Build your game model, design the games that train it, plan the season and every session in it, then review what you trained. One connected system. What you build in one flows into the next.
Know your players, set your principle of play for each of the six moments, then open the situations inside them, from the puck outs to the press.
Build a conditioned game that forces a principle to appear, using S.T.E.P.R., or build a play and it goes straight into your playbook. Set the numbers and the pitch size, and see what each game costs a player in running. Your principles carry over from the game model.
Lay the whole season out in blocks, add your fixtures, and every week fills itself with sessions and a load target. Move any session to suit your nights, print a block for the dressing room, and open any session in the Session Plan Architect with one press.
Build the session, and drop in the games and plays you designed. Draw each one, set the area and the work to rest, see the running the session asks of a player, print the plan, and log it.
Every session you log, counted over the weeks you choose, and set against the moments you said matter most and the load your Season Plan asked for. Add your games and rest days, and see where your training and your plan have come apart.
It runs in order. Model feeds the Games, the Season Plan hands each night to the Session Plan, the Games go into every session, and every logged plan feeds the Review. You can jump to any part from the bar above.
Every game you have designed, grouped by the moment it trains, with its drawing, its numbers and what it costs a player, beside the games that come with the system. Send any game into a session, or make a system game your own and build on it.
Every restart option in your game model, drawn on a real pitch, with the runs, the non negotiables and the way it usually goes wrong. Send any structure into a session plan or a conditioned game as a drawing you can move.