Six girls at training on a wet Tuesday — good, because this session is built for exactly that
Six Showed Up
- Camogie
- Any age · Small squads
- 60 min
- 6–12 players (every block scales, odd numbers welcome)
- 1 coach
- Effort 3/5
- Any 30×20m corner of a pitch or astro
- small-numbers
- first-touch
- striking
- game-sense
Kit: Hurleys and helmets, a sliotar each plus spares, 16 cones, 2 bibs (yes, just two), a wall if the venue has one
Everyone's It
Setup: 20×20m square, ball each, helmets on. No teams, no pairs — small numbers means games where everybody plays everybody.
How it works: Dribble tag: every girl dribbles her own ball and tries to flick anyone else's out of the square while minding her own. Nobody is ever out — lose your ball, sprint after it, dribble back in. Score your own hits out loud. Round two: hits only count off the weak side. Round three, the truce game: on your call everyone must swap balls with someone within five seconds, then the hunting resumes. Seven minutes of touches, turns and laughing, and the night is already working.
What to say
- “Tell them: 'ball close when danger's close, pushed ahead when you're free — that's match dribbling.'”
- “Tell them: 'attack someone mid-giggle — the best flick is a nosy one.'”
- “Count hits out loud yourself too — with six girls the coach plays, that's the small-squad rule.”
Easier
Bigger square; hand-nudges allowed for the youngest; coach hunts nobody.
Harder
Shrink the square a metre every minute; a girl whose ball leaves the square owes two fast feet at the cone before returning.
Touch Circuits
Setup: Three self-run mini-stations across the area: a wall lane (or a cone-marked self-toss spot where there's no wall), a jab-lift slalom of four cones, and a strike-catch lane with one spare ball waiting. Two girls per station with 6, four with 12 — odd numbers just stack unevenly, nothing breaks.
How it works: Ninety seconds a station, three full rounds, every girl counts her own reps and shouts her total at the rotate. Wall lane: strike-control-strike, count clean controls; no wall means toss-strike-into-space, chase, control, repeat. Slalom: dribble to each cone, jab-lift on the move, carry two steps, set it down, next cone. Strike-catch lane: self-toss, strike high down the lane, sprint, control the drop or catch the bounce, strike back the other way. Round two beats round one, round three beats round two — the scoreboard is inside each girl's own head, which is the most honest scoreboard in sport.
The technique, step by step
- Station 1 — wall (or self-toss) lane: strike, control, strike. Count controls.
- Station 2 — jab-lift slalom: lift on the move at each of four cones.
- Station 3 — strike-catch lane: strike high, chase, control, return.
Common mistakes
- Coasting because nobody is watching — the shout-your-total rule keeps the reps honest.
- Standing lifts at the slalom — the lift only counts if her feet were moving.
What to say
- “Tell them: 'small numbers is a gift — nobody queues, everybody reps.'”
- “Tell them: 'first touch out in front even when nobody's chasing — especially when nobody's chasing.'”
- “Float, don't station yourself — one fix per girl per round, said quietly.”
Easier
Two-minute stations at easy pace; slalom lifts from standing; strike-catch becomes strike-and-fetch.
Harder
STEPR: weak-side round three at every station; slalom alternates jab and roll lifts; wall lane goes one-touch.
Joker Ball
Setup: 20×20m grid, one bib for the Joker (the second bib waits for round three). Map the numbers before ye start: with 6 play 3v2 plus a Joker; with 7, 3v3 plus a Joker; with 9, 4v4 plus a Joker; with 12, two grids of 3v2 plus Jokers and swap grids halfway.
How it works: Possession where odd numbers are the design, not the problem. The Joker always plays for whichever team has the ball, so the attack always has the spare girl and the defence always has the hunt. Hand-passes and short flicks, six completed passes is a point, receivers moving or it doesn't count. Joker swaps with a teammate every ninety seconds — everyone learns the always-attacking job, which is secretly a support-play masterclass. Round three: second bib on, two Jokers, one for each team permanently, and suddenly it's transition camogie — win it and your Joker floods forward, lose it and theirs does.
What to say
- “Tell the Joker: 'you're always free — so be free somewhere USEFUL, not beside the ball.'”
- “Tell them: 'when ye lose it, nearest girl presses, everyone else sags — with these numbers everyone learns both jobs in a minute.'”
- “Tell them: 'six passes needs patience — the point is there when the defence stops sprinting.'”
Easier
Four passes make a point; Joker plus one extra attacker; catches with two hands anywhere.
Harder
STEPR: two-touch for everyone but the Joker; the sixth pass must be a hurley flick; shrink the grid when a team reaches three points.
Small Game, Big Rules
Setup: 25×20m pitch, cone goals both ends. Split by tonight's attendance: 6 is 3v3, 8 is 4v4, 10 is 5v5, 12 is three teams of four playing three-minute round-robin games with the resting four as ballgirls on the sidelines.
How it works: Real camogie, small and hot, with the spread rule: nobody scores her second until every teammate has scored her first — so with three a side, the third girl's goal is suddenly the whole team's project. Strikes score double from outside a 6m cone arc in front of each goal to keep swings in the game. Coach referees from inside the game as the permanent keeper-for-both-ends if numbers are truly six, feeding every dead ball back within seconds. Games this small have no hiding place, which is exactly why a small night is a training jackpot — say that to them, because half of them came in apologising for the empty car park.
What to say
- “Tell them: 'small game means your marker is always YOUR problem — no sweeper coming.'”
- “Tell them: 'the spread rule is Sunday truth — teams that share scores are unmarkable.'”
- “Referee almost nothing — 3v3 self-polices if you let it.”
Easier
Spread rule becomes a bonus point instead of a requirement; bigger goals; no double-score arc.
Harder
STEPR: two-touch final round; a clean hook or block earns a penalty strike; losing team picks a one-rule handicap for the winners in the rematch.
Ask the players: Between games, one question: who's on two scores waiting for a teammate — and what are ye doing about it? Watch the passing change before your eyes.
Count Your Touches
Setup: One small circle — with these numbers it's practically a huddle — helmets off, one ball still moving hand to hand around it.
How it works: Gentle circle passes while stretching between catches: wrists, shoulders, hamstrings, calves, fifteen seconds each with the ball parked. Then the arithmetic that sends them home tall: ask each girl to guess her touches tonight, then walk them through it — three touch-circuit rounds, Joker Ball, the games — it lands in the hundreds. A sixteen-a-side training night wouldn't have given them a tenth of it.
What to say
- “Tell them: 'tonight ye got a private-lesson night for the price of showing up.'”
- “Text tonight's game scores to the group chat later — the girls who skipped should feel the twinge.”
- “Send them off with the wall homework: fifty touches a day until Thursday, counted honest.”
Ask the players: Ask: which block gave you the most ball — and what would ye keep if only FOUR show up next week? Their answers write your wet-Tuesday plan B.
Next week builds on this: This session scales straight up — if twenty appear next week, double the grids and run it anyway. Small-night regulars will be running the stations.
PitchPlans coaching team
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