Tactics ยท tacticsmaker.com

Program your football team โ€” a coding project

Students build and iteratively improve their team's tactics with IF/THEN rules, watch their team get better, and compete in a class cup. Run it as a short intro or as an ongoing project.

๐Ÿ—“ One session or a multi-session project ๐Ÿ‘ฆ Ages 10โ€“14 ๐Ÿ’ป Browser, nothing to install ๐Ÿ†“ Free ยท no student email

In Tactics, students don't control the players โ€” they program them with IF (condition) THEN (action) rules. The heart of the project is the loop: test โ†’ watch the replay โ†’ improve a rule โ†’ test again. Students literally see their team play better as their logic gets better, and when the teams are ready the class cup begins.

What students learn

What you need

How to organise the class: individual or in groups

The cup is a round-robin (everyone plays everyone), so the number of matches grows fast with the number of teams. To keep the tournament manageable, aim for few teams (6โ€“10).

Teams in the cupMatches (round-robin)
615
828
15105
30435
Limits: max 30 members per cup; a student can be in up to 5 cups. If your class is over 30 (individual mode), create 2 cups. Rule of thumb: aim for 6โ€“10 teams per cup (a class of 30 in group mode โ‰ˆ 8 groups = a perfect tournament).

The project in three phases

Phase 1 ยท Get started (โ‰ˆ 1 session)

Goal: every student/group has a team that plays.

Phase 2 ยท Improve โ€” the heart of the project (1+ sessions)

This is where the learning happens, and it can span several classes. Students repeat the loop:

test โ†’ watch the replay โ†’ find a weakness โ†’ change a rule or its order โ†’ test again

Give milestone challenges so progress is visible and motivating:

Students test against system teams and challenge each other in friendly matches, refining their logic each time.

Phase 3 ยท The cup (when teams are ready)
Only have one hour? Run a condensed single session: ~10 min concept ยท ~10 min sign up + team ยท ~25 min build & test one tactic ยท ~15 min cup. You lose the deep iteration of Phase 2, but it still works as a taster.

Starter / solution tactic (for the teacher)

A simple striker students can start from and improve. Rules are evaluated top to bottom; the first that matches wins:

IF (IHaveBall And IAmInShootingRange) โ†’ Shoot IF (IHaveBall) โ†’ RunTowardsOpponentGoal IF (IAmNearestToBallInMyTeam) โ†’ RunTowardsBall ELSE โ†’ WalkHome
The teaching gem: if you put RunTowardsBall before Shoot, the striker never shoots (it always chases the ball). Order matters.

Improvements to challenge them with: passing โ€” IF (IHaveBall And AnyTeammateAhead) โ†’ PassToAheadTeammate; goalkeeper โ€” IF (BallIsNearMyGoal) โ†’ RunTowardsBall; ELSE โ†’ WalkTowardsMyGoal; steal โ€” IF (IAmNearOpponentWithBall) โ†’ Steal (an attempt โ€” it doesn't always succeed).

Conditions and actions (reference)

Conditions (a selection): IHaveBall, MyTeamHasBall, IAmNearestToBall, IAmNearestToBallInMyTeam, IAmInShootingRange, IAmNearToOpponentGoal, AnyTeammateAhead, IAmNearOpponentWithBall, BallIsNearMyGoal, MyTeamIsWinning/IsLosing, MyEnergyIsHigh/Medium/Low, LessThan20SecsLeft. Combine with And, Or, Not.

Actions (a selection): Shoot, ShootAndRun, PassToAheadTeammate, PassToNearestTeammate, Cross, Steal, RunTowardsBall, RunTowardsOpponentGoal, WalkHome, WalkTowardsMyGoal, RunOpponentHalf, Stay (plus walk/run variants in the 4 directions).

Assessment ideas

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