One club night, five tests, and every player leaves with a number to beat

The Five Tests

  • Hurling
  • Any age · Club night
  • 60 min
  • 20–60 players, mixed ages welcome
  • 4 coaches
  • Effort 3/5
  • Half pitch (full pitch for a big crowd)
  • skills-testing
  • club-night
  • striking
  • first-touch
  • fun-games
The PitchPlans coaching teamGAA Award 1 & 2 coaches

Kit: Hurleys and helmets, 30+ sliotars, 40 cones, chalk or tape, a scorecard or one phone per station, bibs for the relay, a wall if the club has one, an airhorn or a loud mentor

Warm-up8 min

The Big Puck-Around

Setup: Everyone on together — U10s beside adults, that's the point of the night. Pairs matched small-with-small and big-with-big, spread across the pitch striking the same direction, helmets on all ages.

How it works: Pairs strike back and over at a distance that suits them — six metres for the smallest, forty for the seniors. Rolling calls every minute keep bodies warming: SWAP (jog and find a new partner your own size), GROUND (everything along the grass), HIGH (loopy ball, catch it clean), STRETCH (one pair leads a stretch and sixty people copy it). Mentors use the time to set out the five stations. Finish with the whole crowd counting ten perfect pair-strikes out loud together — the noise sets up the night.

What to say

  • Tell them: 'strike so YOUR partner looks good — kind ball, catchable ball.'
  • Tell them: 'small players, real swings — distance short, technique full-size.'
  • Keep every call short and loud — sixty people follow energy, not detail.

Easier

Youngest pairs roll and stop the ball instead of striking on the full.

Harder

Adults go weak-side only on every second call.

Activity18 min

The Five Tests — Round One

Five test stations around the half pitch, groups rotate on the horn1 Wall2 Long puck3 Dribble4 Cut5 Catch3 min per stationMentor and scorecard at every test

Setup: Five stations around the half pitch, a mentor and a scorecard at each, groups of 4–6 sorted by rough age. Three minutes per station, rotate on the horn. Chalk each player's name on their card as they arrive at their first station.

How it works: Every player faces all five tests and banks a score for each. TEST 1, WALL TOUCH: thirty seconds of strike-and-control off the wall (or a kind partner-feeder where there's no wall) — count clean controls. TEST 2, LONG PUCK: three strikes from a line, best one scored by the zone it lands in, one to five. TEST 3, SPEED DRIBBLE: slalom the ball on the ground through six cones over 20m and back — mentor counts seconds. TEST 4, THE CUT: three sideline cuts at a 5m cone circle from a distance set by age — U10s chip from the hand instead. TEST 5, HIGH CATCH: five lobbed balls from the mentor, count clean catches at full reach. Scores on the card before the group moves. The card is the product of the night — guard it.

The technique, step by step

  1. Test 1 — Wall Touch: 30s of strike-control, count clean touches.
  2. Test 2 — Long Puck: 3 strikes, best landing zone scores 1–5.
  3. Test 3 — Speed Dribble: 20m cone slalom and back, in seconds.
  4. Test 4 — The Cut: 3 cuts at a 5m circle (U10s chip from the hand).
  5. Test 5 — High Catch: 5 lobs, count full-reach catches.

What to say

  • Mentors say at every station: 'your score tonight is your target next time — there is no failing, only baselines.'
  • Tell them: 'routine beats nerves — same swing on strike one and strike three.'
  • Keep rotations sharp on the horn — a queue of five is a test dying.

Easier

Younger groups get shorter distances at every station, marked with their own cone colour so nothing needs re-measuring.

Harder

STEPR: adults score the dribble weak-side, the long puck off their weak side counts double, and the high catch comes with a passive shadow standing beside them.

Activity12 min

Head-to-Heads

Setup: One dribble slalom, one long-puck line and one wall lane (or partner-feed lane) kept live in the middle third. Everyone else gathers around as the crowd — the crowd is the equipment in this block.

How it works: Mentors call out duels between players with matching round-one scores — same age or not, the card decides who's fairly matched. Dribble races run two abreast; long-puck duels are one strike each, furthest wins; wall duels are thirty seconds of alternate touches, cleanest count wins. Crowd counts every rep out loud and the winner stays on for a maximum of two duels before rotating out so the night crowns many, not one. Any player may challenge any mentor once — the club demands it.

Rounds: Rolling duels for 12 minutes, max two wins then rotate out. Every player duels at least once — mentors keep a quiet checklist.

What to say

  • Match the duels by the card, not by age — an U12 with a 14-score meets an adult with a 14-score at the wall.
  • Tell them: 'crowd noise is fuel, not pressure — you've already done this exact test tonight.'
  • Keep three duels running at once so the queue is never more than a minute.

Easier

Nervous players duel a mentor first — mentors are excellent theatrical losers.

Harder

Winner-stays-on becomes a king-of-the-hill ladder for the teenagers who want blood.

Activity12 min

The Club Relay

Club relay — five legs down one flank, youngest starts, adult anchors at the wallWallU8U12TeenAdultWeave → gate strike → catch → cut → wallTwo runs — the second one counts

Setup: Mixed-age teams of five built at the start of the block — every team gets one U8–U10, one U12, one U14–U16, one adult and one wildcard. Relay course laid down one flank: dribble weave, gate strike, high-catch box, cut station, wall-touch anchor leg.

How it works: The race the night is remembered by. Leg one, the youngest dribbles the short weave. Leg two, U12 strikes through a 3m gate to hand over. Leg three, the teenager sprints to the box, catches two lobs from their own adult teammate, sprints on. Leg four, a cut (or chip) must land past a line before leg five begins. Anchor leg, the adult banks ten wall touches to stop the clock. Run it twice: once to learn it, once against the watch, and the second run is the one that counts — beat the other teams or beat your own first time, both get roared home.

What to say

  • Tell the teams: 'the fastest team is the one that helps its smallest player — coach each other between runs.'
  • Tell them: 'handovers win relays — be moving before your teammate finishes.'
  • Mentors: station yourselves at the handover points, not the finish line.

Easier

Any leg may be swapped between teammates; the cut leg accepts a strike from the hand.

Harder

STEPR: second run must beat the first by five seconds to count; adult anchor goes weak-side on the wall.

Cool-down6 min

Scores & Send-Off

Setup: Stretch circles by age pod — an adult leads each one. Cards collected at the gate or photographed on the spot by a parent or mentor.

How it works: Short stretch in the pods: shoulders, hamstrings, wrists, one big group reach for the sky to finish. Then the roll of honour, quick and loud: best score per test per age band, the relay podium, and the duel of the night. Every player leaves knowing their five numbers — that card is the reason they'll be back for the rematch.

What to say

  • Read the honours fast and warm — twelve names in two minutes beats three names in five.
  • Tell them: 'the card is your homework — one test, your choice, gets ten minutes a week till the rematch.'
  • Thank the mentors and parents by name in front of everyone; that's how there are five stations next time too.

Ask the players: Ask the pods on the way in: which of your five numbers annoys you most? That's the one to train — annoyance is a great coach.

Next week builds on this: Normal training resumes, but the five tests return in six weeks — same stations, same cards, new numbers. Book the rematch tonight while they're hopping.

PitchPlans coaching team

Free on PitchPlans — new sessions weekly.

Ran something like this before? There’s a full library of them.

Every account starts with 14 days of everything — no card, no wall on anything a friend sends you.