Coaching takeaway
Before you add a constraint, decide what you want to see more of and what you want to see less of. If you keep repeating the same instruction, put a consequence for it into the game.
Read the guide: The Constraints-Led Approach in BasketballWhat Are Practical Basketball Constraints?
The biggest change a coach can make is to stop telling players what to do and start designing games where they work out how to do it. That's where constraints come in.
Newell’s Constraints Model is a simple way to plan those games.
What is Newell’s Constraints Model?
Newell’s Constraints Model (1986) explains how movement behavior emerges from the interaction of three types of constraints:
Individual": Player-specific factors
Environmental: Physical and socio-cultural factors
Task: Specific to the activity or game
As a coach we have the most control over the task constraints. These are most relevant when we are designing small-sided games and anticipating what will happen in the game so we can prepare to effectively manipulate the constraints..
An example of an individual constraint is fatigue. If we want to practice shooting free throws like we would in a game, perhaps we should not prioritize shooting them outside of the context of a game. Instead, you can choose to play shorter games where the winning team must make 4 out of 5 free throws to seal the win or avoid a consequence.
Free resource
21 SSGs for your next practice.
A free PDF of small-sided games you can run right away. A practical first taste of the approach.
Practical Basketball Constraints You Can Use
Practical basketball constraints are meant to guide behavior without telling the players exactly how to move or play.
In an effort to make the constraints easier to visualize in game, we have included small-sided game examples.
Explore our Skill Acquisition Workshop.
4-on-3, Three Trips
Constraints:
- Shot clock: Can be used to speed up decision making. Add a 6 second shot clock to a 4-on-3 game.
- Reinforce dominoes concepts for the team with 4 players Turnover if a player catches the ball in the lava, makes no zero second decision mid-dominoes, or spaces to allow 1 defender to guard 2.
- Junk defenses: promote the trail trap If the team with 4 players is able to trap, steal and score, they get double points
4-on-3 Dominoes HC, Offense Stays Until a Miss or Turnover
Constraints:
- Shot selection: Non ROB (range, open, balanced) shots = turnover Lay-ups = double points
- Bursts: if there are more players waiting and watching, have them come in as defense after every score. This forces your players to stay attentive, even while they are out.
- 1 Can’t guard 2: Score from ghost cuts = double points Players must ‘push, pull, hold’ and react to the ball or it is a turnover
- Individualized task constraints: Golden scorer: points from this player are worth double The Assist king or queen: every assist from this player is worth double
1-on-1 Close-out Start
Constraints:
- Different closeouts: hot, cold, normal Players stay for 3 reps, must give all 3 close-out types
- Limit dribbles 2 dribbles max
- Change scoring systems: Make the 3 point shot more enticing by increasing its value. E.g. 3 points for a made 3, 1 point for a lay up, 0 points for anything else. OR you can ONLY shoot 3s and then you can combine constraints…
- Reward the defense: A blocked shot = 4 points. Players will then work more on escape dribbles and shot fakes to be more deceptive as the defense becomes more aggressive.
- Different start locations Defense passes the ball from different locations Offense has to run into/ step into the shot
Environmental constraints you can use:
- Music
- Simulated crowd noises
- No verbals: see how your players make connections when they cant communicate (could even make this an individualized constraint for certain players)
Individual constraints to consider:
- Fatigue: using more full-court games and quickly transitioning to half-court games, before going back to full-court
- Play VS different players constantly. This allows for more movement solutions to emerge, for example playing against a combination of taller, shorter, faster, slower defenders
- Scoring bonuses for certain players. For example, if you have a really good 3PT shooter, their threes are double points. This helps the defense recognize who is a shooter to run them off the line or chase them on off-ball screens, while also helping that player’s team on offense find them open shots. This idea can be adapted for any principle of play you want to emphasize for any players.
Why This Matters
Changing constraints lets you build a game where the actions you want show up on their own. In turn, it:
- Encourages problem-solving and adaptability
- Promotes the development and functional perception-action couplings
- Reduces over-coaching by promoting self-organization
- Creates game-representative learning environments
See how Transforming Clinician George Vaz manipulates the constraints by changing the "type of finish" that players can use.
Bonus Tip
When designing a constraint, ask yourself:
“What behavior am I trying to encourage or discourage, and how can I manipulate the task, environment, or individual factors to nudge that change?”
“Am I constantly repeating the same instructions?” If so, consider adding a constraint so IF players DO NOT follow your instructions, there will be a consequence.
To go deeper on designing constraints like these, our constraints-led approach guide brings the framework together, and the 5 principles every coach should know shows how they work in practice.
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