Speed of Play Passing Game
In grids of four, three attackers keep the ball away from one tagger — hold it for a count of 30 elephants and score a point; get tagged on the ball and you take the pinnie.
Speed of play, decision making, and passing accuracy under pressure — the defender can only tag the player in possession, so the ball has to keep moving.
Set up · 3 actions · before the kids arrive
- Grab: Cones, pinnies, and two balls for each group of four.
- Build: Build a 15-by-15 grid for every four players — smaller or larger depending on their skill and age.
- Place: Three attackers and one defender in each grid, the grid's two balls with the group, the defender holding the alternate pinnie in their hands.
Show me the setup picture

One thing to remember: Speed of play — supporting movement and angles, thinking a step ahead of the defender, knowing where the next ball comes from and goes, and passing with good pace, with combination play mixed in.
How it runs — the whole game in one sentence
Three attackers keep the ball from a defender who only tries to tag whoever's on the ball — a tag hands over the pinnie and the jobs, and 30 elephants of possession is a point.
1Organize the players▾
Coach does
Make groups of four and send each to its own grid — three attackers and one defender. The defender carries the alternate pinnie in their hands the whole time they defend.
Coach says
Three keep it, one chases. Defender — that pinnie stays in your hands until you tag somebody.
2Show the jobs▾
Coach does
Walk the rules — attackers can position themselves anywhere in the grid and should keep moving to create support for the teammate on the ball; the defender is not trying to win the ball, only to touch an attacker while that player is in possession; a successful tag hands the pinnie to that attacker and they switch roles; and attackers who hold possession for a count of 30 elephants earn a point — shorten the count for younger or newer players.
Coach says
You can't be tagged without the ball — so move it, and move yourself. Thirty elephants without a tag is a point.
3Play▾
Coach does
Run the grids and coach the movement — good supporting movement and angles, thinking a step ahead of the defender, knowing where the next ball is coming from and where it's going, and passing decisions made with good pace. Introduce combination play into the mix as they get comfortable.
Coach says
Think one pass ahead — where's it coming from, where's it going?
Look for: The player off the ball — attackers moving into supporting angles before their teammate needs them.
4Switch and repeat▾
Coach does
Keep the pinnie changing hands and the points counting. For a harder round, have the defender actually tackle for the ball — roles switch when the ball is won — or change the attackers' touch limit.
Coach says
New round — now the defender wants the ball, not the tag. Keep your count going!
If it's not working
If a point never comes, cut the count down — fewer elephants until holding the ball that long is possible — then build it back up.
Want to go deeper? Optional — not needed to run the game.
Why are we doing this?
What are they learning?
How can I change it?
Easier: Shorten the possession count for younger or less-skilled players, size the grid to the group, or allow the attackers more touches.
Harder: Have the defender tackle for the ball — switching roles when it's won — or limit the attackers' touches.