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How to Run Soccer Tryouts

Soccer is hard to evaluate with cones. Technical drills separate the bottom of a group quickly and then stop telling you anything, and the games are where first touch under pressure and movement without the ball actually show. This is a ninety-minute run of show that keeps the drills short, gives the games most of the time, and keeps every evaluator looking at something.

Open the soccer scorecard

90minute session plan
7tryout stations
4positions scored
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A 90-minute soccer tryout, minute by minute

This is the shape most clubs settle on for a group of twelve to thirty players. The numbers are a guide: shorten the drills for a younger group, and give the games longer for an older one.

TimeWhat happensWho runs it
0:00 to 0:10Check-in, numbered bibs, medical forms confirmed, then a dynamic warm-up with a ball, all together. Goalkeeper volunteers are noted.Registrar and one coach
0:10 to 0:18Dribbling through gates, then against a defender. A sprint and an agility time are taken from groups in turn.One evaluator and a timer
0:18 to 0:26Passing and receiving in pairs and triangles, with the first touch and the weight of the pass scored.One evaluator per area
0:26 to 0:34Shooting and finishing, a few strikes each from the same spots, with the keepers in goal.One evaluator and a feeder
0:34 to 0:421v1 attacking and defending, short, with partners rotating.Two evaluators, one per grid
0:42 to 1:05Small-sided games, 4v4 or 5v5, with mixed squads. Goalkeepers work in their own session at the same time.One evaluator per game, one for keepers
1:05 to 1:25A larger scrimmage, with the teams mixed again. Everyone plays the position they auditioned for and one other.Every evaluator, one eye each
1:25 to 1:30Water, thank you, and exactly what happens next and when families will hear.Head coach

The seven soccer drills and stations, and how to run each

These are the stations the scorecard builder can add to the sheet, in the order they usually run. Delete the ones you are not running: a station on the sheet that never happened leaves a blank that looks like a missing score.

  1. Dribbling. Two lines through gates, then the same moves against a defender who is allowed to challenge. Include a change of pace, a change of direction, a turn, and a go past a defender on either side. Gates for the first half and a live defender for the second, because gates flatter players who have only ever dribbled in a yard. What to score: Dribbling and first touch, and which foot the player trusts. Take a sprint and an agility time from groups in turn, and write them in the measurables table.
  2. Passing and receiving. Pairs passing and receiving at a set distance, then triangles with a movement after each pass. Ask for both feet, a short pass and a longer one, and a first touch that sets up the next pass. Keep it moving, and demonstrate it once. What to score: Passing and first touch, and the weight of the pass. Score the pass the receiver could use, not only the one that arrived.
  3. Shooting. A line of players feeding a shooter from the same spots, a fixed number of strikes each, with a goalkeeper in goal. Include a first-time shot, a shot after a touch, and a shot from a pass. Let players shoot from distances suited to the age group. What to score: Shooting: the strike and the decision, not only the result. Count goals as a number if you like, and keep them off the grid.
  4. 1v1 attacking and defending. Short 1v1s at a small goal or a gate, a few turns each as attacker and as defender, with partners of similar size rotating. Run it for a few minutes, not a long one, because as players tire, their play becomes less representative of their usual level. What to score: Dribbling, defending 1v1 and awareness, and how the player responds after losing the ball.
  5. Small-sided games. Small-sided games, 4v4 or 5v5, on small pitches with small goals, with the squads mixed every game and an evaluator at each. Keep the games to seven or eight minutes and rotate the squads, so every player is seen with and against different people. What to score: First touch, passing, off-ball movement and awareness, and a note on who the game runs through. This is where most of the scores are decided.
  6. Goalkeeper session. Run at the same time as the small-sided games, with its own evaluator. Every goalkeeper gets the same shots from the same places, a fixed number of each type, plus crosses, a back pass and a distribution by hand and by foot. Ask for volunteers at the younger ages, and warm the arms and the legs before the first shot. What to score: Positioning, handling, the first move and distribution with hands and feet. Do not compare save counts.
  7. Full-sided scrimmage. A larger scrimmage, with teams mixed again and everyone playing the position they auditioned for and one other. Use your league's rules for the age group, and substitute at set times so everyone gets similar minutes. Put an evaluator on each half. What to score: Awareness, endurance and coachability, and a second look at anything that looked different from the drills and the small-sided games.

Keeping a soccer tryout safe

The rules that cover safety belong to your league, your club and your governing body, and they change, so treat this as questions to answer before the day.

  • Shin guards. Required equipment under the Laws of the Game, which many leagues follow, with the socks covering them. Say so in the announcement, and keep a few spare pairs.
  • Heading. Some leagues and governing bodies restrict or ban heading in practice and games for younger age groups. Follow yours. If heading is restricted, leave it out of the tryout and score a defender's heading only where it is allowed.
  • Goals. Portable goals can tip over. Anchor them as the manufacturer directs, do not let players hang or climb on them, and check them before the session and after any move.
  • Heat and weather. What do your league and club require, where is the water and the shade, and what conditions shorten or cancel the session? Build a water break into every change of station.
  • Head injuries. Who is trained to recognize a suspected one, and what do your league and state require when a player has one? Many leagues and states require the player to come out and not return the same day.
  • An emergency plan. A written plan with the address of the field, the nearest phone and the person who will make the call, and a first-aid kit and ice at the field before the first player arrives.

How many people you need

The usual way to wreck a tryout is to run it with too few evaluators and ask each to watch everything. A workable plan, by turnout:

PlayersEvaluatorsHelpersNotes
Up to 1631 timer, 1 registrarOne evaluator per game, and the same three share the drills. Keepers are scored by whoever has a free eye.
17 to 304 or 52 timers, 1 registrarAdd a dedicated goalkeeper evaluator, and an evaluator for each small-sided game. This is the size most sessions are.
31 to 486 or moreAs above, plus a field helperRun two groups at once on two pitches, or split into two sessions. One pitch cannot give forty players a fair game.

Two evaluators on every game is better than one, scoring independently, and impossible for most volunteer clubs. If you can only double up on one thing, double up on the small-sided games, where opinions differ the most.

Soccer tryout checklist

Most tryout problems start before the first player arrives. Pack and set up from this list the evening before, so the morning goes on watching players.

  • Paperwork. A sign-in sheet, each player's registration and medical consent, one scoring sheet per evaluator with spares, and clipboards.
  • Bibs. Numbered bibs in at least two colors, so mixed squads can be told apart and each evaluator can find the player they are scoring, and a master list of numbers to names that only the registrar holds.
  • Balls. Soccer balls in the size your age group uses, enough for one between two players at the drills, plus spares that are pumped.
  • Cones and goals. Cones for gates, grids and small pitches, with the goals anchored and checked, and corner markers for each game.
  • Timing. Stopwatches for the sprint and the agility run, and a visible clock or a timer so rotations end when they should.
  • Pitch assignments. Which squad plays on which pitch, written on a sheet where everyone can see it, so the first rotation does not begin with twenty players asking where to go.
  • Spare shin guards and goalkeeper gloves. A few pairs of each, so nobody is turned away or stuck in goal without gloves.
  • First aid and water. A first-aid kit, ice, water for everyone, and the plan for heat and weather written down.
  • Afterward. A way to collect every scoring sheet before anyone leaves, and a short message ready that says when and how families will hear.

Running the small-sided games so they are fair

The small-sided games are where first touch under pressure, passing choices and movement without the ball show up, which makes them the part most worth running well. A badly arranged one scores the arrangement.

  • Mix the squads every game. Two players who are always on the same team are judged as a pair. Write the rotation down before the session so nobody is choosing sides in front of the group.
  • Do not stack the strongest players. A team of the best players makes everyone else look worse, and a team of the weakest makes the best look like stars. Spread the ability you already know about across the teams.
  • Keep the games short. Seven or eight minutes keeps the pace honest, because as players tire, their play becomes less representative of their usual level.
  • Rotate the positions. Let everyone play in goal, at the back and up front at some point, where the age group allows, so you see more than one role.
  • Judge the possession, not the goal. A goal depends on every pass before it. Watch the build-up and the press as closely as the finish.

Mistakes that make soccer tryout scores wrong

  • Judging from the drills alone. Drills show a touch and a strike, not a decision. First touch under pressure and movement without the ball only show in games, and the best player in a line of cones may be an average one against a defender.
  • Rewarding the early developer. In any age group the oldest players are almost a year older than the youngest, and the older ones are often faster and stronger. Check the birth date on the sheet before you decide that a player looks behind.
  • Scoring only goals. Goals depend on who passed and who defended. Score the touch, the movement and the pass that made the chance.
  • Watching only the ball. The run that pulls a defender away and the player who presses well are never near the ball when they do it. Look at the players who are not touching it.
  • Forgetting the goalkeepers. If your evaluators spend the session in the games, the keepers get a half-scored sheet. Give them their own evaluator and the same shots.
  • Letting the strongest players play together. A team of the best players makes everyone else look worse. Spread the ability you already know about across the teams.

After the tryout

Average the independent sheets before anyone discusses a name, tell families privately and before the roster goes up, and keep the sheets until any appeal window has closed. The longer version, which applies to every sport, is the general tryouts and evaluation guide.

Once the teams exist, the paperwork is the registration form, the code of conduct and the uniform and equipment checkout.

Other sports, and the general version

This is the soccer version. The general tryouts & evaluation works for any sport, and the soccer forms and templates page lists the other 5 soccer documents.

Playbook Logix provides customizable templates for informational and administrative use. They are not legal advice and will not meet the requirements of every organization, sport or jurisdiction. Review anything you intend to rely on with your own attorney or your insurance carrier, and check your league and state requirements.

Common questions about soccer tryouts

How long should soccer tryouts be?

Ninety minutes is a sensible target for one age group of twelve to thirty players. Less than an hour does not leave enough time in games, which is where the decisions are made, and more than two hours is scoring fatigue, not skill. If you need a second session, score both and average them rather than treating the second as a tiebreak.

What drills should we run at soccer tryouts?

Seven stations cover what a coach scores: dribbling through gates and under pressure, passing and receiving in pairs and triangles, shooting and finishing, 1v1 attacking and defending, small-sided games, a goalkeeper session, and a scrimmage. Keep the technical drills short and simple enough that a nervous eight-year-old understands them from one demonstration, and give the games most of the time.

How do you run a soccer tryout with lots of players?

Break the group into squads of about eight and run several small-sided games at once, with an evaluator at each. Mix the squads every game so each player is seen with and against different people. A tryout that has forty players in one line is scoring their patience.

How do you run small-sided games fairly?

Keep them to 4v4 or 5v5 on small pitches, mix the teams every game, give everyone similar minutes, and spread the players you already know are strongest across the teams. Two colors of bibs and a written rotation do most of it.

Should every player try every position?

At younger ages, yes. Let defenders attack and forwards defend in the games, then use the position criteria only for the groups you actually split. A seven-year-old labeled a defender at a tryout can stay one for years, and the player who wants to be a goalkeeper should get a turn.

After the tryout comes the roster

Playbook Logix takes the part that starts once the team exists: registration, medical forms parents fill in on their phone, who has paid, and a roster that is the same in everyone's pocket. There is a free plan.