
(30-60 seconds in between each action) where
the aim is to ensure players fully recover in order
to ‘improve explosive actions’. (Figure 28)
Similarly, although the average distance
of maximal explosive actions in a game is
approximately 15 metres, all players at some
point in the game will be required to perform
maximum actions less than 15m and more than
15m.
It is important therefore to prepare players for
varying sprint distances For example:
6x5m runs @ 100% of maximum intensity, 30s
rest in between.
4x15m runs @ 100% of maximum intensity, 45s
rest in between.
2x25m runs @ 100% of maximum intensity, 60s
rest in between.
FIGURE 25: The Football Periodisation Model
FIGURE 26: Maximum Sprint Speed Study
WEEK 1-2 WEEK 3-4 WEEK 5-6
TRAINING SITUATION 1 TRAINING SITUATION 2 TRAINING SITUATION 3
Explosivity preparation exercises Football Sprints (minimum rest) Football Sprints (maximum rest)
TEST 1 TEST 2 TEST 1 TEST 2 TEST 1 TEST 2
UNDER 15 1.85 sec 1.85 sec 1.80 sec 1.81 sec 1.76 sec 1.75 sec
Large sided conditioning games Medium sided conditioning games Small sided conditioning games
UNDER 17 1.73 sec 1.72 sec 1.69 sec 1.69 sec 1.63 sec 1.63 sec
UNDER 19 1.65 sec 1.65 sec 1.61 sec 1.62 sec 1.56 sec 1.54 sec
112 FIT FOR EVERY GAME
3.1 TEAM TRAINING 113
APPLICATION OF SPRINTING EXERCISES
Having explained the logic behind the explosivity
preparation exercises, football sprints with
minimum rest and football sprints with maximum
rest, it is important to discuss exactly how they are
applied within the football periodisation model
and progressed over the course of a season.
You will remember that the model consists of a
series of cycles and each week of each cycle is
given a label starting with pre-season. This helps
coaches know exactly what each week consists
of in order to safely achieve the desired training
effect.
Figure 25 shows the type of sprinting exercises
that are used in a typical cycle, the number of
repetitions, the distance of each repetition,
the speed of each repetition, the deceleration
distance and the duration of rest between each
repetition. It also shows how the number of
repetitions increase over time when repeating
the same type of sprinting exercises.
It is important to understand at this point
however that the explosivity preparation
exercises in pre season (cycle 1) are different to
all other cycles.
In Cycle 1 Weeks 1 and 2 the aim is to safely
prepare players for maximum sprinting and
develop a foundation for more intense work
so players perform explosivity preparation
exercises every training session leading up to the
first game in cycle 1 week 2 and not just during
the conditioning training session. For example:
TRAINING SESSION 1 AND 2
6x60m@60% of maximum intensity, with 60
seconds rest, 6m deceleration
TRAINING SESSION 3 AND 4
7x50m@70% of maximum intensity, with 50
seconds rest, 5m deceleration
TRAINING SESSION 5 AND 6
8x40m@80% of maximum intensity, with 40
seconds rest, 4m deceleration
TRAINING SESSION 7 AND 8
9x30m@90% of maximum intensity, with 30
seconds rest, 3m deceleration
TRAINING SESSION 9 AND 10
10x20m@100% of maximum intensity, with 20
seconds rest, 2m deceleration
Although players often prepare themselves
for pre-season during the latter stages of the
off season, upon commencing cycle 1 they will
have been relatively inactive entering a period
of higher activity so it is essential that there is
a gradual build up in terms of preparation for
maximum explosive actions.
In Cycle 1 Week 3 having developed a ‘foundation’
for more intense work players are introduced to
football sprints with minimum rest and perform
2 x 6 sprints with 10 seconds rest between each
repetition and 4 minutes rest between each set.
In Cycle 1 Week 4 it is important to repeat the
football sprints with minimum rest but create
an overload so players perform 2 x 7 sprints
with 10 seconds rest between each repetition
and 4 minutes rest between each set.
In Cycle 1 Week 5 having further developed a
‘foundation’ for more intense work players are
introduced to football sprints with maximum
rest and perform sprinting exercises of varying
distances with 30, 45 and 60 seconds rest
between each repetition respectively. 6 x 5m, 4
x 15m, and 2 x 25m sprints.
In Cycle 1 Week 6 it is important to repeat
football sprints with maximum rest but create
an overload so players increase the amount of 5
metre sprints and perform 7 x 5m, 4 x 15m, and
2 x 25m sprints.
Once cycle 1 has been implemented, the process
is repeated in cycle 2 using predominantly the
same football sprints in the same order but with
some important considerations: (figure 30)
In Cycle 2 week 1 players perform explosivity
preparation exercises during the conditioning
training session only. In contrast to Cycle 1 week
1 players are in the flow of training and games
and having performed maximal football sprints
in the previous cycle players ease back from
sprinting by performing step 3 of the explosivity
preparation exercises. (8x40m).
In Cycle 2 week 2 players again perform
explosivity preparation exercises during the
conditioning training session only, but perform
step 4 of the explosivity preparation exercises
(9x30m).
In cycle 2 week 3, players perform 2 x 7 football
sprints with 10 seconds rest in between but
you will notice that this is the same as cycle 1
week 4. This is to make sure players stay within
safe boundaries and repeat the same exercises
before performing an overload of 2 x 8 football
sprints with 10 seconds rest in Cycle 2 Week 4.
IIn Cycle 2 Week 5 players repeat the same
amount of football sprints with maximum rest
as Cycle 1 week 6 but instead of increasing the
amount of 5m sprints in Cycle 2 week 6, players
increase the amount of 15 metre sprints and
perform 7 x 5m, 5 x 15m, 2 x 25m sprints.
Every Cycle thereafter follows the same process.
In weeks 1 and 2 players perform step 3 and
step 4 of the explosivity preparation exercises
respectively. In weeks 3 and 4 each type of
sprinting exercise is repeated in the first week
before increasing in the second week. In weeks
5 and 6 the sprinting exercises are repeated
in week 5 before increasing the amount of 5m
sprints first, followed by 15m, and then 25m
each time thereafter in week 6.
As you can see from figure 31 when this simple
process is applied players gradually perform
more of each type of sprinting exercise as the
season progresses. Providing the application
of the players is to the standard required, the
training effect throughout the season will be
significant.
114 FIT FOR EVERY GAME
3.1 TEAM TRAINING 115
FIGURE 29: Sprinting Exercises : Cycle 1
CYCLE WEEK 1 WEEK 2 WEEK 3 WEEK 4 WEEK 5 WEEK 6
11v11 / 8v8 11v11 / 8v8 7v7 / 5v5 7v7 / 5v5 4v4 / 3v3 4v4 / 3v3
1 Preparation
exercises
Preparation
exercises
2x6x15m
(min rest)
2x7x15m
(min rest)
6x5/4x15/ 2x25m
(max rest)
7x5/4x15/ 2x25m
(max rest)
FIGURE 30: Sprinting Exercises : Cycle 2
CYCLE WEEK 1 WEEK 2 WEEK 3 WEEK 4 WEEK 5 WEEK 6
11v11 / 8v8 11v11 / 8v8 7v7 / 5v5 7v7 / 5v5 4v4 / 3v3 4v4 / 3v3
1 Preparation
exercises
Preparation
exercises
2x6x15m
(min rest)
2x7x15m
(min rest)
6x5/4x15/ 2x25m
(max rest)
7x5/4x15/ 2x25m
(max rest)
2 8x40m 9x30m 2x7x15m 2x8x15m 7x5/4x15/ 2x20m 7x5/5x15/ 2x20m
FIGURE 31: Sprinting Exercises : Cycles 1-6
CYCLE WEEK 1 WEEK 2 WEEK 3 WEEK 4 WEEK 5 WEEK 6
11v11 / 8v8 11v11 / 8v8 7v7 / 5v5 7v7 / 5v5 4v4 / 3v3 4v4 / 3v3
1 Preparation
exercises
Preparation
exercises
2x6x15m
(min rest)
2x7x15m
(min rest)
6x5/4x15/ 2x20m
(max rest)
7x5/4x15/ 2x20m
(max rest)
2 8x40m 9x30m 2x7x15m 2x8x15m 7x5/4x15/ 2x25m 7x5/5x15/ 2x20m
3 8x40m 9x30m 2x8m 3x6m 7x5/5x15/2x25m 7x5/5x15/3x25m
4 8x40m 9x30m 3x6m 3x7m 7x5/5x15/3x25m 8x5/5x15/3x25m
5 8x40m 9x30m 3x7m 3x8m 8x5/5x15/3x25m 8x5/6x15/3x25m
6 8x40m 9x30m 3x8m 4x7m 8x5/6x15/3x25m 8x5/6x15/4x25m
116 FIT FOR EVERY GAME
3.1 TEAM TRAINING 117
EXPLOSVITY PREPARATION EXERCISES
Before considering any form of sprinting the body and in particular the hamstrings, should be prepared for
sprinting. This does not just mean that on the conditioning day a good warm up is required but sprinting, just
like technical, tactical and other aspects of conditioning need to be planned meticulously.
6x60m
7x50m
8x40m
9x30m
10x20m
6x60m runs @ 60% Max intensity,
6m deceleration, 60s rest
7x50m runs @ 70% Max intensity,
5m deceleration, 50s rest
8x40m runs @ 80% Max intensity,
4m deceleration, 40s rest
9x30m runs @ 90% Max intensity,
3m deceleration, 30s rest
10x20m runs @ 100% Max intensity,
2m deceleration, 20s rest
From a conditioning perspective,
the aim is to increase and decrease
the length of the hamstrings safely.
This is done by running initially
at relatively slow speed (eg 60%)
with large rest periods in between
(eg 60 seconds) for a small number
of repetitions, (eg 6 reps) slowing
down over a longer distance (eg 6
metres) therefore preparing the
hamstrings safely for speeding up
and slowing down.
Over time the speed of the runs
are increased (eg 70%), the rest
is decreased (eg 50 seconds), the
number of repetitions are increased
(eg (7 reps), and the distance for
slowing down is decreased. (eg
5 metres). Such a subtle change
will safely pace more stress on the
hamstrings when accelerating and
decelerating.
Again the process is repeated so
the speed of the runs are increased
(80%) the rest is decreased (40
seconds) the number of repetitions
are increased (8 reps) and the
distance for slowing down is
decreased. (4 metres).
At this point the stride length is
likely to shorten as the intensity
increases when the speed of the
runs are increased (90%) the rest is
decreased (30 seconds) the number
of repetitions are increased (9 reps)
and the distance for slowing down
is decreased. (3 metres).
Whilst the ultimate aim of explo
sivity preparation exercises is
to strengthen the hamstrings
and prepare them for maximal
explosive actions, increasing the
number of repetitions and reducing
the rest period also helps the body
tolerate and remove the build up
of lactic acid (waste product) that
causes fatigue and allows players
to develop the ability to work at a
high intensity for longer.
118 119
FOOTBALL SPRINTS
Players react fastest when they are competing against an opponent in a football setting as opposed to racing
an opponent or sprinting on their own. When developing maximal explosive actions therefore the focus should
always be on football sprints.
MINIMUM REST
When performing football sprints with minimum rest for the first time there will be a
noticeable increase in the level of difficulty as there is less rest (10s) compared to step 5
of the explosivity preparation exercises (20s).
Similarly the demand is higher when sprinting for a ball against an opponent compared
to sprinting in isolation as previously discussed. To ensure that the quality of each action
is maintained it is important to perform an increase in repetitions but in the form of two
sets. For example: 2x6x15m runs @ 100% of maximum intensity, 10s rest in between.
MAXIMUM REST
Once players have developed the ability to ‘maintain explosive actions’ this should then
be followed by football sprints with maximum rest (30-60 seconds in between each action)
where the aim is to ensure players fully recover in order to ‘improve explosive actions’
Similarly, although the average distance of maximal explosive actions in a game is
approximately 15 metres, all players at some point in the game will be required to perform
maximum actions less than 15m and more than 15m.
It is important therefore to prepare players for varying sprint distances For example:
6x5m runs @ 100% of maximum intensity, 30s rest in between.
4x15m runs @ 100% of maximum intensity, 45s rest in between.
2x25m runs @ 100% of maximum intensity, 60s rest in between.
120 121
LARGE SIDED CONDITIONING GAMES
During Large Sided Conditioning Games
(8v8/11v11) there is more space, more time and
more players compared to medium or smaller
sided games, so actions per player are in general
less frequent. (Figure 32) From a conditioning
perspective, playing large sided games first
provide a foundation for more intense medium
sided games (5v5/7v7) and small sided games
(3v3/4v4) and improve the ability to ‘maintain’
quick recovery in a game.
Games should be played in smaller blocks so that
the intensity is higher than a typical game but
more importantly so that it can be maintained
for the full duration of each block. (For example
3 blocks of 10 minute games with 2 minutes rest
in between each block.) The duration of each
block should then be increased every time large
sided games are used in a conditioning session.
(For example 3 blocks of 11 minute games with 2
minutes rest in between each block).
FIGURE 32: Actions per minute in large sided game
MEDIUM SIDED CONDITIONING
GAMES
During Medium Sided Conditioning Games
(5v5/7v7) there is less space, less time and less
players compared to an 8v8/11v11 game, so
actions per player are in general more frequent.
(Figure 33) From a conditioning perspective,
playing medium sided games will further
improve the ability to ‘maintain’ quick recovery
in a game.
Games should be played in smaller blocks to
that of the large sided games as the intensity
is higher by comparison as there are more
explosive actions and the objective is to maintain
the intensity for the full duration of each block.
Because the duration is shorter per block
compared to the large sided games however,
more games should be used. (For example 4
blocks of 5 minute games with 2 minutes rest in
between each block.) The duration of each block
should then be increased every time medium
sided games are used in a conditioning session.
(For example 4 blocks of 5.5 minute games with
2 minutes rest in between each block).
FIGURE 33: Actions per minute in medium sided
games
SMALL SIDED CONDITIONING GAMES
During Small Sided Conditioning Games
(5v5/7v7) there is less space, less time and less
players compared to a 5v5/7v7 game, so actions
per player are a lot more frequent. (Figure 34)
From a conditioning perspective, playing small
sided games will ‘improve’ the ability to recover
quickly in a game. Again games should be played
in smaller blocks to that of the medium sided
games as the intensity is higher by comparison
as there are more explosive actions. Similarly,
because the duration is shorter per block
compared to the medium sided games more
games should be used. (For example 2 sets of
6 blocks of 1 minute games with 2 minutes rest
in between each block). In contrast to large and
medium sided games, because the objective is
to ‘improve’ recovery instead of increasing the
duration of the games, every time small sided
games are used in a conditioning session, the
recovery time between each game should be
reduced. (For example 2 sets of 6 blocks of 1
minute games with 1.5 minutes rest in between
each block).
FIGURE 34: Actions per minute in small sided games
PRE-SEASON
This method should be implemented every
conditioning session from the start of pre-season
so that players can get used to performing
football actions and the playing style from day
one.
By the end of pre-season the aim is that players
will be injury free, will have improved both
football and position specific fitness and be able
to maintain a high intensity playing style for the
full duration of the game.
Once this process has been followed once, it
needs to be repeated every conditioning session
each cycle to ensure the effect is first ‘maintained’
and then ‘improved’ for the full season.
When repeating the whole process it is always
important to repeat the duration of the games
used in the last conditioning session before
increasing the duration to gradually and safely
overload each and every player.
122 FIT FOR EVERY GAME
3.1 TEAM TRAINING 123
FOOTBALL CONDITIONING GAMES
If we as coaches want players to improve all aspects of their game then every aspect of training has to be specfic to the
demands of the game. What can be more specific than simply playing football? By manipulating the type of exercises, the
number of players, the size of area and work to rest ratios will undoubtedly help players improve.
By placing players in this football specific environment they will not only become better at what they have to do technically and
tactically through the information they are given and the problem solving they experience but more importantly when applying
themselves correctly they will develop fitness specific to both the demands of the game and the demands of their position.
LARGE SIDED GAMES
During Large Sided Conditioning Games
(8v8/11v11) there is more space, more time and
more players compared to medium or smaller
sided games, so actions per player are in general
less frequent. From a conditioning perspective,
playing large sided games first provide a
foundation for more intense medium sided games
(5v5/7v7) and small sided games (3v3/4v4) and
improve the ability to maintain quick recovery in
a game.
MEDIUM SIDED GAMES
During Medium Sided Conditioning Games
(5v5/7v7) there is less space, less time and less
players compared to an 8v8/11v11 game, so
actions per player are in general more frequent.
From a conditioning perspective, playing medium
sided games will further improve the ability to
maintain quick recovery in a game.
SMALL SIDED GAMES
During Small Sided Conditioning Games (5v5/7v7)
there is less space, less time and less players
compared to a 5v5/7v7 game, so actions per player
are a lot more frequent. From a conditioning
perspective, playing small sided games will
improve the ability to recover quickly in a game.
124 125
APPLICATION OF FOOTBALL CONDITIONING GAMES
Having explained the logic behind the football
periodisation model it is important to discuss
exactly how the model is applied and progressed
over the course of a season.
For ease of implementation the model consists of
a series of cycles and each week of each cycle is
given a label starting with pre-season. This helps
coaches know exactly what each week consists
of in order to create the necessary overload and
safely achieve the desired training effect.
Figures 35, 36 and 37 show the type of
conditioning games that are used in a typical
cycle, the number of games that are used, the
duration of each game and the rest period
between each game.
They also show how the duration of the games or
the rest period between each game are altered
when repeating the same type of conditioning
games.
It is important to understand at this point however
that the illustration is purely hypothetical in
terms of the duration of games as this will change
based on various factors that will be discussed
shortly.
In Cycle 1 Week 1 the aim is to safely introduce
players to large sided conditioning games and
develop a foundation for more intense work so
players perform 3 x 10 minute 11v11/8v8 games
with 2 minutes rest between games. In Cycle 1
Week 2 it is important to repeat the large sided
conditioning games but create an overload
so players therefore perform 3 x 11 minute
11v11/8v8 games with 2 minutes rest in between.
In Cycle 1 Week 3 having developed a
‘foundation’ for more intense work players are
introduced to medium sided games and perform
4 x 5 minute 7v7/5v5 games with 2 minutes rest
between games. In Cycle 1 Week 4 it is important
to repeat the medium sided conditioning games
but again create an overload so players perform
4 x 5.5 minute 7v7/5v5 games with 2 minutes rest
in between.
In Cycle 1 Week 5 having further developed a
‘foundation’ for more intense work players are
introduced to small sided games and perform 2
x 6 x 1 minute 4v4/3v3 games with 2 minutes rest
between games. In Cycle 1 Week 6 it is important
to repeat the small sided conditioning games
but again create an overload so players perform
2 x 6 x 1 minute 4v4/3v3 games but because the
emphasis of small sided games is different to that
of large and medium sided games the rest period
between games is reduced from 2 minutes to 1.5
minutes rest in between (Figure 35).
Once cycle 1 has been implemented, the process
is repeated in cycle 2 using predominantly the
same conditioning games in the same order but
with some important considerations.
As you can see in figure 36 in cycle 2 week 1,
players perform 3 x 11 minute 11v11/8v8 games
with 2 minutes rest in between but you will notice
that this is the same as cycle 1 week 2. This is to
make sure players stay within safe boundaries
and repeat the same training session to
‘maintain’ their fitness levels before performing
an overload of 3 x 12 minute 11v11/8v8 games
with 2 minutes rest in between in Cycle 2 Week 2
to ‘increase’ fitness levels.
In Cycle 2 Week 3 the same happens with medium
sided conditioning games. Players repeat 4 x 5.5
minute 7v7/5v5 games with 2 minutes rest in
between to ‘maintain’ before progressing to 4 x 6
minute games with 2 minutes rest in between in
Cycle 2 Week 4 to ‘improve’.
Similarly, the same process is applied with the
small sided conditioning games. In Cycle 2 Week
5 players repeat 2 x 6 x 1 minute games with 1.5
minutes rest in between before they progress
to 2 x 6 x 1 minute games with 1 minute rest in
between.
Every Cycle thereafter follows the same principle
where each type of conditioning game is repeated
in the first week of its cycle before increasing
in the second week. As you can see from figure
37 when this simple process is applied players
gradually perform each type of conditioning
game for longer as the season progresses
Providing the application of the players is to the
standard required, the training effect throughout
the season will be significant.
FIGURE 35: The Football Periodisation Model : Cycle 1
CYCLE WEEK 1 WEEK 2 WEEK 3 WEEK 4 WEEK 5 WEEK 6
1
11v11 / 8v8 11v11 / 8v8 7v7 / 5v5 7v7 / 5v5 4v4 / 3v3 4v4 / 3v3
3x10’/
2’ rest
3x11’/
2’ rest
FIGURE 36: The Football Periodisation Model : Cycle 2
4x5’/
2’ rest
4x5.5’/
2’ rest
2x6x1’/
2’ rest
2x6x1’/
1.5’ rest
CYCLE WEEK 1 WEEK 2 WEEK 3 WEEK 4 WEEK 5 WEEK 6
1
2
11v11 / 8v8 11v11 / 8v8 7v7 / 5v5 7v7 / 5v5 4v4 / 3v3 4v4 / 3v3
3x10’/
2’ rest
3x11’/
2’ rest
3x11’/
2’ rest
3x12’/
2’ rest
4x5’/
2’ rest
4x5.5’/
2’ rest
FIGURE 37: The Football Periodisation Model : Cycles 1-6
4x5.5’/
2’ rest
4x6’/
2’ rest
2x6x1’/
2’ rest
2x6x1’/
1.5’ rest
2x6x1’/
1.5’ rest
2x6x1’/
1’ rest
CYCLE WEEK 1 WEEK 2 WEEK 3 WEEK 4 WEEK 5 WEEK 6
1
2
3
4
5
6
11v11 / 8v8 11v11 / 8v8 7v7 / 5v5 7v7 / 5v5 4v4 / 3v3 4v4 / 3v3
3x10’/
2’ rest
3x11’/
2’ rest
3x12’/
2’ rest
3x12’/
2’ rest
3x14’/
2’ rest
3x15’/
2’ rest
3x11’/
2’ rest
3x12’/
2’ rest
3x13’/
2’ rest
3x14’/
2’ rest
3x15’/
2’ rest
4x12’/
2’ rest
4x5’/
2’ rest
4x5.5’/
2’ rest
4x6’/
2’ rest
4x6.5’/
2’ rest
4x7’/
2’ rest
4x7.5’/
2’ rest
4x5.5’/
2’ rest
4x6’/
2’ rest
4x6.5’/
2’ rest
4x7’/
2’ rest
4x7.5’/
2’ rest
4x8’/
2’ rest
2x6x1’/
2’ rest
2x6x1’/
1.5’ rest
2x6x1’/
1’ rest
2x6x1.5’/
1’ rest
2x6x2’/
1’ rest
2x6x2.5’/
1’ rest
2x6x1’/
1.5’ rest
2x6x1’/
1’ rest
2x6x1.5’/
1’ rest
2x6x2’/
1’ rest
2x6x2.5’/
1’ rest
2x6x3’/
1’ rest
126 FIT FOR EVERY GAME
3.1 TEAM TRAINING 127
DETERMINING THE START POINT
When referring to the football periodisation
model up to this point the term ‘hypothetical’ has
been used. This is because every group of players
will have a different level of fitness and the start
point of the conditioning games whether it be
large, medium or small sided will be specific to
that particular group.
Starting with 3 x 10 minute games of 8v8/11v11
with 2 minutes rest in between for example may
not be sufficient to place an ‘overload’ on a group
of professional players, yet the same number
and duration of games with the same rest period
may be too much of an ‘overload’ for a group of
Under 17 academy players or semi professional
players who only train twice a week.
It is essential therefore to understand how
to determine the start point for each type of
conditioning game. The key to which relies
heavily on the coaches ability to organize,
observe, analyse and intervene.
LARGE SIDED CONDITIONING GAMES
Players should be organized into the formation
in which the coach wants the team to play
and perform blocks of 10 minute games with
2 minutes rest in between each game until it
is noticeable that there is a significant drop in
intensity.
It is important that the coach has educated
the players regarding their roles In possession,
out of possession and in transition prior to the
conditioning training session so any drop of
intensity will be glaringly obvious to see.
For example, if the coach wants to play out
from defence using the central defenders and
they fail to ‘split’ by sprinting to the corner of
the box to receive a pass from the goalkeeper,
then this may be indicative of a drop in intensity
for those players.
Similarly, if the coach wants to play a ‘high
press’ on transition and attacking players don’t
react by either sprinting immediately to win the
ball back or recover by sprinting back into more
of a defensive position when they lose the ball
then again this may be indicative of a drop in
intensity.
Failure to condense play as a team, unforced
errors, mistimed tackles, poor control of the ball
and consecutive errors are also some examples
of what a coach may observe when the intensity
starts to drop.
Whilst you would expect the intensity to drop
slightly towards the end of each block of 10
minute games, following a 2 minute rest period
players should have recovered sufficiently to
start the next block at the same intensity.
Once it is noticeable that the intensity cannot
be maintained however the coach should
terminate the session. The start point for the
following conditioning training session is then
determined by the duration that the players
were able to maintain a high intensity.
So if players were able to perform 3 blocks of 10
minute games and then in the fourth block the
intensity dropped and the game was terminated
after 6 minutes then the total time played at a
high intensity was 10+10+10+6 = 36 minutes.
The start point for this group of players should
therefore be 3 blocks of 12 minute games with
2 minutes rest between each game.
MEDIUM SIDED CONDITIONING
GAMES
Similar to large sided conditioning games, players
should be organized into a formation that allows
them to carry out their roles in possession, out of
possession and in transition and not just left to
run around without any structure.
Because the intensity of medium sided
conditioning games is higher than large sided
conditioning games (more actions per minute)
players should perform blocks of 4 minute games
with 2 minutes rest in between again until there
is a noticeable drop in intensity.
So if players were able to perform 5 blocks of
4 minute games and then in the sixth block the
intensity dropped and the game was terminated
after 2 minutes then the total time played at a
high intensity was 4+4+4+4+4+2 = 22 minutes.
The start point for this group of players should
therefore be 4 blocks of 5.5 minute games with 2
minutes rest in between.
SMALL SIDED CONDITIONING GAMES
Because the intensity of small sided conditioning
games is a lot higher than large and medium
sided games (more actions per minute) players
should perform blocks of 1 minute games with
2 minutes rest in between each game up to six
games, rest for 4 minutes and repeat another
six games unless there is a noticeable drop in
intensity.
If players are able to perform 2 blocks of 6 one
minute games with 2 minutes rest in between
each game and 4 minutes rest in between
each block then the start point for the next
conditioning session should be 2 blocks of 6 one
minute games with 90 seconds rest in between
each game.
128 FIT FOR EVERY GAME
3.1 TEAM TRAINING 129
CONDITIONING
NON-CONDITIONING TRAINING SESSION
Now that the intricacies of the conditioning training session of the week are clear, It
is vital to understand that failure to comply with the ‘guidelines’ relating to the other
training days may compromise the effectiveness and desired training effect of the
conditioning training sessions and performance levels in games.
Warm Ups, Technical Practices, Possession Games, Tactical Practices, Non-Conditioning
Games and Crossing and Shooting Practices are key ingredients of the training week
that need to be planned carefully in terms of frequency, intensity, duration and type.
If we get any element wrong then we risk placing unnecessary excess demands on
players and accumulating fatigue that may lead to a decrease in performance and
increase the risk of injury.
The following information highlights what to consider when implementing each
component of training depending on the training day in question.
WARM UPS
It is important to understand that the principles
of a warm up don’t change but the emphasis of
the warm up will be different depending on the
proximity of each training day in relation to the
game.
The emphasis of every warm up should be to
1) begin by increasing blood flow to working
muscles so that they have sufficient oxygen
and nutrients to function, 2) increase muscle
temperature as muscles have an optimal
temperature at which they function and to 3)
increase flexibility of each muscle group to
prepare them for the random and spontaneous
movements they will encounter when
performing football actions.
Depending on the aim of the training session
thereafter will determine how each warm up
is then progressed to prepare each player
optimally for what is to come.
For example, the emphasis of the warm up on
the first training session back after a game or
after a conditioning training session is purely to
increase range of movement as this is the time
when muscles will be the shortest or stiffest as
a result of the high intensity actions performed
in the game or the conditioning training session.
During this time it is also likely that the
neuromuscular system responsible for sending
messages from the brain to the muscles will be
fatigued.
The final part of the warm up on these particular
days should therefore be on further increasing
range of movement and mobility around the
hips.
On the other hand the emphasis of the warm
up prior to a conditioning training session or
the day before a game is to increase the speed
of messages from the brain to the muscles to
prepare them to act fast in preparation for the
high intensity nature of training to follow or the
game the following day.
The final part of the warm up on these particular
days should therefore be on high speed football
actions such as jumping, landing, turning,
speeding up, slowing down, anticipating and
reacting. Here are some guidelines:
130 FIT FOR EVERY GAME
3.1 TEAM TRAINING 131
HIP MOBILITY (FIRST TRAINING SESSION AFTER GAME OR DAY OFF)
As discussed, players are potentially the least mobile and least flexible the first session back after a game.
Following the initial part of the warm up, performing dynamic flexibility and hip mobility exercises for
a short period of time prior to any technical work will prepare the body for training by increasing range
of movement, co-ordination and also provide necessary muscle tension for subsequent days training
sessions.
Whilst it is advisable to encourage players to perform as much training as possible with a ball or specific
to football it is also important that players ‘switch on’ and take responsibility for restarting their engines
again and coordinating their movements efficiently.
When observing a group of players performing dynamic stretching exercises, there are many different
styles and ranges of movement. Some players stay within their comfort zone and don’t move through their
full range whilst others literally struggle to increase their range of movement.
Whilst this is not a major problem as the first session after a game, after a day off or following a conditioning
training session should not place players in an environment where they have to perform explosive actions,
it is still important to take players safely through a range that will enhance their mobility.
USE OF HURDLES
A simple way to ensure players move through a
greater range is to introduce an obstacle such as
hurdles. By introducing hurdles players have to
focus on coordinating their body to avoid hitting
the hurdle and therefore start to switch on key
stabilising muscles.
Similarly, players move through greater ranges
of movement than when the hurdles are not
used which if performed consistently increase
both their mobility and flexibility over time.
Whilst warm up sessions to improve mobility
are included in the appendix, the following
information provides a simple example of
exercises that can be used.
STRUCTURE
Set up a 10 x 20m area with 2 sets of 4 hurdles
2m apart.
Players are then split into 2 equal groups and
perform more challenging dynamic movements
over hurdles.
SIDEWAYS FACING HURDLE:
Adduction over hurdle into rotation
Abduction over hurdle into side step
Adduction & Abduction over hurdle combined
FORWARDS FACING HURDLE:
Straight leg abduction into wide squat
Hurdle step hamstring raise into bounce
BACKWARDS WITH BACK TO HURDLE:
Abduction into diagonal rotation
ORGANISATION
Players jog for 3-4 minutes to increase blood
flow to working muscles and increase muscle
temperature.
In a static position, players then perform a
range of dynamic stretches of all major muscle
groups attempting to gradually increase range
of movement per repetition.
132 FIT FOR EVERY GAME
3.1 TEAM TRAINING 133
EXPLOSIVITY (CONDITIONING SESSION)
Players should be fresh and raring to go on the day of the conditioning training session and If players
are to get the desired training effect from a high intensity conditioning training session they need to be
prepared for the demands of the activity from start to finish.
Following activation sessions of key muscle groups and the initial dynamic movement exercises it is
important to recreate the same movement patterns at the same intensity to that of a game. Exercises that
encourage generation, absorption and transfer of force in different directions are therefore paramount.
Whilst warm up sessions to improve explosivity are included in the appendix, the following information
provides a simple example of exercises that can be used and how these exercises should be progressed
over time.
STRUCTURE
Set up a 20x30m area with 4 sets of 5 5mm canes
50cm apart.
ORGANISATION
Players jog for 3-4 minutes to increase blood
flow to working muscles and increase muscle
temperature. In a static position, players then
perform a range of dynamic stretches of all
major muscle groups attempting to gradually
increase range of movement per repetition.
Players are then split into 4 equal groups and
perform fast feet preparation exercises &
accelerations to stimulate the central nervous
system. (messages from brain to muscles).
Players should be encouraged to focus on
maximal speed of foot movement, minimal
contact time with the ground when performing
preparatory exercises such as:
2 footed forward bunny hops with ‘stiff’ ankles
2 footed diagonal bunny hops with stiff ankles
Single leg forward hops
Single leg diagonal hops
2 feet in between each cane & acceleration
2 feet in between each cane & acceleration
(sideways facing)
Sidesteps acceleration between canes forwards
& Acceleration
Sidesteps between canes backwards &
Acceleration
Once players are ‘switched on’ it is important to
then focus on ‘plyometric’ exercises prior to the
high intensity conditioning training session.
‘PLYOMETRICS’
There are many interpretations of plyometrics
and even more mistakes to be made when trying
to perform plyometric exercises in football! In
simple terms plyometrics should be interpreted
as jumping & landing exercises and be developed
specific to the demands of the game.
Players don’t have to jump high over hurdles
with both knees together 3 times in a row but
they do take off and land on one leg and more
often than not sprint or change direction when
they land.
Plyometric exercises should therefore focus
on being able to generate and transfer forces
(jumping,) absorb forces (landing) accelerate
(sprinting) and decelerate (stopping) both
vertically and horizontally.
It is very easy to progress to difficult plyometric
exercises with footballers before properly laying
the foundations. The focus of plyometrics should
primarily be on the ability to absorb forces in
different planes of movement and then follow
logical progressions:
To avoid injury and be able to generate force it
is critical that key stabilising muscles (glutes) are
activated and then progressively challenged.
For example, during the latter stages of the
warm up during each conditioning training
session, players should be exposed to jumping
and landing exercises starting with the most
simple form of plyometrics before progressing
onto more difficult exercises over a period of
time and aligned with the football periodization
model.
134 FIT FOR EVERY GAME
3.1 TEAM TRAINING 135
‘ABSORBING FORCE’
Although players spend most of their time
transferring their weight from one foot to the
other it is important to develop the ability to
‘absorb force’ through both legs equally before
progressing on to more challenging single leg
exercises.
This can be done initially by introducing simple
jumping and landing exercises on two feet in
different directions over canes so the vertical
forces acting on the body are minimal. for
example:
TWO FEET JUMP & HOLD OVER ‘CANES’
2 feet take off to two feet landing forwards x 4
2 feet take off to two feet landing sideways x 4
each side
2 feet take off to two feet landing diagonal x 4
Once players both look and feel comfortable
jumping and landing on two feet and have
control, particularly when landing, they can
progress to more difficult exercises during each
conditioning training session. Whilst still using
canes to ensure minimal vertical force, this
can be done by performing the same type of
exercises but taking off and landing on one foot
as opposed to two feet:
ONE FOOT JUMP & HOLD OVER ‘CANES’
1 foot take off to 1 foot landing forwards x 4
1 foot take off to 1 foot landing sideways x 4
each side
1 foot take off to 1 foot landing diagonal x 4
‘GENERATING FORCE’
Having stimulated the key muscle groups
responsible for stabilising the ankle, knee and
hip joint when landing (glutes) in order to absorb
force during previous conditioning training
sessions, it is important to then focus on the
control and ability to generate and transfer force
upwards on landing.
To achieve this, instead of holding the landing
each time, players jump up and over the canes
as soon as they land and as fast as possible.
Similar to the principle behind ‘absorbing force’
it is important to start simply by using 2 feet to
jump and land.
REPEATED JUMPS OVER ‘CANES’
2 feet take off to 2 feet landing forwards x 4
2 feet take off to 2 feet landing sideways x 4
2 feet take off to 2 feet landing diagonal x 4
Providing players are again in control of the
jumps and don’t experience any reaction to the
increased demand it should again be safe to
progress and perform the same type of exercises
using one foot to take off and land.
REPEATED BOUNDS OVER ‘CANES’
1 foot take off to 1 foot landing forwards x 4
1 foot take off to 1 foot landing sideways x 4
1 foot take off to 1 foot landing diagonal x 4
‘RANDOM MOVEMENTS’
In both the initial absorption and force generation
exercises, players know what direction they need
to move towards and are able to control their
body and complete the exercises fairly simply.
Because football is such a spontaneous sport
where players have to randomly accelerate and
decelerate based on what happens in a game
however, it is important to prepare players for
such random movement patterns.
This can be done by performing similar exercises
but players now have to react to the direction
called by the coach.
RANDOM & REACTIVE BOUNDS OVER ‘CANES’
1 foot take off to 1 foot landing x 4 x 2 sets
Once the process has been followed from
absorption to force generation to random and
reactive exercises the process should be repeated
starting again with the simplest absorption
exercises jumping and landing on two feet.
The number of repetitions should be increased
however or instead of using canes use 6 inch
hurdles and 12 inch hurdles progressively to
increase the vertical load for a greater training
effect.
Similar to the cycle used with explosivity
preparation exercises and football sprints, large,
medium and small sided games, the ‘plyometric’
exercises should be integrated using the same
process. (figure 38).
FIGURE 38: Plyometrics exercises cycle 1-6
WEEK
REPEATED SPRINTS
FOOTBALL
CONDITIONING GAMES
PLYOMETRIC EXERCISES
1 8x40m 11v11/8v8 Absorption Force 2 feet
2 9x30m 11v11/8v8 Absorption Force 1 foot
3
4
5
6
Football Sprints
(Minimum Rest)
Football Sprints
(Minimum Rest)
Football Sprints
(Maximum Rest)
Football Sprints
(Maximum Rest)
7v7/5v5
7v7/5v5
4v4/3v3
4v4/3v3
Generation Force 2 feet
Generation Force 1 foot
Random Movements
Random Movements
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3.1 TEAM TRAINING 137
FAST FEET AND REACTIONS (DAY BEFORE A GAME)
Whilst training should be tapered leading up to a competitive game to help conserve energy and
maximise freshness, it is important that messages from the brain to the muscles still travel fast in
preparation for the nature of the game the following day.
The focus therefore should be on fast feet, coordination and reaction exercises that heighten alertness
and stimulate the neuromuscular system albeit over fairly short distances
Fun exercises that involve colours, ball movements, races should get the players thinking, anticipating
and reacting as that’s exactly how you want them to start the game the next day.
Whilst warm up sessions to improve fast feet are included in the appendix, the following information
provides a simple example of exercises that can be used.
STRUCTURE
Set up a 20x20m area consisting of 4 ‘lanes’ with
6 canes at the start of each ‘lane’.
ORGANISATION
Players jog for 3-4 minutes to increase blood
flow to working muscles and increase muscle
temperature.
In a static position, players then perform a
range of dynamic stretches of all major muscle
groups attempting to gradually increase range
of movement per repetition.
Players are then split into 4 equal groups and
perform fast feet preparation exercises &
accelerations. Focus on maximal foot actions,
minimal contact time with the ground.
2 footed forward bunny hops with ‘stiff ankles
2 footed diagonal bunny hops with stiff ankles
Single leg forward hops
2 feet in between each cane & acceleration
2 feet in between each cane & acceleration
(sideways facing)
Sidesteps between canes forwards & acceleration
Sidesteps between canes backwards &
Acceleration
Once the neuromuscular system is ‘primed’ it
is then ready to be ‘challenged’ with random
movements and reactions. Here is a simple
example:
Organise 4-5 sets of 2 different coloured poles
(eg yellow and orange) 1 metre apart.
Position players between poles with a target
line 5m and 10m in front.
On command players move to the side of the
coloured pole called and accelerate past the 5m
target line. Perform 4-6 repetitions varying the
stimulus each time. This can be done by varying
the starting position (sideways on instead
of facing forwards). Increasing the distance
of the acceleration (10m instead of 5m) and
introducing ‘opposite’ commands (move to side
of orange pole if yellow is called).
When performing random movements, fast
feet exercises and accelerations the distances
covered are fairly short. To ensure that the
hamstrings are prepared for longer distances in
the game the following day it is also important
that players perform strideouts at the end of
the warm up.
This can be done by performing step 4 of the
explosivity preparation exercises, albeit a lesser
volume. Players should therefore perform 4 x
30m accelerations at 90%, 30s rest in between,
3m deceleration.
138 FIT FOR EVERY GAME
3.1 TEAM TRAINING 139
TECHNICAL PRACTICES
Technical practices are a key component of every training session and when performed correctly they
help players regain coordination and get into a rhythm prior to playing games or performing tactical
work. They should also incorporate exercises that develop communication, decision-making and
execution.
Whilst technical practices are often not considered demanding as they are generally performed over
short distances and are very interactive, careful consideration needs to be given as to the number and
frequency of actions performed.
If we want to optimize recovery, improve fitness and maintain freshness between games, it is important
to understand that the same technical practice can be either extensive or intensive and by manipulating
simple variables at appropriate times during the training week the demand on the body can be managed
appropriately.
Similar to large, medium and small sided games, the difference between an extensive technical practice
and an intensive technical practice is the number of actions per minute.
An extensive technical practice can be organized by making the size of the area larger than normal
with more players so actions per minute are relatively low. An intensive practice can be organized by
making the size of the area smaller with fewer players or by adding more than one ball so actions per
minute are relatively high. (Diagram 5)
Extensive technical practices should be used to improve the ‘quality’ of players’ technical ability, whilst
Intensive technical practices should be performed when players are fresh in preparation for the high
intensity nature of the following training session or game.
DIAGRAM 5: Extensive Technical Exercise vs Intensive Technical Exercise
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3.1 TEAM TRAINING 141
POSSESSION GAMES
Possession games, similar to technical practices are an integral part of a coaches armoury and an
important component of training to develop players’ ability to retain the ball under pressure.
Whilst possession games are not as demanding as conditioning games as they do not include as many
explosive actions such as sprinting, crossing, shooting, jumping and landing they still place a significant
demand on the body due to the frequency and number of changes in direction and football actions.
If we want to optimise the effect of the conditioning training sessions, be able to sustain a high tempo
playing style in each game and also maintain freshness throughout the season, it is important to adhere
to some basic rules when playing possession games.
Using the Conditioning Games as a reference for all other types of games and because the objective
of such conditioning games is to ‘overload’ the players, any possession games played should always
be kept to a maximum of 50% in terms of duration to that of the conditioning games so that players in
effect perform an ‘underload’ training session.
This does not mean that players will detrain as the quality will still be high, it simply means that players
will stay within safe boundaries and not accumulate any fatigue prior to or following a conditioning
training session or game. For example:
LARGE SIDED POSSESSION GAMES
If the Large Sided Conditioning Games
(8v8/11v11) consist of 3 blocks of 10 minute
games with 2 minutes rest in between each
game then any Large Sided Possession Games
(8v8/11v11) should consist of no more than 3 x
5 minute games with 2 minutes rest in between
each game.
MEDIUM SIDED POSSESSION GAMES
The same applies for Medium and Small
Sided Possession Games. If the Medium Sided
Conditioning Games (5v5/7v7) consist of 4
blocks of 6 minute games with 2 minutes rest
in between each game then the Medium Sided
Possession Games (5v5/7v7) should consist of no
more than 4 x 3 minute games with 2 minutes
rest in between.
SMALL SIDED POSSESSION GAMES
Similarly, If the Small Sided Conditioning Games
(3v3/4v4) consist of 2 series of 6 blocks of 1
minute games with 2 minutes rest in between
each game then the Medium Sided Possession
Games should consist of no more than 1 set of 6
blocks of 1 minute games with 2 minutes rest in
between each game.
Possession Games should not be performed
on a conditioning training day to ensure that
all energy is conserved for the high intensity
football conditioning games.
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3.1 TEAM TRAINING 143
TACTICAL TRAINING
Tactical training if implemented correctly forms the foundation of how the team performs in possession,
out of possession and in transition. Coaches will use a variety of methods to develop the tactical
component of the week such as games, functional practices, phases of play, half pitch practices, or
even shadow play.
Regardless of what the tactical component of training consists of it is sometimes easy for coaches to
get engrossed in educating the players and maybe not consider the demands being placed on them.
Similarly, tactical sessions irrelevant of the size of the area or number of players are often performed
for the same duration each time. While this should not pose a huge problem, it could potentially place
some players at unnecessary risk of accumulating fatigue.
Tactical training sessions should therefore follow similar principles to that of possession games in terms
of intensity and duration and always be performed as an ‘underload’ component. For example:
GAMES
If the coaches’ preference is to use games
to organise the team in possession, out of
possession and in transition then there should be
no boundaries for a coach to get their message
across other than to again use the football
conditioning games as a reference and stay
within 50% of the duration of the equivalent
‘overload’ games.
Using the same example referred to within the
possession games discussion, if the football
conditioning games used to ‘overload’ players
during a conditioning training session consist
of 3 blocks of 10 minute 8v8/11v11 games with
2 minutes rest in between each game, then
coaching within 8v8/11v11 games for tactical
purposes should consist of no more than 3
blocks of 5 minute games with 2 minutes rest in
between each game.
If there are a lot of coaching points to introduce
and therefore many stoppages planned, an
alternative yet safe option may be to perform
fewer games of longer duration. For example 2
x 8 minute games with 2 minutes rest between
each game.
Whilst it is less likely that the coach will use
medium or small sided tactical games, the
same rules should be applied: When coaching in
medium sided games (5v5/7v7) the coach should
perform no more than 4 blocks of 3 minute
games with 2 minutes rest in between.
And when coaching in small sided games, The
coach should perform no more than 6 x 1 minute
games with 1 minute rest in between.
FUNCTIONAL PRACTICES, HALF
PITCH PRACTICES & PHASES OF PLAY
Many coaches will observe the opposition and
structure tactical training to recreate various
scenarios in the form of functional practices, half
pitch practices and phases of play so that players
understand their roles and responsibilities when
the same scenario happens in a game.
For example, how to set up defensively when
the opposing goalkeeper has the ball and how
and when to apply pressure on the opposition.
Or alternatively, how to set up offensively when
their own goalkeeper has the ball, how to build
up play and move from defence to attack.
Whilst functional practices, half pitch practices
or phases of play are merely a dress rehearsal
of how to execute the game plan, coaches must
still be mindful of the demands it places on
players as it still includes an element of attack
versus defence.
If the practice consists of attack versus defence
where the number of players per team is equal
then the duration should be based on the number
of players similar to the recommendations
for both tactical games and possession
games. ie.50% of the duration of the football
conditioning games.used during a conditioning
training session.
If the practice consists of attack versus defence
where the number of players per team is
different then the duration should be based on
the team with the lowest number of players as it
will be most demanding for them. Here are some
guidelines for some common examples:
10 ATTACKERS VERSUS 8 DEFENDERS
In this scenario, the demand is highest for the
8 outfield players but because it is within the
8v8/11v11 category it is safe for coaches to
perform the practice for 50% of the 8v8/11v11
football conditioning games. Hypothetically 3 x
5 minute blocks with 2 minutes rest in between
each block or 2 x 8 minute blocks with 2 minutes
rest in between each block.
10 ATTACKERS VERSUS 6 DEFENDERS
Although there are the same amount of attackers
in this example, coaches should understand
that in comparison to the previous scenario
where there were 8 defenders, there are now 6
defenders so the number of actions per minute
for those six defenders will be significantly
higher.
The duration of each block of work should
therefore be reduced as it falls within the
5v5/7v7 category and players should perform
50% of the 5v5/7v7 football conditioning games.
Hypothetically 4 x 3 minute blocks of work with
2 minutes rest in between each block.
If the practices consist of attack versus defence
where the intention is to solely educate the
defensive unit in terms of their roles and
responsibilities then the duration should again
be based on the number of players working in
the defensive unit at any one time.
WORKING WITH THE DEFENSIVE
UNIT
If the tactical sessions consist of attack versus
defence where the intention is to solely
educate the back 4 in terms of their roles and
responsibilities then the duration should be
based on the number of players working in the
back 4 at any one time.
8 ATTACKERS VERSUS 4 DEFENDERS
In this example coaches should recognise that
the intensity is the highest for the 4 defenders but
similar to the previous example because it is still
within the 5v5/7v7 category it is safe to perform
the practice for 50% of the 5v5/7v7 football
conditioning games. Again hypothetically 4 x 3
minute blocks with 2 minutes rest in between
each block.
6 ATTACKERS VERSUS 4 DEFENDERS
Although there are now less attackers in this
example, coaches should understand that there
are still the same amount of defenders so the
intensity is still the same and perform 50% of
the 5v5/7v7 football conditioning games : 4 x 3
minute blocks with 2 minutes rest in between
each block.
5 ATTACKERS VERSUS 3 DEFENDERS
Finally coaches should be able to recognise that
the intensity for the 3 defenders in this scenario
is significantly higher than in all other previous
examples and that it is within the 3v3/4v4
category. Players should therefore perform 50%
of the 3v3/4v4 football conditioning games.
Hypothetically a maximum of 6 x 1 minute blocks
with 1 minute rest in between each block.
144 FIT FOR EVERY GAME
3.1 TEAM TRAINING 145
CROSSING AND SHOOTING EXERCISES
Crossing & Shooting Exercises whilst being a favourite of both coaches and players involve the generation
and transfer of huge amounts of force and are one of the key contributors of soft tissue injuries.
It is vital that these exercises are planned into the training week as they are the exercises that often
contribute to goals being scored but it is important to understand how to perform such actions safely to
avoid unnecessary injuries and optimise the quality of crosses and shots.
Players will rarely shoot more than 5 times in a 90 minute game yet it is not uncommon to see players
take more than 10 shots in the space of 5 minutes and often at the end of a training session where there
is an increased chance that they are nearing fatigue.
When players are fatigued, messages from the brain to the muscles are often slightly delayed which
impairs coordination and control. This means that muscles responsible for controlling the shooting
action contract at a later point which stretches the muscle fibres further than normal.
Whilst an injury may not occur immediately, the excess damage to a percentage of muscle fibres from
a single or repetitive number of explosive actions in a fatigued state weaken the overall strength of the
muscle. It is not uncommon for players to suffer a hamstring quadricep or groin injury days after excess
crossing or shooting exercises often in a game.
To avoid unnecessary injuries and enhance the quality of each action when planning and performing
crossing & shooting exercises, coaches should therefore attempt to follow the guidelines below:
ONLY PERFORM EXPLOSIVE ACTIONS WHEN
PLAYERS ARE FRESH.
The conditioning training session or day before a
game in a ‘typical week’ is ideal as players are at
their freshest.
PREPARE KICKING MUSCLES PROPERLY
Perform a thorough warm up and passing
practice first and then start shooting practice
by ‘passing’ into goalkeepers’ hands before
shooting maximally.
VARY THE START POSITION AND DISTANCE
OF CROSS/SHOT
Performing the same action from the same
distance repeatedly will place the same muscle
groups under the same stress increasing the
likelihood of fatigue and subsequent lack of
quality and injury. Coaches should ensure that
crosses come from different positions and shots
are taken from different angles and distances.
PERFORM AS PART OF THE TRAINING
SESSION
Players are likely to tire at the end of a session
so to improve the quality of explosive actions
players should perform at the beginning or
middle of the session and not at the end.
PUT A LIMIT ON THE NUMBER OF ACTIONS
Performing crossing and shooting as part of
the team session will mean that players don’t
perform repetitive actions in a short space
of time, limiting the number of actions and
also giving players sufficient recovery time in
between each action.
146 FIT FOR EVERY GAME
3.1 TEAM TRAINING 147
UNDERLOAD
You will have noticed that the term ‘underload’
has been referred to throughout the document
and understand that it is a principle that relates
to games or tactical work performed on any ‘nonconditioning
training day’.
The recommendations for ‘underload’ training
are to work to a maximum of 50% of the football
conditioning games that are performed on
the conditioning training days to help players
maintain freshness throughout the training week.
It is important however that ‘specific’ underload
games are performed each week to prepare
players for the overload training sessions the
following week. This should be done on the first
training session after each conditioning training
session (Match Day -2).
As you can see from figure 39 in weeks 1 and 2
of the football periodization model 8v8/11v11
games are used to place an ‘overload’ on players
and create a training effect. Each time 8v8/11v11
games are used to overload players on the
conditioning training day (Match Day -3) 5v5/7v7
underload games are used.
In weeks 3 and 4 of the football periodization
model 5v5/7v7 games are used to place an
‘overload’ on players and create a training effect.
Each time 5v5/7v7 games are used to overload
players on the conditioning training day, 3v3/4v4
underload games are used.
In weeks 5 and 6 of the football periodization
model 3v3/4v4 games are used to place an
‘overload’ on players and create a training effect.
Each time 3v3/4v4 games are used to overload
players on the conditioning training day,
8v8/11v11 underload games are used.
By balancing the training week in this way each
week of the 6 week cycle, players will be able to
recover sufficiently from each game, improve
their level of fitness from the conditioning games
and maintain freshness in preparation for the
next game.
FIGURE 39: Underload Periodisation
WEEKS 1/2 WEEKS 3/4 WEEKS 5/6
PITCH DIMENSIONS
If we are to develop football specific fitness of
players and follow specific guidelines regarding
frequency, duration and type of training each
day it is also important to consider the size of the
pitch.
Regardless of whether the number of players
equate to a large, medium or small sided game,
distances should always be realistic and relate
to the full 11 a side game. This will always allow
players to relate to the playing style in possession,
out of possession and in transition.
As a general rule if an 11 a side game (10 outfield
players and 1 goalkeeper) play on a pitch 100m in
length and 60m in width then the following sizes
should apply to pitches when there is a smaller
number of players per team:
For every outfield player less than 10 the pitch
size should reduce in length by 10m and in width
by 6m.
TABLE 2: Pitch dimensions and player numbers
OUTFIELD
PLAYERS
LENGTH (M)
WIDTH (M)
10 100 60
9 90 54
8 80 48
7 70 42
6 60 42
5 50 36
4 40 30
3 30 24
2 20 18
OVERLOAD 8v8/11v11 5v5/7v7 3v3/4v4
UNDERLOAD 5v5/7v7 3v3/4v4 8v8/11v11
148 FIT FOR EVERY GAME
3.1 TEAM TRAINING 149
CONDITIONING
INDIVIDUAL TRAINING
Having discussed the intricacies of the training week with specific reference to the plan
for the team it is important to understand that every player will respond differently to
each training session and game and that special consideration may need to be given to
certain players in every squad particularly during the conditioning training session.
Injury History, age, playing position and level of explosivity are just a number of factors
that should be taken into account and where necessary players who fall into these
categories should have an individual plan within the team football periodisation model.
Similarly, there will be times when it is difficult to use football conditioning games to
develop fitness and alternative methods need to be used to ensure players maintain a
high level of fitness throughout the season.
INJURY HISTORY
One of the biggest risk factors of injury is
previous injury so players with a history of injury
should always be treated with caution. Whilst
the management of players who fall within this
category is not to restrict them from taking part
in every training session, it may be necessary to
modify what they do on certain training days as
there will be a reason why such players are prone
to injury often relating to the volume of training
and the inability to control their movements
when reaching fatigue.
In a well balanced and structured training week,
players will recover sufficiently following a
game, be eased back into training on the first
training session, and take part in tactical training
on the 2 days prior to the next game so it is only
really the football conditioning training session
where careful planning and consideration needs
to be given to players who fall into this category.
Instead of performing ‘overload’ training during
the conditioning training session for players with
a history of injury it may therefore be advisable
that they participate in the session but perform
‘underload’ training instead.
So, hypothetically when the team use 8v8/11v11
conditioning games during the conditioning
session and players perform 3 blocks of 10
minute 8v8/11v11 games the player performs
3 blocks of 5 minute games if this is logistically
feasible or 2 blocks of 10 minutes instead.
Similarly, if the team uses 5v5/7v7 conditioning
games during the conditioning session and
players perform 4 blocks of 5 minute games
with 2 minutes rest, the player performs 4 blocks
of 2.5 minute games or 2 blocks of 5 minutes
instead.
And finally, if the team uses 3v3/4v4 conditioning
games during the conditioning session and
perform 2 sets of 6 blocks of 1 minute games
with 2 minutes rest, they perform 1 block of 1
minute games instead.
Whilst management of players in this way makes
sense in order to help the player avoid injury it
can cause the coach a logistical problem at times
so it is important to highlight which players are
likely to fall into this category before the start
of the season to avoid ‘headaches’ and enable
training sessions to be planned well in advance
and managed effectively.
Providing the exercises used mirror the demands
of the game, players that fall into this category
may also benefit by performing other modes
of conditioning such as running exercises or
position specific exercises instead, whilst the
rest of the team perform football conditioning
games, or by using a combination of games and
running exercises to ensure the desired training
effect is being achieved.
By doing so there is less chance of clashes or
random and spontaneous movements that
increase the risk of the player sustaining an
injury when they are reaching fatigue, players
know when they have to turn, change direction,
accelerate, decelerate, jump, land and sprint
and it also helps simplify the organization of the
football conditioning games.
Running Exercises and Individual position
specific exercises will be discussed shortly.
150 FIT FOR EVERY GAME
3.2 INDIVIDUAL TRAINING 151
AGE
Older players by default are more likely to have
a greater injury history than younger players but
also take longer to recover from the demands
placed on them during a game.
Whilst the most obvious way to manage older
players would be to allow them to have extra
rest and recovery particularly following a game,
older players often need to maintain a rhythm
of training to in effect ‘keep their engine running
efficiently’.
For older players it may be advisable to just
reduce the total training volume similar to that
of a player with a history of injury and modify
the ‘overload’ conditioning training session each
week.
So again, hypothetically, if the team performs
3 blocks of 10-minute 8v8/11v11 games the
older player in need of ‘individual consideration’
performs 2 blocks of 10-minute games instead.
These players will still improve their level of
conditioning throughout the season because the
next time the team performs 8v8/11v11 games,
the duration of each game will increase to 11
minute games.
The same approach should also be implemented
with both medium and small sided conditioning
games.
So if the team performs 4 blocks of 5 minute
5v5/7v7 games with 2 minutes rest, the older
player performs 2-3 blocks of 5 minute games
instead. Again, these players will still improve over
time because the next time the team performs
5v5/7v7 games the duration of each game will
increase to 5.5 minute games.
And finally, if the team perform 2 sets of 6 blocks
of 1 minute 3v3/4v4 games with 2 minutes rest,
the older player performs 1 set of 1 minute games.
Again, these players will still improve over time
because the next time the team performs 3v3/4v4
games, whilst the duration of each game will
remain the same, the rest period between each
game reduces to 1.5 minutes.
When considering age, the automatic thought is
to consider older players but the same can be said
for younger players particularly when younger
players move up an age group or even progress
into the first team.
At a higher level of play (first team) there is less
space and less time compared to a lower level of
play (youth team) which means players have to
increase the speed of each football action and
ultimately perform more actions per minute than
they are used to.
Given the fact that more actions per minute
means that there is a greater demand placed
on the body of the younger player every single
training session is in effect an ‘overload’ certainly
in the beginning.
The younger player therefore needs to be eased
into a higher level of play gradually and whilst it
is good to expose them to a higher level of play
for a number of reasons even further modification
should be made for such a player when performing
the conditioning training session.
Using the same example used for both the player
with a history of injury and the older player,
hypothetically when the team uses 8v8/11v11
games and players perform 3 blocks of 10-minute
games the younger player should be protected
and perform 1 x 10 minute game.
When the team uses 5v5/7v7 games and performs
4 blocks of 6-minute games, the younger player
should still only perform 1 x 6 minute game.
Finally, when the team uses 3v3/4v4 games and
performs 2 sets of 6 blocks of 1 minute games the
younger player should perform a maximum of
just 3 out of 6 games of the first set of games.
Whilst the volume can be progressed over time
once the young player has ‘acclimatised’ to such
an increase in intensity, it is important to allow
them to ease in gradually to avoid unnecessary
injury.
Heart rate response provides an excellent
example of how young players are coping with the
demands of a higher level of play as it will always
be significantly higher than the rest of the group
whilst performing the same number of actions
PLAYING POSITION
Some playing positions are more physically
demanding than others, and the physical demands
of each individual game will fluctuate throughout
the competitive season.
Whilst the thought process behind the training
philosophy is that players will improve their
ability to play football simply by playing football,
it is still important to consider players in positions
that typically perform both the most and the least
each game and have an individual plan within the
team football periodisation model accordingly.
For players in high energy positions such as full
backs, wide players and midfielders where they
are required to perform many actions per minute
in a game, it may be advisable to treat them in the
same way as those players with a history of injury.
So if these players appear to be showing signs of
fatigue or it is noticeable that performance levels
are dropping they should occasionally be given
extra time to recover after games, perform a
reduced volume or even be temporarily withdrawn
from any ‘overload’ football conditioning training.
For example, It may be advisable that if they
participate in the football conditioning training
session they perform ‘underload’ training instead.
So, hypothetically when the team use 8v8/11v11
conditioning games during the conditioning
session and players perform 3 blocks of 10 minute
games the player performs 3 blocks of 5 minute
games if this is logistically feasible or 2 blocks of
10 minutes instead. This allows the player to still
play at a high intensity without accumulating
fatigue by avoiding a high volume.
Similarly, if the team uses 5v5/7v7 conditioning
games during the conditioning session and
players perform 4 blocks of 5 minute games with
2 minutes rest, the player performs 4 blocks of 3
minute games or 2 blocks of 5 minutes instead.
And finally, if the team uses 3v3/4v4 conditioning
games during the conditioning session and
perform 2 sets of 6 blocks of 1 minute games with
2 minutes rest, they perform 1 block of 1 minute
games instead.
Players in positions that are not as demanding
such as a centre-back by comparison to players
in other positions don’t have to perform as many
actions per minute.
Whilst these players should recover relatively
faster than those in more demanding positions, it
does pose a different problem during the football
conditioning particularly session when planning
the most intense conditioning training games
(3v3/4v4) that is often overlooked.
In 3v3/4v4 games the objective is to improve how
quickly players recover from high intensity football
actions so the number of actions per minute are
extremely high in comparison to the number of
actions in a 5v5/7v7 and 8v8/11v11 game. But in a
game, unlike most other positions centre backs do
not have to perform multiple explosive actions, so
to ask them to do it in 3v3/4v4 games is ‘foreign’
to them. Not only does it give them an ‘overload’
but it potentially places too much of an overload
on them putting them at risk of accumulating too
much fatigue.
It is advisable therefore to manage the exposure
to the most intense conditioning gams (3v3/4v4)
for players in the least demanding positions.
Similar to the previous examples for players with
a history of injury, older and younger players, if
the team are performing 2 sets of 6 blocks of 1
minute 3v3/4v4 games with 2 minutes rest, they
should perform a maximum of 1 set of games.
THE EXPLOSIVE PLAYER
Whenever a player performs an explosive action
they use a large amount of energy. The more
explosive an action is, the greater the amount of
energy that is required.
Fast, powerful players who are able to rapidly
generate force both vertically (jumping & landing)
and horizontally (accelerating and decelerating)
therefore use the most amount of energy per
action.
Whilst this is not a problem in itself, it is important
to be mindful of how much more demanding
training and games are potentially for explosive
players compared to non-explosive players.
It is not uncommon for explosive players to
take longer to recover from games and high
intensity conditioning training, so similar to the
player with a history of injury, on occasions it
may be necessary to allow them extra recovery
time following a game and modify the football
conditioning sessions.
For example, It may be advisable that the explosive
player participates in the conditioning session but
perform the conditioning games in ‘underload’.
So again, hypothetically if the team uses
8v8/11v11 games and the players perform 3
blocks of 10-minute games the player performs 3
blocks of 5 minute games.
If the team uses 5v5/7v7 games and players
perform 4 blocks of 6-minute games, the player
performs 4 blocks of 3-minute games.
And if the team uses 3v3/4v4 games and players
perform 2 sets of 6 blocks of 1 minute the player
performs 1 set of 1-minute games.
There will be many exceptions to the rule and
it may not always be as straight forward as the
examples provided, but failure to recognize that
every individual is different and should be treated
accordingly based on their ‘uniqueness’ may have
a detrimental effect on performance and increase
the risk of injury.
Whilst individual periodisation is necessary within
the team periodisation it should not disrupt the
technical, tactical and physical preparation of the
team or the individuals that fall into these four
specific categories.
152 FIT FOR EVERY GAME
3.2 INDIVIDUAL TRAINING 153
RUNNING EXERCISES
DIAGRAM 6: Interval Run 1 DIAGRAM 7: Interval Run 2 DIAGRAM 8: Interval Run 3
Whilst there is no substitute to playing football
to develop every aspect of the game, running
exercises providing they mirror the intermittent
nature of football, offer an alternative option
to help players in need of special consideration
improve their level of fitness whilst reducing the
risk of unnecessary injury.
Interval runs that replicate the same number
of actions per minute as large, medium and
small sided conditioning games should be used
in conjunction with or instead of the football
conditioning games during conditioning training
sessions for players that fall into the aforementioned
categories: Injury History, Age,
Playing position and Explosivity.
INTERVAL RUN 1
Interval Run 1 is structured to replicate the
demands of 8v8/11v11 games and should be
used for the same duration as the 8v8/11v11
football conditioning games to get the same
training effect.
As you can see in diagram 6 players use the
length of the pitch, start on the touch-line and
jog to the18 yard line. At the 18-yard line players
accelerate (70- 80%) to the half way line through
poles, and jog to the opposite 18-yard line.
Players then go around the pole, accelerate (70-
80%) to the half way line, jog to the 18-yard line
and walk back to the start point and repeat for
the full duration.
By performing interval run 1 players cover the
same total distance per minute as 8v8/11v11
games, the same number of accelerations and
decelerations and acquire the same heart rate
response.
INTERVAL RUN 2
Interval Run 2 is structured to replicate the
demands of 5v5/7v7 games and should be used
for the same duration as the 5v5/7v7 football
conditioning games to get the same training
effect.
As you can see in diagram 7 players use the
width of the pitch, start on the touch line and jog
to the 18-yard line. At the 18-yard line players
dribble ball around cones as fast as possible to
the penalty spot and jog to the opposite 18-yard
line. Players then go around the pole, accelerate
(80- 90%) to penalty spot, jog to the 18-yard line
and walk back to the start point and repeat for
the full duration.
By performing interval run 2 players cover
the same total distance per minute as 5v5/7v7
games, the same number of accelerations and
decelerations and acquire the same heart rate
response.
Again, If the substitutes tend to be the same
players each week it is important to make the
runs progressively harder by varying the type of
runs and also increasing the duration of each set.
INTERVAL RUN 3
Interval Run 3 is structured to replicate the
demands of 3v3/4v4 games and should be used
for the same duration as the 3v3/4v4 football
conditioning games to get the same training
effect.
As you can see in diagram 8 players start level
with the corner of the penalty box, between
penalty box and the half way line and perform
a ‘triangle run’ starting with a ‘press’ by sprinting
forward to cone 2, back to cone 1, forward to the
centre pole and jog to the end pole. Players then
dribble ball around cones as fast as possible to
the half way line and jog to the end pole. Players
then go around pole and accelerate (90-100%)
to centre spot, decelerate and walk back to start
point and repeat for the full duration.
By performing interval run 3 players cover
the same total distance per minute as 3v3/4v4
games, the same number of accelerations and
decelerations and acquire the same heart rate
response.
154 FIT FOR EVERY GAME
3.2 INDIVIDUAL TRAINING 155
KEEPING THE SUBSTITUTES FIT
When the football periodization model is
implemented correctly, the training week is
structured in such a way that players who don’t
play in the game, train the following day so there
is an opportunity for those players to perform a
second football conditioning session to ensure
that they continue to improve their fitness.
In an academy setting or an environment where
players have a day off after a game however
means that players who don’t play are not only
fairly inactive during the game but also the day
after the game.
Whilst this is not a major problem in isolation
when players do this regularly they will begin to
detrain and lose their fitness over time.
Interval runs because they mirror the demands
of the game and contain the same number of
actions per minute as large, medium and small
sided conditioning games will also help the fit
non-selected players (substitutes) maintain their
level of fitness.
Performing interval runs with substitutes when
they have been sitting on the bench all game
however needs careful consideration. It is not
advisable to make players sprint maximally after
a game, but runs that include a progressive build
up of accelerations and decelerations safely are
essential.
DIAGRAM 6: Interval Run 1 DIAGRAM 7: Interval Run 2 DIAGRAM 8: Interval Run 3
INTERVAL RUN 1
When performing interval run 1 with substitutes
after a game it can be performed in exactly the
same way as discussed previously as players
accelerate at 70-80%.
Whilst it is neither advisable or feasible for
substitutes to perform the interval runs for the
same duration as the ‘overload’ 8v8/11v11
football conditioning games however, Interval
Run 1 should be performed as an ‘underload’ to
help players ‘maintain’ fitness levels.
So hypothetically if the team perform 3 blocks of
10-minute 8v8/11v11 games with 2 minutes rest,
substitutes should perform 3 blocks of 5 minute
interval runs with 2 minutes rest.
If the substitutes tend to be the same players
each week it is important to make the runs
progressively harder by varying the type of runs
and also increasing the duration of each set.
INTERVAL RUN 2
When performing interval run 2 with substitutes
after a game it can be performed in almost the
same way as discussed previously but instead of
accelerating at 80-90% players should accelerate
at a slightly slower speed of 70-80%.
Again, whilst it is neither advisable or feasible for
substitutes to perform the interval runs for the
same duration as the ‘overload’ 5v5/7v7 football
conditioning games the runs should at least be
performed as an ‘underload’ to help players
‘maintain’ fitness levels.
So hypothetically if the team perform 4 blocks
of 6-minute 5v5/7v7 games with 2 minutes rest,
substitutes should perform 4 blocks of 3 minute
interval runs with 2 minutes rest.
INTERVAL RUN 3
When performing interval run 3 with substitutes
after a game it can be performed in almost the
same way as discussed previously but instead
of accelerating at 90-100% players should
accelerate at a slower speed of 70-80%.
Similar to Interval Run 1 and 2 whilst it is neither
advisable or feasible for substitutes to perform
the interval runs for the same duration as the
‘overload’ 3v3/4v4 football conditioning games
the runs should at least be performed as an
‘underload’ to help players ‘maintain’ fitness
levels.
So hypothetically if the team perform 2 sets of 6
blocks of 1-minute 3v3/4v4 games with 2 minutes
rest, substitutes should perform 1 set of 6 blocks
of 1-minute interval runs with 2 minutes rest.
If the substitutes tend to be the same players
each week it is important to make the runs
progressively harder by varying the type of runs
and also reducing the rest period between each
set before increasing the duration of each set.
156 FIT FOR EVERY GAME
3.2 INDIVIDUAL TRAINING 157
DETERMINING WHICH TYPE OF
INTERVAL RUN
To ensure that there Is always balance to the
training week and the load on players remains
constant it is important to understand which is
the most appropriate type of interval run to use
when performing running exercises with players
after a game.
This should be determined by the week of the
training cycle of the football periodisation model,
more specifically the overload and underload
games used during that particular week.
You will remember that in weeks 1 and 2 of
each cycle large sided (8v8/11v11) football
conditioning games are used, and whenever
large sided games are used to ‘overload’ players
then medium sided (5v5/7v7) ‘underload’ games
are also used. In weeks 1 and 2 of each cycle
therefore interval run 3 should be used as it
mirrors the demands of 3v3/4v4 games ensuring
there is a balance to the training week for the
non-selected players.
Similarly, In weeks 3 and 4 of each cycle medium
sided games (5v5/7v7) football conditioning
games are used, and whenever medium sided
games are used to ‘overload’ players then small
sided (3v3/4v4) ‘underload’ games are also used.
In weeks 3 and 4 of each cycle therefore interval
run 1 should be used as it mirrors the demands of
8v8/11v11 games ensuring there is a balance to
the training week for the fit non-selected players.
And finally, In weeks 5 and 6 of each cycle small
sided games (3v3/4v4) football conditioning
games are used, and whenever small sided games
are used to ‘overload’ players then large sided
(8v8/11v11) ‘underload’ games are also used. In
weeks 5 and 6 of each cycle therefore interval
run 2 should be used as it mirrors the demands
of 5v5/7v7 games ensuring there is a balance to
the training week for the fit non-selected players.
POSITION SPECIFIC FITNESS
Whilst there is no substitute to playing football
to develop every aspect of the game, there are
individuals that need special consideration at
times during the training week to reduce the risk
of unnecessary injury and ensure that they are
always available for selection for every game in
peak condition.
Interval runs as discussed offer an alternative
option for such players to perform in conjunction
with or instead of taking part in the football
conditioning games during the conditioning
training session.
Although the runs enhance fitness in the same
way as the football games purely from a
conditioning perspective they do not replicate
the actions that players have to perform in
possession, out of possession or in transition.
Similarly they do not place players in an
environment where they have to communicate,
make decisions or execute any technical
element in relation to their decision.
Position specific exercises when performed
effectively bridge the gap between running
exercises and football conditioning games and
although it is impossible to replicate fully the
decision making process of a game, exercises
that relate to the actions players have to perform
in and out of possession at least ‘plant the seed’
and prepare the body for the movements they
will have to perform in a game.
Figures 9 and 10 provide an example of
exercises that can be used for a midfield player
to prime them for the movements that they will
encounter in possession, out of possession and
in transition.
When performed at the intensity of a game
the exercises should be repeated with lots of
rest, hypothetically for 30 seconds between
each repetition to replicate the demands of an
8v8/11v11 game, less rest, hypothetically for 20
seconds between each repetition to replicate
the demands of a 5v5/7v7 game and little rest,
again hypothetically for 10 seconds between
each repetition to replicate the demands of a
3v3/4v4 game.
Whilst this is just one example of exercises that
can be performed for one player in one position,
examples of exercises for other positions can be
seen in the appendix.
It is important to understand however that the
nature of the exercises should vary depending
on the way in which the coach wants to play,
the system and formation that is employed and
the roles and responsibilities of each and every
player.
When designing such exercises therefore
they should be as realistic as possible to the
constraints that players face in a game in
possession, out of possession and in transition.
DIAGRAM 9: Position Specific Fitness : Midfield Player (In Possession)
DIAGRAM 10: Position Specific Fitness : Midfield Player (Out of Possession)
158 FIT FOR EVERY GAME
3.2 INDIVIDUAL TRAINING 159
REGENERATION
4.1 Nutrition
4.2 Recovery
4.3 Rehabilitation
160 161
REGENERATION
NUTRITION
Having highlighted the importance of the planning process using the football
periodisation model, the implementation of various prevention strategies to help
players remain free from injury and discussed the intricacies of the training week to
optimise conditioning, it is important to focus on aspects that will enhance players
ability to recover and regenerate.
Whenever a player performs explosive actions, because the demand for energy is
high, energy stores are rapidly depleted, muscles are damaged and waste is produced
that can cause further damage if it is not removed. Strategies that accelerate the
regeneration process should therefore form part of every players’ daily routine.
Furthermore, whilst such strategies are essential to keep all players free from injury,
it is also important to consider the regeneration and rehabilitation of any players that
sustain an injury in order to accelerate their recovery and ensure safe reintegration to
training.
The focus of the final chapter therefore will be on strategies relating to Nutrition,
Recovery and Rehabilitation of Injured Players.
ALL YOU NEED TO KNOW
Whenever highly talented and well-trained
players play against each other, the margin
between winning and losing is small. Nutrition
will undoubtedly affect both health and
performance, and the food choices made will
affect how well players’ train and consequently
perform in games.
The key to nutrition however is ensuring
that players understand it as it is often more
complicated than it needs to be.
Put simply, If players are to combat energy
depletion, muscle damage and waste production
every time they train and play, they must consume
a balanced diet consisting of at least 4 meals a
day.
Each meal consumed should consist of energy
foods (carbohydrates), repair foods (protein),
protection foods (vitamins and minerals) good
fats and fluids.
The following information explains why each
food group is important, what foods make up
each food group, how much of each food is ideal,
and when such food should be consumed to
ensure it is fully digested and available for use.
162 FIT FOR EVERY GAME
4.1 NUTRITION 163
ENERGY FOODS: CARBOHYDRATES
WHY ARE CARBOHYDRATES IMPORTANT?
Carbohydrate is the main source of energy that
supplies the muscles and the brain with the fuel
they need to function. The body can only store
enough carbohydrate for one hard days training,
so a players eating & drinking strategies are
essential for providing sufficient energy for each
training session and also optimising the recovery
of carbohydrate stores between training sessions
and games.
Whenever a player performs an action, energy is
required. The more explosive the action is, the
more energy that is required. The greater the
intensity of a training session or game therefore
suggests the greater the need is for carbohydrate.
WHAT FOODS ARE RICH IN CARBOHYDRATES?
Carbohydrates can be classed as starchy
carbohydrates, fruit and vegetables, beans &
pulses. Starchy carbohydrates are the most
energy dense and provide the most energy over
a sustained period of time and should therefore
be the main form of carbohydrates consumed
each meal. Large portions of any of the following
foods should be consumed before, during and
after training, the day before a game, game day
and the day after a game.
Porridge Oats, Granola, Bran Flakes, Weetabix,
Rice Crispies.
Sweet Potatoes, Baked Potatoes, Boiled Potatoes,
Mashed Potatoes
Basmati Rice, White Rice, Brown Rice, Jasmine
Rice,
Wholemeal Bread, Pitta Bread, Bagels
Egg noodles, Rice Noodles, Pasta, Spaghetti,
Quinoa, Cous-cous
Fruit & Vegetables provide carbohydrate and
also a host of vitamins and minerals required
to support a healthy fast metabolism, immune
system and general health. Any of the following
section of fruit should be consumed 3-4 times a
day with meals or as a snack between meals
Apple, Avocado, Banana, Berries, Cherries, Fruit
salad, Grapefruit, Grapes, Kiwi, Mango, Melon,
Nectarine, Orange, Pear, Pineapple, Plum,
Tangerine.
Dried fruits are very high in sugar and should
be consumed either immediately before or
immediately after training and games.
Apricots, Raisins, Dates
Vegetables should be consumed with every meal
in equal proportion to carbohydrate and protein.
Any of the following section of vegetables should
be consumed 3-4 times a day with meals or as a
snack between meals
Aubergine, Asparagus, Beetroot, Broccoli, Brussel
Sprouts, Butternut Squash, Cabbage, Carrots,
Cauliflower, Courgette, Corn, Cucumber, Celery,
Green beans, Kale, Leek, Lettuce, Onion, Peas,
Peppers, Spinach, Tomato.
HOW MUCH CARBOHYDRATE SHOULD BE
CONSUMED?
A players carbohydrate intake should be based
on the amount of energy required for their level
of activity each day. And given the fact that both
the intensity and duration of activity will change
depending on the emphasis of the training
session, game or stage of recovery players should
alter the amount of carbohydrate they consume
daily.
Generally speaking, a players’ daily carbohydrate
consumption should be based on their body
weight and consist of between 4-6 grams of
carbohydrate per kilogram of bodyweight for a
day when physical activity is low and 7-10 grams
for a day when physical activity is high.
For example, a player weighing 80 kilograms
would require a daily intake of 320-480
grams (80kg x 4-6kg per kg of bodyweight) of
carbohydrate when they are least active and 560-
800 grams (80kg x 7-10kg per kg of bodyweight)
when they are most active.
164 FIT FOR EVERY GAME
4.1 NUTRITION 165
For a practical understanding, figure 44 provides
some simple guidelines regarding the amount
of carbohydrate that should be consumed for
players of different weights based on activity
level.
Once players understand what foods are rich in
carbohydrate and how much carbohydrate they
need each day to fuel performance for training
sessions of different intensities and games, It is
important to understand what this equates to
each meal so that they can accurately plan what
to consume.
Figure 45 provides an example of foods that
contain 50 grams of carbohydrate to help players
make informed decisions when planning their
carbohydrate intake.
Using the example of a player weighing 80kg, by
selecting two of the options from figure 45 for
breakfast and lunch and two of the options for
dinner and supper would provide a total of 400g
of carbohydrate, enough to meet the demands
of a day of low activity levels.
Similarly by selecting four of the foods from
figure 45 for breakfast, lunch, dinner and supper
would provide a total of 800g of carbohydrates,
enough to meet the energy demands of a day of
high activity levels such as a match day.
FIGURE 44: Carbohydrate intake
(grams per kilogram of bodyweight)
WEIGHT
LOW INTENSITY
5-7G
HIGH INTENSITY
7-10G
60 300-420 420-600
65 325-455 455-650
70 350-490 490-700
75 375-525 525-750
80 400-560 560-800
85 425-595 595-850
90 450-630 630-900
FIGURE 45: Food sources that contain 50 grams of
Carbohydrate
BREAKFAST
• 1 small bowl of Porridge Oats with banana &
honey
• 2 Slices of Wholemeal Toast with strawberry jam
• 1 large bowl of Bran Flakes with banana & a cup
of orange juice
• 2 Wholemeal Bagels with 2 tablespoons of
baked beans
• 2 Blueberry Pancakes with banana & 2
tablespoons of maple syrup
LUNCH
• 2 serving spoons of White Basmati Rice
• 2 Baked Potatoes
• 2 serving spoons of Mashed Sweet Potato
• 2 Serving Spoons of Couscous
• 3 serving spoons of egg noodles with soy sauce
DINNER
• 2 serving spoons of White Basmati Rice
• 2 serving spoons of White Spaghetti
• 2 serving spoons of Whole Wheat Pasta
• 2 Wholemeal Pitta Breads
• 3 serving spoons of rice noodles with sweet chilli
sauce
SNACKS
• 1 Banana & 1 Pint of Apple Juice
• 2 Jumbo Snack-A-Jack Caramel Rice Cakes with
sliced banana & strawberry jam
• 3 Plain Oat Cakes with a sliced banana
• 8 Dates
• 40 Dried Apricots
The amount of carbohydrate required each meal
however particularly for a day of high intensity is
high and players may find it difficult to consume
so much in one serving.
Figure 46 provides an example of foods and
fluids that contain 25 grams of carbohydrate and
are ideal alternatives for players to consume
between meals.
FIGURE 46: Food sources that contain 25 grams of
Carbohydrate on the figures
WHEN SHOULD CARBOHYDRATE BE
CONSUMED?
Although figures 45 and 46 show foods that
contain 50g of carbohydrates and 25g of
carbohydrate respectively helping players to
structure their meal plans, there are times in
the day when players should consume a higher
volume of carbohydrate than others.
Given the amount of energy required each day
to function and also perform a high level of
training, meals should primarily be spread out
over the entire 24 hours, but players should be
encouraged to eat the largest meals during the
periods when they are most active. (Providing
the choices they make are consumed in
sufficient time to allow for complete digestion)
For example, upon waking from a period of
fasting (sleep) the stores of carbohydrate in the
body are depleted and the demand for energy
increases significantly.
So breakfast should consist of a relatively
high-energy meal to fuel the increased energy
requirement, but also to deliver sufficient
energy to the blood stream to be transported
to the muscles and used when required during
training.
If teams’ train in the morning after breakfast,
the lunchtime meal should also be high in
energy to help replace the carbohydrate used
during training.
If activity levels then taper off after lunch and in
the evening, both dinner and suppertime meals
should be lower in energy by comparison to
that of breakfast and lunch as there is less need
for energy.
CARBOHYDRATE REPLENISHMENT AFTER
MATCHES
The period following a hard training session
or game is the most important time for players
to consume carbohydrate to rapidly replenish
severely depleted energy stores.
Players should try to consume approximately
1g of carbohydrate per kilogram of bodyweight
every hour for the first 4 hours given the
additional energy expenditure during the event.
Again using the same example, a player weighing
80 kilograms should consume 80 grams of
carbohydrate every hour for the first four hours,
a total of 320 grams.
This can be achieved by selecting foods from
figure 45 or using a selection of those foods in
figure 46 that may be more appetising at a time
when players don’t often feel like consuming
high amounts of whole food.
166 FIT FOR EVERY GAME
4.1 NUTRITION 167
1 Banana
1 Pint of Apple Juice
2 tablespoons of strawberry jam
2 tablespoons of honey
2 Jumbo Caramel Snack A Jack Rice Cakes
4 Oat Cakes
4 Dates
1 bowl of mixed fruit salad
1 slice of wholemeal bread
REPAIR FOODS: PROTEIN
WHY IS PROTEIN IMPORTANT?
Protein plays a key role in the adaptations that take
place in response to training. Amino acids from the
ingestion of protein-rich foods form building blocks
that aid the development of new muscle tissue and
also the repair of damaged tissue.
Beyond repairing damaged muscle tissue protein
also plays a key role in immune function. Adequate
protein intake therefore, plays a key role in
maintaining general health throughout the season.
Whenever a player performs an action ‘micro tears’
occur and cause damage to a small number of
muscle fibres. The more explosive the action is the
more damage is caused so the greater the intensity
of a training session or game the greater the need
is for protein.
WHAT FOODS ARE RICH IN PROTEIN?
Protein can be classed as meat, poultry, fish and
dairy products. The issue with protein is that it
also comes combined with fat and players need
to keep fat intake as low as possible to make
extra room for protein and carbohydrate for
optimal performance.
The following foods rich in protein are foods with
the lowest fat content that should be consumed
frequently to the highest fat content that should
be consumed sparingly.
Whey protein, Egg whites, Sea bass, Cod, Halibut,
Tuna, Turkey Breast, Snapper, Prawns
Venison, Haddock, Chicken Breast, Swordfish,
Trout, Fillet Steak, Mackerel, Salmon, Pork
Chicken Thighs, Whole Egg, Beef Mince, Sirloin
Steak, Parma Ham, Ribeye Steak, Beef Burger,
Bacon, Chorizo
Dairy Products are a great source of high quality
protein as well as carbohydrate. They also
provide lots of calcium which plays a crucial role
in keeping bones fit and strong.
Similar to meat, poultry and fish it is important to
opt for the lowest fat options to optimize health
and performance.
Greek 0% Yoghurt, Greek 2% Yoghurt, Fat free
fromage frais, Fat free goats milk yoghurt, Fat
free Yoghurt, Feta Cheese, Light Philadelphia
Cheese.
Low fat Buffalo Mozarella Cheese, Low fat
Cottage Cheese, Low fat Goats Cheese, Quark,
Skimmed Milk
Semi Skimmed Milk, Semi-Skimmed Goats Milk,
Yazoo Milkshake
HOW MUCH PROTEIN SHOULD BE
CONSUMED?
Because protein has many roles within the
body, a players’ protein intake should remain
consistent each day with the exception of the
day after a game where the need for protein is
extremely high to enable players to fully recover
in preparation for the next training session or
game.
As a general rule, players’ protein consumption
similar to carbohydrate should be based on their
body weight and consist of between 1.5 and 2
grams of protein per kilogram of bodyweight
each day to sustain the desired level of
performance and maintain good health.
For example, a player weighing 80 kilograms
would require between 120grams (80kg x
1.5grams per kg of bodyweight) and 160grams
(80kg x 2grams per kg of bodyweight) of protein
each day.
For a practical understanding, figure 47 provides
some simple guidelines regarding the amount of
protein that should be consumed for players of
different weights.
FIGURE 47: Protein Intake (grams per kilogram of
body weight)’
WEIGHT LOW INSTENSITY HIGH INTENSITY
60 90-120 90-120
65 100-130 100-130
70 105-140 105-140
75 115-150 115-150
80 120-160 120-160
85 130-170 130-170
90 135-180 135-180
168 FIT FOR EVERY GAME
4.1 NUTRITION 169
FIGURE 48: Foods containing 30 grams of Protein
BREAKFAST
• 3 Pots of Strawberry Yoghurt
• 4 Serving Spoons of Scrambled Eggs
• 2 Poached Eggs
• 1 Slice of Thick Cut Ham
• 3 Slices of Smoked Salmon
LUNCH
• 1 Chicken Breast
• 3 Small Eggs
• 1 Salmon Fillet
• 1 Turkey Breast Steak
• 1 Can of Tuna (springwater)
DINNER
• 3 tablespoons of Lean Beef Mince
• 1 Steak Burger
• 1 Pork Loin Chop
• 1 Fillet of Haddock
• 1 Fillet of Sea Bass
SNACKS
WHEN SHOULD PROTEIN BE CONSUMED?
Similar to the recommendations for carbohydrate,
the total protein intake should be spread across
4-6 meals to both stimulate muscle protein
synthesis, and encourage growth of new tissue.
Because protein has multiple biological roles
and not just the regeneration of muscle tissue, it
is important that players not only include protein
in each meal but consume the same amount of
protein each time they eat a meal or snack.
PROTEIN CONSUMPTION AFTER MATCHES
The period following a hard training session
or game is when muscle fibres are severely
damaged and in need of repair. Similarly due
to the ‘stress’ that occurs as a result of many
metabolic reactions, harmful objects known
as ‘free radicals’ move around the muscle cells
causing even further damage.
Whilst this process is often what enables the
body to adapt and get stronger it is important
that protein immediately after exercise is not
only high but readily available.
This can be achieved by choosing liquid form
‘recovery drinks’ that contain whey protein
within the first 20-30 minutes followed by an
additional intake of protein in the form of food
within an hour and again within 4 hours.
Players rarely feel like consuming large amounts
of food immediately after a game and because
whey protein is protein in its simplest form it
does not take long to break down and digest.
• 1 Scoop of Whey Protein
• 6 Tablespoons of Natural Greek Yoghurt
• 5 Tablespoons of Fat Free Cottage Cheese
• 12 Tablespoons of Goats Milk Yoghurt
• 1 Pint of Semi-Skimmed Milk
170 FIT FOR EVERY GAME
4.1 NUTRITION 171
Figure 49: Ideal Fruits & Vegetables for daily
consumption
PROTECTION FOODS: VITAMINS & MINERALS
RED
Apples, Cherries, Grapes, Peppers, Strawberries,
Tomatoes, Water Melon
PINK
Grapefruit, Raspberries
ORANGE
Mango, Nectarine, Orange, Peaches, Tangerine
YELLOW
Bananas, Carrots, Oranges, Peppers, Pineapple
GREEN
Apples, Avocado, Broccoli, Cabbage, Celery,
Grapes, Green Beans, Kale, Kiwi Fruit, Spinach
BLUE
Blueberries
PURPLE
Aubergine, Beetroot, Cabbage, Plums, Grapes
WHITE
Cauliflowers, Onions, Potatoes
WHY ARE VITAMINS & MINERALS IMPORTANT?
Vitamins and minerals play a fundamental role
in the conversion of food to energy, lethargy and
fatigue being common symptoms of vitamin and
mineral deficiencies.
Players could be consuming sufficient amount
of energy through their carbohydrate intake for
example, but if they fail to meet their vitamin
and mineral requirements they will not be able
to convert that carbohydrate source to energy
effectively or efficiently.
Vitamins and minerals, specifically those known
as ‘antioxidants’ also help to combat the negative
effects of ‘exercise induced stress’ by reducing
the amount of ‘free radicals’ circulating within
the bloodstream.
Free radicals are atoms or groups of atoms with
an ‘odd’ or ‘unpaired’ number of electrons that
destroy cells in order to complete their structure.
Whenever players perform explosive actions,
free radicals (waste products) are formed that
float around in the bloodstream. The more
explosive actions, the more free radicals that are
produced and the greater the need for vitamins
and minerals high in antioxidants.
WHAT TYPE OF VITAMINS AND MINERALS
SHOULD BE CONSUMED?
A balanced diet of carbohydrate, protein, fruit,
vegetables, nuts and seeds should provide a
player with a large variation of vitamins and
minerals and therefore sufficient amounts to
help the body build up a natural defence against
the damaging effects of stress.
More specifically, fruits and vegetables
particularly those with strong colours are
indicative of a high vitamin and anti-oxidant
content so players should attempt to include a
‘rainbow’ of colour at every feeding opportunity.
WHEN SHOULD VITAMINS AND MINERALS
BE CONSUMED?
Because the calorie content of fruit and
vegetables are relatively low in comparison to
more dense carbohydrates, players should be
encouraged to add vegetables to every meal
in the same proportion as carbohydrate and
protein in addition to a side plate of fruit.
VITAMIN AND MINERAL CONSUMPTION
AFTER MATCHES
Because the game is the time when the most
damage to muscle fibres occurs and free
radical production is high, it is important for
players to consume fluid and food sources high
in antioxidants immediately to prevent free
radicals from further damaging muscle tissue.
This can be achieved by making a range of
fruit available to nibble on in addition to fruit
smoothies that contain a wide range of different
fruits combined with water for rehydration within
the first hour post match.
Additionally, as part of a structured post match
nutrition strategy players should be encouraged
to eat a balanced meal within an hour and again
within 4 hours to accelerate the recovery process.
Because each type of fruit and vegetable have
different vitamin and mineral content and also
varying levels of antioxidants, each meal should
consist of a rainbow of colour (as many different
colours as possible.)
Figure 49 provides examples of different types
of fruit and vegetables that should form part of
players every day meal plan.
172 FIT FOR EVERY GAME
4.1 NUTRITION 173
ESSENTIAL FATS
WHY ARE ESSENTIAL FATS IMPORTANT?
Essential Fats are an important part of the diet as
they provide a source of energy for low intensity
activity, aid the absorption of fat-soluble vitamins
like vitamin A, D, E and K and help produce antiinflammatory
molecules that reduce the effects
of inflammation.
Regular, prolonged high-intensity exercise
increases inflammation that is often the cause
of joint pain and swelling at active joints.
Consuming essential fats high in Omega 3 fatty
acids are therefore critical
WHAT FATS ARE ESSENTIAL FATS?
Essential fats are mainly unsaturated or
polyunsaturated fats that contain high levels
of Omega 3 fatty acids that are the most antiinflammatory
nutrient on the planet and help
to reduce swelling and improve both heart and
brain health.
UNSATURATED FATS
Unsaturated fats typically include nuts, seeds
and oils and can be consumed in small quantities
with a side portion of salad or fruit. Suitable
unsaturated fats include any of the following:
Almonds, Avocado, Brazil Nuts, Cashew Nuts,
Flax seeds, Hemp seeds, Olives, Macadamia
Nuts, Pistachio Nuts, Walnuts.
POLYUNSATURATED FATS
Polyunsaturated fats typically include oily fish
such as mackerel and salmon whilst taking fish oil
supplements daily are also highly recommended.
TRANS FATS
The only bad fats are trans fats that have no
nutritional value whatsoever and can lead to
severe health problems when consumed in large
amounts. Trans fats are found in processed,
refined and manufactured foods such as crisps,
cakes, sweets and fast foods and should be
avoided.
HOW MUCH FAT SHOULD BE CONSUMED?
Whilst essential fats are important for numerous
reasons it is important to understand that fat
should be consumed in moderation
Carbohydrate is the predominant energy
source during a football match and high fat
meals and high fat diets reduce bodily stores
of carbohydrate. So If the carbohydrate stores
within the body are reduced, the player will be
unable to sustain exercise performance.
Optimal carbohydrate stores are capable of
prolonging fatigue during exercise by 20% and
improving performance of skilled tasks by 2-3%.
To maintain high-intensity exercise performance,
meals should therefore focus on carbohydrates,
with small quantities of essential fats.
WHEN SHOULD FATS BE CONSUMED?
Essential Fats should form part of every meal
albeit in small quantities but given the fact that
it can take up to 3 hours to fully digest it should
be avoided prior to high intensity training and
games.
SATURATED FATS
Saturated fats are not necessarily bad fats
but should be consumed in extremely small
quantities. Acceptable saturated fats include
foods such as butter (unsalted), coconut oil, full
fat milk, cheese and yoghurt.
174 FIT FOR EVERY GAME
4.1 NUTRITION 175
FLUIDS
WHY ARE FLUIDS IMPORTANT?
Whenever a player performs an action, the brain
must filter information from its surroundings,
make a decision and inform the muscles to
contract accordingly via electrical impulses all
in a matter of milliseconds.
The more explosive an action is, and the more
explosive actions that are performed, the greater
the requirement of electrical impulses and
therefore fluid intake given the fact that water
conducts electricity and plays a vital role.
Dehydration of just 2% can significantly impair
performance through a large reduction in
strength, speed and power and also impair
cognitive function such as decision-making and
focus all of which are critical to the performance
of a footballer.
Dehydration can also significantly increase
a players’ perception of fatigue so players
complaining of lethargy and fatigue in training
or on match days should review their hydration
strategy and be monitored accordingly,
Disrupted sleep, depleted carbohydrate stores
and dehydration are all common causes of
fatigue.
WHAT FLUIDS ARE MOST SUITABLE?
Dehydration during a 90 minute football match
or a high-intensity training session is common
and players can expect to lose between 1-5%
body weight through loss of fluid depending on
the conditions.
Although the weight loss can be attributed to
the loss of water through sweating, electrolytes
that are essential for muscle contraction are also
lost so the inclusion of key electrolytes sodium,
potassium and calcium in the rehydration
formula will ensure complete fluid balance is
restored.
Similar to food, the most suitable fluids to
consume daily are those that are most naturally
occurring and free from additives. Water should
be the most frequently consumed fluid but here
is a list in order of best to worst.
The fluids highlighted in green should be everyday
options, those in amber should be limited to 1-2
per week and those in red completely avoided.
Water, Carbonated/ fizzy water, Water with
sugar free cordial, Tea (no milk or sugar),
Coffee (no milk or sugar)
Diet soft drinks (eg. Coke zero), Flavoured
water (eg. Volvic mixed berries), Water with
sugar sweetened cordial, Fruit juice
Fizzy soft drinks (eg. Coca-Cola)
Fruit juice can be useful before & after matchesas
they provide lots of carbohydrate, which is a fuel
during exercise, but otherwise they should be
limited.
HOW MUCH FLUID SHOULD BE CONSUMED?
Players should aim to consume an absolute
minimum of 35 ml per kilogram of body weight
on a daily basis. This is sufficient to maintain
hydration while sedentary but players should
also consume at least 500 ml of fluid for every
hour of exercise completed.
For example, a player weighing 80 kilograms
would require a daily fluid intake of at least 2700
millilitres (80kg x 35 ml per kg of body weight).
FLUID CONSUMPTION AFTER MATCHES
To completely rehydrate after training and
games players should consume 1.5 litres of fluid
for every kilogram of weight lost during exercise.
To ensure this is accurate players should be
encouraged to weigh themselves before and
after matches and training.
176 FIT FOR EVERY GAME
4.1 NUTRITION 177
MONITORING
Understanding why each food group is important,
what foods make up each food group, how
much of each food is ideal, and when such food
should be consumed should help players remain
healthy, perform and recover each day.
Monitoring Body Composition (body weight
and body fat) regularly is critical however to
tracking nutritional progress. If players gain
weight unintentionally, it is likely that they are
consuming too much food and are taking in more
energy than they are using. Just a 2% increase
in body fat over time can have a significant
detrimental effect on speed, strength, power,
endurance and overall performance.
Similarly, if players lose weight unintentionally
it is likely that they are consuming too little
food or fluids and are using more energy than
they are taking in potentially becoming energy
deprived or dehydrated. Just a 2% decrease in
body weight on a daily basis can have the same
significant detrimental effect on speed, strength,
power, endurance attention and concentration.
Given the negative effects of losing weight in
the short term and gaining body fat over longer
periods it is important to help players know
exactly how much energy they should take in
daily to avoid unnecessary weight gain or weight
loss.
BEING PRECISE
In order to determine exactly how much energy
an individual requires and quantify that into
total daily calories, it is important to calculate a
players metabolic rate (how much energy they
burn when resting) in addition to how much
energy they burn when they are active.
Whilst the most accurate measurement of an
individuals’ metabolic rate include clinical tests
that use oxygen and carbon dioxide analysis
following 12 hours of fasting and 8 hours
sleep, this is neither practical nor realistic for
footballers.
CALCULATING METABOLIC RATE
The most widely accepted method to estimate
a players Basal Metabolic Rate (BMR) therefore
is to use mathematical equations that correlate
with such clinical tests. All that is required to use
one of the simplest equations (Mifflin St Jeor) to
calculate metabolic rate is a players age, gender,
height and weight. (Figure 50)
AGE
Metabolic Rate starts to decrease after the age
of 30 because as you age muscle mass starts to
decline by 5-10%. This can and should however
be negated by effective implementation of the
football periodisation model and appropriate
strength exercises based on the fact that
resistance training helps to maintain lean muscle
mass.
GENDER
Whilst there is relatively little difference in Basal
Metabolic Rate in men and women of the same
height and weight, women typically have a lower
Metabolic Rate because they are smaller and
have a lower ratio of lean mass, bone and fat.
HEIGHT AND WEIGHT
The more mass an individual has, the more fuel
they require for larger organs so their metabolism
will be higher. If an individual loses weight,
then their metabolism decreases. Similarly,
individuals with lean, dense, heavy muscles will
require more fuel to feed such muscles than
individuals with less lean muscle mass
The Mifflin St Jeor formula is widely used as it
only requires basic data, but if a players’ body
composition is known (body fat percentage,
amount of fat mass and fat free mass) there is a
more accurate formula that should be used for
a more accurate calculation of an individuals
resting energy expenditure.
FIGURE 50: Mufflin St Jeor equation for calculating
Basal Metabolic Rate
Men
BMR = 10 x weight (kg) + 6.25 x height (cm) – 5 x age
(years) + 5
Women
BMR = 10 x weight (kg) + 6.25 x height (cm) – 5 x age
(years) – 161
Taking a 27 year old male, 180cm tall weighing
80kg as an example the metabolic rate can be
calculated as follows:
BMR = 10 x weight (80kg) + 6.25 x height (180cm)
– 5 x age (27years) + 5
BMR = 800 +1125 - 35 + 5
BMR = 1895 calories
CUNNINGHAM EQUATION
In contrast to the Mifflin St Jeor equation,
the Cunningham equation measures Resting
Metabolic Rate (RMR). And although BMR and
RMR both estimate the amount of calories you
burn at rest, RMR accounts for eating and small
amounts of activity.
FIGURE 51: Cunningham equation for calculating
Basal Metabolic Rate
BMR = 500 + 22 x fat free mass
Using the same example as before the players
metabolic rate using the Cunningham equation
can be calculated as follows:
BMR = 500 + 22 x fat free mass (72kg)
BMR = 500 + 22 x 72
BMR = 500 + 1584
BMR = 2084 calories
As you can see the calculations using the two
formulas show different estimations of calories
needed during rest for the same individual. (BMR
1895 calories, RMR 2084 calories.) Therefore,
the more information that is known about the
individual, the more accurate the calculation
will be.
THERMIC EFFECT OF EATING (TEF)
Typically an individual will require between
5-10% of total calories ingested daily to digest,
absorb and store the nutrients from the food
consumed each meal. This is known as the
thermic effect of food (TEF). This would mean
for example that if you eat 2000 calories per day,
roughly 100-200 calories will be burned each
day as a result of the thermic effect of food.
Given the fact that the Cunningham formula
accounts for the thermic effect of food, it is more
advantageous to know the body composition
of individuals when calculating their metabolic
rate.
CALCULATING PHYSICAL ACTIVITY
Once the Basal or Resting Metabolic Rate of a
player is known, it is important to calculate the
energy expenditure of the physical activities they
perform each day that contribute to between 20-
30 per cent of their total energy expenditure.
It is neither practical nor realistic to attempt to
account for every minute of every day, but similar
to the calculation of Metabolic Rate, this can be
done using a validated scale that is widely used
to account for different levels of activity.
178 FIT FOR EVERY GAME
4.1 NUTRITION 179
HARRIS BENEDICT ACTIVITY FACTOR
To calculate total daily energy expenditure
simply multiply a players metabolic rate by the
relevant activity factors in figure 52.
Using the 80kg player with a BMR of 2084
calories and taking into consideration how
frequently players train when following the
football periodisation model, their activity level
would be classed as Heavy. (Intensive exercise
for 60 mins 5-7 times per week)
A players total energy expenditure should then
be calculated as follows:
BMR x 1.7
2084 x 1.7
3543 calories daily.
Once the total energy expenditure is known
players should then be encouraged to implement
a strategy of ensuring that their energy intake
matches their energy expenditure through a
series of meal plans and snacks.
The following information is an example of a 3
day meal plan that can be used with a player
requiring 3500 calories a day. An example of
a 3 day meal plan for players requiring other
amounts from 2000 calories to 5000 calories can
be seen in the appendix.
THE ENERGY EXPENDITURE TOOL
The Energy Expenditure Tool is a tool that should
be used as a starting point when providing
any player with specific advice about nutrition
without having to manually calculate metabolic
rate and physical activity. (Figure 53)
It considers the simple principle of energy
balance, where energy intake should always
equal energy expenditure in order to support
health, performance and recovery.
Given the players age, gender, height, weight
and body fat percentage, it estimates the
amount of energy that they use just to function.
It then factors in the players’ activity level and
provides a total daily energy expenditure. This is
considered the players daily energy requirement.
If the player’s body composition and level of
performance is ideal, the energy the player
needs to consume should match the calculated
expenditure and a series of meal plans should be
devised. These should within reason include all
the foods they enjoy and exclude the foods they
don’t to ensure that the precise energy intake is
realistic and achieved daily.
FIGURE 52 : Harris Benedict equation for calculating Activity
ACTIVITY LEVEL DESCRIPTION DAILY CALORIES NEEDED
Light Little or no exercise BMR x 1.2
Mild
Moderate
Heavy
Intensive exercise for 20 mins 1-3 times per
week
Intensive exercise for 30-60 mins 3-4 times per
week
Intensive exercise for 60 mins 5-7 times per
week
BMR x 1.375
BMR x 1.55
BMR x 1.7
Extreme Multiple intensive training sessions every day BMR x 1.9
180 FIT FOR EVERY GAME
4.1 NUTRITION 181
REGENERATION
RECOVERY
Given the demands of a typical season where players are required to train frequently
and play at least one game each week, recovery should be at the forefront of every
players mind particularly following a game or following a football conditioning session.
The quicker the mode of recovery is implemented the quicker the body can turn from
catabolic, where tissue in the body is being broken down to anabolic where tissue in
the body is being rebuilt.
There are many ways to accelerate the recovery process and by making recovery
a habit will undoubtedly help to both optimize performance and reduce the risk of
injury by ensuring the body is always in a state of homeostasis (balance).
Whilst it might not be practical to perform every mode of recovery every day, players
should aim to incorporate as many of the following tried and tested methods as possible
into their daily routine. It is important to understand however that there isn’t a bible
about what mode of recovery is the best for each and every player so it is important
that players are educated about the benefits of each modality and take responsibility
for finding what works best for them so that they are fully prepared come game day.
NUTRITION
Given the fact that only food and fluid
consumption can help players’ refuel, repair and
rehydrate, nutrition plays an essential role in the
recovery process particularly in the first 24 hours.
Players should therefore be extremely disciplined
and implement a specific nutrition protocol
immediately after every training session and
game.
POST TRAINING
Following training many players may perform
additional activities or take a shower but
because the first 20-30 minutes post exercise is
the time when circulation is high it is the ideal
time to consume nutrients.
STAGE 1: IMMEDIATELY
A recovery drink that consists of fast releasing
carbohydrate (glucose), fast releasing protein
(whey) and water creates a surge in the hormone
insulin that not only carries the glucose (sugar)
from the recovery drink but also transports the
whey (protein) into the muscle cell for repair
and regeneration of damaged muscle tissue.
A tasty nutritious drink also helps to rehydrate
players and is easy to consume and digest at a
time when players appetite is often suppressed.
STAGE 2: WITHIN 1 HOUR
As discussed within the nutrition section of this
chapter, it is important that players consume
balanced meals in the form of carbohydrate
to help them refuel, protein to help repair
damaged muscles, fruit & vegetables to
counteract muscle damage, essential fats to
reduce inflammation and fluids to rehydrate.
Soup, Salad, Lean meat or fish, rice and green
vegetables, fruit with natural yoghurt and
walnuts and a glass of water are an example
of what should be consumed for lunch within
an hour of exercise providing all the essential
nutrients in abundance.
In addition to the consumption of a nutritious
recovery shake immediately after training and
a balanced meal within an hour of training,
players should recognize the importance of
eating another balanced meal for dinner and
healthy snacks before and after to further help
the body refuel, regenerate and rehydrate.
182 FIT FOR EVERY GAME
4.2 RECOVERY 183
POST GAME
Because the amount of distance covered, high
intensity distance and number of accelerations
and decelerations in a game is higher than that
of a training session, the energy expenditure is
significantly higher so the need for nutrition is
also of more significance.
STAGE 1: IMMEDIATELY
Given the emotions players experience in a
game and the increase in intensity and duration
in comparison to training, players rarely have an
appetite for food.
Because the first 20-30 minutes post exercise is
the ideal time to consume nutrients however it
is even more important post game that players
consume a recovery drink that consists of fast
releasing carbohydrate (glucose), fast releasing
protein (whey) and water to start the recovery
process straight away.
STAGE 2: WITHIN 1 HOUR
Although players may still not have an appetite
for food within the first hour after a game, it is
still important that they consume additional
carbohydrate to help them refuel, protein to help
repair damaged muscles and fluids to rehydrate.
Quick access finger foods such as sweet potato
wedges, pitta bread pizza, chicken wings, chicken
skewers, muffins and smoothies are all simple
food sources dense in carbohydrate, protein and
vitamins that players are more likely to nibble
on during an important window of opportunity
versus sitting down and attempting to consume
a large meal.
STAGE 3: WITHIN 4 HOURS
Players will start to feel hungry within 3-4 hours
after a game and should be encouraged to
consume a balanced meal with ‘the perfect
plate’ in mind.
Chicken & Sweetcorn Soup, Salmon and Broccoli
with Pasta, a side Salad with Walnuts and a bowl
of mixed berries, natural yoghurt and honey
is an example of a balanced meal perfect for
consumption at this time.
STAGE 4: WITHIN 24 HOURS
To enhance the recovery process it is important
that players continue to consume the same key
nutrients in equal proportions for the following
24 hours in the form of at least four balanced
meals (breakfast, lunch, dinner and supper).
ACTIVE RECOVERY
Whenever players perform explosive actions for
prolonged periods, energy stores are depleted,
muscle fibres are damaged and waste products
build up inside the muscle that can cause further
damage if they are ‘locked’ inside the body and
not removed.
Performing additional exercise albeit at a steady
state, at a low intensity and for a short duration
immediately after both hard training and games
will help elevate heart rate above resting levels
and increase blood flow to and from active
muscles transporting key nutrients to muscles
and carrying waste product back to the heart for
removal.
Encouraging players to jog for 5 minutes once
they have got their breath back following
exercise ending with some simple back and hip
mobility exercises will help them ‘flush out’ waste
products, reducing the actual amount of damage
caused and accelerate the recovery process.
Cycling or swimming whilst slightly less practical
offer an excellent alternative to jogging
particularly the day after a hard training session
or game.
FOAM ROLLER
Given the number of changes of direction, the
number of accelerations and decelerations
that take place and the rotational nature of the
game, it is not uncommon for players to develop
tightness and even knots in muscles that may
restrict movement and over time potentially
lead to injury.
Performing foam roller exercises immediately
after training and games will not only help to iron
out knots in muscles and reduce tightness but it
will also help to drain waste out of the muscles
through the lymph glands into the bloodstream
for removal.
Players should be encouraged to perform 4-6
rolls up and down key muscle groups such as
upper and lower back, glutes, hamstrings, calfs,
quadriceps, adductors and IT band immediately
after hard training and games and the day after
a game.
MASSAGE
Whilst the use of foam rollers are a form of self
regulated ‘massage’, frequent massage of key
muscle groups by a trained practitioner will
accelerate the recovery process further and also
promote a feeling of wellbeing.
Through methods such as triagger point
release, acupuncture, deep tissue massage and
manipulation ‘masseurs’ help to release areas
of tension, tightness and soreness and increase
range of movement.
Similar to performing foam roller exercises
frequently, regular massage will also help to
drain waste out of the muscles through the lymph
glands into the bloodstream for removal and
should be performed with the same practitioner
where possible after each football conditioning
training session and game.
HYDROTHERAPY
Following intense training and games where
muscles, joints and connective tissue have
been loaded, many players may benefit by
avoiding weight bearing modes of recovery such
as jogging, opting instead for a water based
alternative.
Immersion in water helps the body to produce
‘endorphins’ that enhance mood and wellbeing
and the pressure of the water increases
circulation from the ankles back to the heart to
help remove metabolic waste.
Players should be encouraged to perform some
form of hydrotherapy every day but particularly
immediately after a hard training session and
game.
There are however a number of ‘hydrotherapy’
modalities all of which are of great benefit if
they are used at the correct time.
NEUTRAL TEMPERATURE DEEP (28-32°C)
Perfect for use at any time and should be
performed for 10-15 minutes. Players should
be encouraged to perform a range of flexibility
exercises whilst they gently move through the
water creating a gentle resistance.
The neutral temperature of the water is ideal for
circulation as it neither encourages blood vessels
to dilate (open) or constrict (close). Meanwhile,
the depth of the water creates greater pressure
at ankle level slightly elevating heart rate and
encouraging blood flow back to the heart
assisting the removal of waste and helping to
reduce inflammation around joints.
COLD WATER (10-12°C)
Perfect in hot weather and also when there is a
need to reduce inflammation around joints and
should be performed for 6-8 minutes each time
with the body fully submerged. Players should be
encouraged to take long deep forceful breaths
in and out whilst they are submerged in the cold
water to help them tolerate the experience,
increase the amount of oxygen circulating
around the body and remove carbon dioxide
making the body less acidic.
The temperature of the water rapidly returns
the body back to normal and helps to save
energy (the body uses more energy when its
hot). It also causes the blood vessels to constrict
(close) which sends the blood to the body’s ‘core’.
As soon as players get out of the cold water,
rejuvenated blood rich in oxygen is then pumped
out to the periphery filling players with a feeling
of refreshment.
HOT WATER (36-38°C)
Perfect in cold weather and to help players
relax tired muscles and should be performed
for 5-10 minutes each time with the body fully
submerged.
The temperature of the water raises body
temperature by causing the blood vessels to
dilate (open) and increases circulation. Players
should be encouraged to consume plenty of
fluids when they are submerged in hot water to
avoid dehydration.
CONTRAST (10-12°C TO 36-38°C)
Perfect for use the day after a hard training
session or game as it creates a ‘pump effect’ by
encouraging blood vessels to constrict (close)
and dilate (open) repeatedly.
Players should be encouraged to perform equal
bouts of hot and cold submersion (eg 1 minute
cold, 1 minute hot x 6) to help flush out waste
product and supply working muscles with
rejuvenated oxygen-rich blood.
184 FIT FOR EVERY GAME
4.2 RECOVERY 185
COMPRESSION
Because the general aim of all recovery
modalities discussed have been to either help
replenish lost energy, repair damaged tissue,
remove waste and promote circulation to both
transport oxygen and nutrients and remove waste
products and carbon dioxide, anything that will
enhance these aspects should be encouraged.
Compression garments providing they are
graduated and fitted to each individuals’ calf
measurements force blood upwards from the
ankle joint for the calf muscle to pump blood
back to the heart and are perfect for use in the
hours after training but particularly following
hard training and games.
Players should be encouraged to perform as
many of the afore-mentioned recovery strategies
immediately after exercise finishing with wearing
compression garments for the journey home and
relaxing to further enhance blood flow.
SLEEP
Whilst all other modalities of recovery look to
return the body to homeostasis (balance) as
soon as possible and prevent further damage
from occurring sleep is arguably the single most
important strategy to master not only to help the
body recover but to help the body improve.
Providing players are able to enter into a ‘deep
sleep’ for a significant amount of time each night
or when napping ‘growth hormone’ is released
that helps the body recover, regenerate and
consequently ‘adapt’.
It is important for players to understand just how
effective sleep is and that it should be at the
forefront of their mind to help reduce the risk of
injury and optimise performance.
186 FIT FOR EVERY GAME
4.2 RECOVERY 187
REGENERATION
REHABILITATION
Injuries in professional football are commonplace and whilst numerous strategies
that are supported by science are put in place to prevent injuries from occurring many
practitioners suggest that injuries are unavoidable.
In a well structured and balanced training programme however almost every injury
is avoidable and when an injury does occur, more often than not whenever you
look back along the timeline leading to an injury there is a glitch or an oversight in
the planning, prevention, conditioning, or regeneration process particularly on an
individual periodisation level.
When an injury does occur and the cause of the injury has been investigated it is
important to focus on safely rehabilitating the player and reintegrating them back
into training effectively in order to prevent re-injury.
REHABILITATION
PERIODISATION MODEL
The key here, however, similar to the
planning of all training sessions using the
football periodisation model is that the team
training should be used as the reference point
that determines the content of the players’
rehabilitation programme.
The reason for this is that by the time the player
is ready to return to full training with the team,
if the model has been implemented properly it is
likely that the team will be performing a greater
volume than before the player received the
injury. So not only does the player have to get
over the injury but they have to be prepared for
an increased volume of training.
The rehabilitation period will ultimately be
dependant upon the severity of the injury, but
no matter what the injury is the rehabilitation
should follow a simple and logical structure that
dovetails Into the football periodisation model.
Although there is not a game at the end of the
training week, the same principles of training
that apply to the team periodisation also apply
to the injured player. Of course the injury itself
determines what can and can’t be done each
day but regardless of the injury the focus of the
training week should be consistent.
The Rehabilitation Periodisation Model
therefore uses a simple cycle that is repeated
twice each week to help the injury improve in
the form of ‘quality’ training, to maintain and
improve the players physical condition in the
form of ‘quantity’ training and to allow for supercompensation
and ultimately a training effect to
occur in the form of ‘recovery’ training and rest.
FIGURE 54: Rehabiltation Periodisation Model
Weekly Training Structure
Monday
Tuesday
Wednesday
Thursday
Friday
Saturday
Sunday
Quality
Quantity
Recovery
Quality
Quantity
Recovery
Rest
188 FIT FOR EVERY GAME
4.3 REHABILITATION 189
‘QUALITY’ TRAINING
As soon as a player is able to put weight through
the injured joint or muscle group, the ‘quality’
element of their rehabilitation can commence.
The term ‘quality’ refers to the intensity of each
action, the rest period in between each action
and the number of actions.
INTENSITY OF ACTIONS
Regardless of how severe the injury is, each
weight- baring exercise should be at 100%. That
does not mean that players put unrealistic force
through the injured site, it simply means that the
action they perform is at 100% intensity of what
they can manage to perform at that particular
time pain free. Such actions may only be 50% of
what they can normally perform when they are
injury free but the objective of ‘quality’ training
is to go from 100% to 101% so there is always an
improvement.
Using this example, if each action performed
during the first quality training session is at 100%
then the next time the player performs a ‘quality’
training session the player should be able to
perform each action at a greater intensity, maybe
55% of what they normally perform when they
are injury free, a significant improvement from
the first ‘quality’ training session.
REST BETWEEN ACTIONS
To maintain the desired execution of each
‘quality’ action it is important that players have
maximum rest between each action to ensure
full recovery of the immediate energy system
(the phosphate system) and also full recovery of
the neuromuscular system. (Messages from the
brain to the muscles)
As a general rule if the practitioner responsible
for rehabilitation allows for 12-18 times the
duration of each action before performing the
next action ‘quality’ will be maintained and each
action will be at 100%. So if a player recovering
from a hamstring injury performs a lunge for
example that takes 2 seconds, they should
be given 24-36 seconds recovery time before
performing another lunge.
NUMBER OF ACTIONS
Because the objective is to maintain the ‘quality’
of each action, performing endless amounts of
actions will undoubtedly affect the ability to
perform at 100%. The number of actions each
‘quality’ training session should therefore be
kept to a minimum.
Using the same example, a player performing
lunges following a hamstring injury should
perform a small amount of sets and repetitions,
hypothetically speaking 4 sets of 4-6 repetitions.
By progressing in this manner the players’
capability to perform greater intensity of actions
will improve fairly rapidly.
Of course, there will potentially be a range
of different exercises that the practitioner
responsible for rehabilitation will want to
perform, but the key is to always improve the
‘quality’ of each action in order to progress so the
number of exercises similar to the number of sets
and repetitions should be kept to a minimum.
Similarly, because the ‘quality’ training sessions
precede the ‘quantity’ training sessions it is
important that there is no fatigue going into the
more demanding ‘quantity’ sessions.
‘QUANTITY’ TRAINING
As soon as players can put weight through the
injured joint or muscle group, the ‘quantity’
element of training can also commence.
The term ‘quantity’ refers to the number of
actions performed per training session that in
comparison to the ‘quality’ training sessions is
greater to enable players to both maintain and
improve their physical condition.
INTERVAL RUNS
Regardless of how severe the injury is players
should be encouraged to perform interval training
as soon as possible for a specified number of sets
and repetitions. This does not mean that players
are placed at risk by performing exercises that
they cannot possibly cope with, it simply means
that they perform exercises that mirror the
intermittent demands of football.
Using the same example as before, even if the
player with a hamstring injury is only capable
of running at 50% of their normal maximum
intensity they can still perform interval runs. A
hypothetical example of which can be seen in
diagram 9.
As you can see in diagram 9 The player starts at
the touch line and slowly accelerates at 50% of
maximum intensity (jogging) to the 18 yard line,
walks to the half way line, slowly accelerates
at 50% of maximum intensity (jogging) to the
opposite 18 yard line, walks to the opposite
touch line, turns and repeats the process. In this
example the player hypothetically performs 3 x
5 minute sets with 2 minutes rest in between.
Because the player is only accelerating at 50%
(jogging) they stay within safe boundaries in
relation to their injury but they perform multiple
accelerations each set where every time they
increase the intensity from a walk to a jog
they stimulate their immediate energy system
(phosphate system) which is important as that
is what happens in a game each time a player
performs an explosive action.
PROGRESSION
Using this example in the context of the training
week, the next time the player performs a
‘quantity’ training session they should perform
the same interval run but instead of performing
3 x 5 minutes with 2 minutes rest in between they
should perform 3 x 6 minutes with 2 minutes rest
in between. By increasing the duration of each
set, players will perform a greater ‘quantity’
of accelerations at 50% than before therefore
placing an overload on the player to achieve a
training effect.
Similarly, because the player will have performed
another ‘quality’ training session prior to the
second ‘quantity’ training session it is likely that
the intensity of each action will be greater than
50% (perhaps 55- 60%).
To ensure players continue to safely make
progress, each ‘quantity’ training session
thereafter should be given careful consideration
in relation to how the interval runs are progressed.
This can be done in a number of ways. It can be
done by simply increasing the duration from 3 x
6 minutes to 3x7 minutes to 3x8 minutes or It can
be done by structuring the runs so that there are
more accelerations in the same period of time.
An example of which can be seen in diagram 10.
DIAGRAM 9: Rehabilitation Run 1 DIAGRAM 10: Rehabilitation Run 2
190 FIT FOR EVERY GAME
4.3 REHABILITATION 191
As you can see in diagram 10 players repeat the
same process as rehabilitation interval run 1, but
instead of jogging then walking at each line, they
progress from jogging to accelerating at 55-60%
at each line.
In comparison to interval run 1 by replacing
walking with accelerating, players perform a
greater quantity of accelerations in the same
period of time. Over a short period of time you
will therefore notice a vast improvement in
both quality and quantity of actions specific to
the game of football and players will quickly
progress towards the ability to perform actions
at 100% of maximal intensity.
Given the number of actions per minute, Interval
runs 1 and 2 are perfect for maintaining a level
of conditioning for large sided conditioning
games, so the volume of interval runs during the
rehabilitation period should mirror that of the
volume of 8v8/11v11 games.
As the player progresses and is able to perform
more intense actions, for example 70% of
maximal intensity, it is important to expose them
to a greater frequency of actions specific to the
number of actions that they will experience
when they return to training.
This can be done simply by following the same
provcess as interval runs 1 and 2 but by using the
width of the pitch instead of the length of the
pitch as illustrated in diagram 11.
As you can see in diagram 11 Players start at the
touch line and jog to 18 yard line, accelerate at
70% to penalty spot, Jog to opposite 18 yard line,
walk to opposite touch ,one, turn and repeat the
process.
Not only are the intensity of accelerations
greater because of the stage of rehabilitation
reached but the length of the accelerations are
shorter and more realistic to the average length
of sprints in a game, and more frequent than the
number of accelerations in interval runs 1 and 2.
Because of the increase in intensity and number
of accelerations per minute in comparison to
interval runs 1 and 2 however, it is not realistic
for players to perform interval run 3 for the
same duration. Hypothetically therefore players
should perform more blocks of shorter duration.
For example 4 x 3 minutes with 2 minutes rest in
between.
To ensure players continue to improve at each
stage of their rehabilitation there should be
a progression for each interval run all the
way through to when they are re-integrated
into training. This can be done by progressing
rehabilitation interval run 3 by increasing the
duration from 4 x 3 minutes to 4 x 3.5 minutes
to 4 x 4 minutes etc. Alternatively, it can be done
by increasing the number of accelerations within
the same time period, an example of which can
be seen in diagram 12.
As you can see in diagram 12 Players start at the
touch line and jog to 18 yard line, accelerate at
70% to penalty spot, Jog to opposite 18 yard line,
turn and accelerate to penalty spot, jog to 18
yard line and walk to touch line.
Given the number of actions per minute, Interval
runs 3 and 4 are perfect for maintaining a level
of conditioning for medium sided conditioning
games, so the volume of interval runs during the
rehabilitation period should mirror that of the
volume of 5v5/7v7 games.
INTENSITY
This approach should be followed by gradually
increasing the intensity of accelerations each
‘quantity’ training session until players are
able to accelerate at 80-90%. Once the players
have performed the necessary ‘volume’ of
work it is time to progress to the end stage of
rehabilitation to prepare them for safe return
to training. This can be done using a similar
approach to interval runs 1-4 but because the
players are able to perform near maximal
accelerations they should perform a greater
amount of blocks but for shorter duration, for
example 2 x 6 x 1 minutes, with 2 minutes rest
between repetitions and 4 minutes rest between
sets as illustrated in diagram 13.
As you can see in diagram 13 players start at
touch line and jog to 18 yard line, accelerate at
80-90% to penalty spot, jog to opposite 18 yard
line, turn and accelerate at 80-90% to penalty
spot and jog to touch line.
This should be done until players are able to
sprint maximally each time they accelerate so
that the intensity and frequency of accelerations
mimic the demands of football. The final
progression prior to returning to training and
more specifically games is to make the interval
runs more demanding.
This can be done by reducing the rest period
between each repetition from 2 minutes to 1.5
minutes to 1 minute between each repetition
or by increasing the number of accelerations
within the same time period as illustrated in
diagram 14.
As you can see in diagram 14 Players start at the
18 yard line, sprint at 95-100% to penalty spot,
Jog to opposite 18 yard line, turn and sprint to
the 18 yard line for the full duration.
Given the intensity and the number of actions
per minute, Interval runs 5 and 6 are perfect for
maintaining a level of conditioning for small
sided conditioning games, so the volume of
interval runs during the rehabilitation period
should mirror that of the volume of 3v3/4v4
games.
DIAGRAM 11: Rehabilitation Run 3 DIAGRAM 12: Rehabilitation Run 4
DIAGRAM 13: Rehabilitation Run 5 DIAGRAM 14: Rehabilitation Run 6
192 FIT FOR EVERY GAME
4.3 REHABILITATION 193
‘RECOVERY’ TRAINING
In a well balanced and structured rehabilitation
programme ‘recovery’ training is as important as
both the ‘quality’ and ‘quantity’ training sessions
to enable the body to heal, adapt and improve.
Even though the intensity and duration of the
early stage rehabilitation sessions are not as
demanding as the later end stage rehabilitation
sessions the demand on the body is the same
because it is working at 100% of its capacity
for that particular period of time given the
restrictions of the injury.
Recovery following the both ‘quality’ and
‘quantity’ training sessions each training week
similar to recovery following team conditioning
sessions and games should aim to encourage
blood flow to help remove build up of waste
in addition to careful considerations regarding
nutrition.
Movement within a swimming pool ensures
there is no weight going through the injured joint
or muscle group whilst the pressure of the water
helps to encourage blood flow back to the heart
for removal and should form the basis of recovery
for early stage rehabilitation in particular.
Similarly a change of environment always helps
to maintain fresh thoughts particularly with
longer term injuries.
‘REST’
Whilst the aim is to safely reintegrate players
back into training and games and prevent reinjury,
the faster this can be done the better. Rest
following a ‘recovery’ training session and prior
to the next ‘quality’ training session enables the
practitioner to increase the intensity of each
second ‘quantity’ training session as there is a an
increased period for the body to adapt. Greater
adaptation will lead to a faster rehabilitation
period whilst also improving their physical
condition.
Using the rehabilitation periodisation model
in relation to interval run 1 to illustrate the
importance of rest as an example, the practitioner
should implement the following approach;
NUTRITION FOR THE INJURED
PLAYER
When implementing the rehabilitation
component of the football periodisation
model effectively you will notice a fairly rapid
improvement in both the ‘quality’ and ‘ quantity’
of football actions.
It is important however to discuss the various
stages of an injury with specific reference to
periodising the nutritional intake of a player
given the fluctuation in energy expenditure
throughout such stages where players move
from injured and inactive, to not injured and
active.
Unfortunately there is little that can be done
from a nutrition perspective that will have a
profound effect on accelerating the recovery
process when a player gets injured, but there
are various nutrition strategies players can
use to prevent the rehabilitation period being
longer than it needs to be and help to reduce
the likelihood of a new injury or re-injury upon
returning to training.
To be able to understand the strategies it is
important to identify the energy requirements
throughout the various stages of an injury.
IMMEDIATE INFLAMMATORY STAGE
One of the common alterations to a players’ diet
when they get injured is to reduce energy intake.
Whilst this is relevant when the severity of the
injury determines that the player is inactive, in
the initial stage this is a big mistake, specifically
in relation to muscle protein synthesis, where
new muscle is created.
Injury in the initial stage results in a cascade
of hormonal alterations including the release
of catabolic hormones that break down tissue,
and elevated basal metabolic rate, (BMR) which
put simply means that the body is burning more
energy because of the injury and therefore
requires more energy to recover properly.
Whilst the severity of the injury will determine
how long the initial stage lasts, during this time
the priority is to increase energy intake to meet
the increase in energy expenditure and also
encourage inflammation and swelling to the
injured site.
Research has suggested that soft-tissue injuries
likely result in a 15% increase in basal metabolic
rate, and both structural injuries and acute
illnesses likely result in a 20% increase in basal
metabolic rate.
Similarly, Research has shown that just a 20%
energy deficit resulted in a 19% reduction in
muscle protein synthesis. A 19% reduction in
the rate of muscle recovery and repair in a
professional player is serious and return to play
may be prolonged significantly.
Players should therefore consume larger amounts
of food particularly in the form of protein rich
foods and also avoid anti-inflammatory foods at
all costs. Fatty fish such as mackerel and salmon,
nuts and fish oil supplements that help to reduce
swelling and mobilise joints under normal
circumstances should be temporarily removed
from consumption.
ACTIVE TO INACTIVE STAGE
As soon as a player receives an injury their
activity level reduces considerably and once
they have gone through the initial inflammatory
stage their energy expenditure also reduces.
Similarly, Immobilisation of a limb or joint
results in muscle atrophy (Decrease in muscle
mass). Unfortunately it is unlikely that you
can offset this muscle loss, but maintaining a
stimulus within the body by doing lower body
resistance training if the upper body is injured
or upper body resistance training if the lower
body is injured will be useful in maintaining the
appropriate stimulus throughout the body in
preventing mass muscle loss.
Players should therefore aim to consume the
same amount of protein rich foods as when
they were active but depending on the level of
activity slightly reduce the amount of starchy
carbohydrates such as bread, rice, pasta and
potatoes.
Calculating and consistently meeting daily
energy requirements is of great importance and
continuing to monitor body mass throughout
the recovery process is a great indication of
their energy balance. The aim should be for the
injured player to maintain a weight within 1-2%
of playing weight.
INACTIVE TO ACTIVE STAGE
One of the biggest concerns of rehabilitation
staff at any football club is that a player returning
to training from injury breaks down and incurs
another injury or suffers a recurrence of the
same injury.
When a player moves from inactive to active
whether it be a gradual increase or more
progressive increase depending on the severity
of the injury the energy expenditure increases.
The automatic response of a professional
footballer when injured is to reduce carbohydrate
intake or avoid starchy carbohydrates altogether.
Carbohydrate is the predominant fuel for
activities of moderate to high-intensities so
failing to increase carbohydrate when returning
to training will result in the player exercising
with reduced blood glucose concentrations and
depleted glycogen stores.
Limiting carbohydrate delivery to working
muscles will significantly increase the risk of
soft-tissue injuries.
It is all too common in Premier League football,
a player returns to training from a lengthy layoff
and breaks down with a hamstring tear or a
calf strain in the initial couple of weeks. Often
because they failed to manipulate their diet
from when they were injured and inactive, to not
injured and active.
194 FIT FOR EVERY GAME
4.3 REHABILITATION 195