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Two-on-One Decisions

Two attackers swim at one defender; the player with the ball passes or shoots based on what the defender does.

By Coach Evan Waechtler Youth coach (U11, Cache Valley, Utah) and founder of SSTracker Updated October 30, 2026

Set up

Two attackers start at half pool with one ball; one defender waits.

Core: Two. Beat your own best out of 10.

Ages
11 and up
Time
12 min
Players
3 players
Space
Pool
Bring
Ball, goal, 3 players
Level · skill
Developing · Game IQ

The steps

How it works

  1. Two attackers start at half pool with one ball; one defender waits.
  2. Swim head-up at the defender.
  3. If the defender comes to you, pass; if they stay back, shoot.
  4. Do 10 reps and switch roles.

Coaching point

Make the defender choose first.

Safety: Swim only with a lifeguard or coach watching and, under 14, a grown-up within arm’s reach. No grabbing, holding or splashing in faces: this is a no-contact game.

Make it fun

Play it, don't drill it

Game version

Call-the-play: a partner shows a hand signal or color and you say what you will do. Swap, and count correct calls together.

Challenge

Pick a level: Less (one signal), Core (two), More (a surprise signal). Beat your own best out of 10.

Story

You are the captain reading the sea for the next move.

My best

Beat your own count

Beat your own best out of 10. Only your own number counts: today against last time.

Practice makes progress

Print it now, or save it free

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