High School Soccer Tryout Plan: Varsity Evaluation Practice (120 Minutes)
By the Practice Plan App Coaching Team · Published August 2026
- 1.Why This Tryout Is Scripted Like A Game-Week
- 2.The Scoring Rubric We Use All Day
- 3.How This Fits A 3-Day Tryout
- 4.The 120-Minute Practice Plan
- 5.What You'll Need
- 6.Run The 7v7 And 11v11 Like An Evaluation Lab
- 7.Common Breakdowns And The Fix In The Moment
- 8.Staffing Adjustments When Tryout Reality Hits
- 9.What To Hit Next Practice
- 10.Frequently Asked Questions
A good high school soccer tryout plan produces numbers you can defend: standardized fitness scores, position-specific station grades, and game ratings from 7v7 and 11v11 — so varsity/JV roster decisions rest on evidence instead of impressions. This 120-minute session is day one of a three-day tryout: beep test or timed runs, evaluation stations by position, and rubric-scored game play, with guidance below on structuring evaluations and cuts across all three days. Run it as written, or load it into Practice Plan App so your whole staff works from the same schedule and rubric.
The timing here is built for roughly 24–36 field players plus two to four goalkeepers, with three coaches (one on timing/testing, one on stations, one on game grading). If your turnout runs bigger — 40 to 70 is common at open high school tryouts — duplicate the stations (two 1v1 channels, two passing patterns), run two 7v7 fields side by side, and treat the 11v11 as a feature field with scheduled shifts while the group waiting to rotate plays a coached possession grid. The point of the whole session is the same either way: generate clean, comparable evaluation data so you can separate varsity from JV without guessing.
Why This Tryout Is Scripted Like A Game-Week#
We’re not “running drills.” We’re installing standards: pace, transitions, and decision-making under fatigue. The structure forces players to show you who can execute at varsity tempo, who needs JV reps, and who is a role player. Every block has a measurable output (time, level, rep grade, or game score) so your conversations after practice are about evidence, not opinions.
The Scoring Rubric We Use All Day#
Use a 1–5 scale per category. A “3” is varsity-usable; a “4–5” is impact; a “1–2” is a constraint. Keep it tight so the staff is consistent.
- Athletic output: beep level / timed run, repeat sprint effort, recovery between reps.
- Game actions: first touch under pressure, pass selection, 1v1 defending, transition response (5 seconds after loss/win), finishing quality.
- Role discipline: holds shape, understands triggers (press/cover/balance), communicates early and specifically.
- Coachability: takes a correction and changes the next rep—not “tries hard.”
How This Fits A 3-Day Tryout#
Day 1 (this plan): establish baselines and get first game looks with everyone still in the mix. Day 2: repeat fitness in a shorter dose (or RSA test), heavier position-specific work, more 7v7 with constraints, and targeted 11v11 for bubble players. Day 3: fewer bodies, longer 11v11 blocks, special situations (set pieces, game management), and final decisions. Your cuts should follow the data: fitness threshold + repeated game grades + positional need.
The 120-Minute Practice Plan#
9-period competitive high school practice · 120 min
Customize This Plan →0:00–0:08
Check-In, Numbers, Standards
▾
0:00–0:08
Check-In, Numbers, Standards
Get control early—this is an evaluation day, not an open run.
- Admin: assign pinnie colors, jersey numbers, and groups (A/B/C). Write rotations on the board so players don’t ask every transition.
- Standards: explain the 1–5 rubric and what earns a “3” today: consistent effort, correct decisions, and clean role discipline.
- Staff roles: one coach on timing/testing, one on stations, one on game grading. If you’re short-staffed, protect game grading and simplify stations.
Competitive standard: players are on time, in correct group, and ready to move on the whistle—first impression matters in a tryout.
0:08–0:20
Dynamic Warm-Up And Ball Activation
▾
0:08–0:20
Dynamic Warm-Up And Ball Activation
Warm them up the way you want them to play: moving, scanning, and changing speed.
Run a 25x25 grid with balls: dynamic movement patterns (open/close hips, skips, accelerations) into 2-touch passing and receiving on the move.
- Coaching points: first touch out of feet; head up before the ball arrives; pass weight that matches the receiver’s next action.
- Common bust: players jog the warm-up then “flip the switch” later. Correct it immediately: “If you can’t get to tempo here, you won’t get to tempo in games.”
Film/checklist note: note who is already communicating and organizing without being prompted.
0:20–0:38
Standardized Fitness Test Block
▾
0:20–0:38
Standardized Fitness Test Block
This is your baseline. Run it the same way every year so your data means something.
Option A: Beep test on a marked 20m lane. Option B: timed 1,200m (or 1-mile) if you don’t have a clean 20m setup. Pick one and stick to it.
- Staff script: one coach runs audio/time; two coaches record numbers and note drop-out level/time. Players who finish become shaggers and help reset.
- Evaluation add-on: record “recovery behavior” (hands on knees vs. quick reset) as a separate coachability/competitiveness note.
- Common bust: false starts and cutting the line. Stop the group once: “If you cut distance, your score doesn’t count—do it right or don’t do it.”
Competitive standard: you should have a clear top third, middle, and bottom third on the sheet—no guessing.
0:38–0:41
Water And Group Reset
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0:38–0:41
Water And Group Reset
Short water, then right into evaluation stations. Use this window to post group assignments and station rotations.
- Coach action: confirm who is tracking which station category so the grades don’t overlap or get missed.
- Player instruction: jog to your first station; if you walk, it’s noted.
0:41–1:05
Position Evaluation Stations
▾
0:41–1:05
Position Evaluation Stations
Four stations, 6 minutes each. Whistle every 6. Players rotate clockwise. Keep it tight and repeatable—same reps for everyone.
- Station 1 (First touch + play forward): receive under passive pressure, play to a target in 2 touches. Grade: touch direction, scan, pass choice.
- Station 2 (1v1 defending channel): 12x8 channel, attacker has 6 seconds. Grade: approach speed, angle, timing of tackle, recovery if beaten.
- Station 3 (Finishing off a pass): pass from wide, finish from top of box. Grade: decision (one-touch vs. settle), shot on frame, follow for rebound.
- Station 4 (Aerial/clearance + second ball): serve, win header/clear, then immediate second-ball pass. Grade: body shape, contact point, next action.
Common bust: stations turn into “my turn” reps with no urgency. Fix by scoring every rep out loud: “That’s a 2—late scan. That’s a 4—touch took pressure away.”
Competitive standard: each player gets 6–10 graded actions in their 6-minute window (no standing).
1:05–1:25
7v7 Game Evaluation Block
▾
1:05–1:25
7v7 Game Evaluation Block
This is your best evaluation-to-time ratio. Small-sided exposes work rate, scanning, and transition habits fast.
Field: 45x35 with two goals and keepers if available. Play 7v7 (or 6v6+neutral if numbers force it). Two 9-minute games with 2 minutes to swap groups and reset.
- Rep script: 2 x 9:00 running clock. Subs only at 4:30 and 9:00. Each player gets one full game and one half-game minimum.
- Grading emphasis: transition response (first 5 seconds), ability to play out of pressure, and defensive roles (pressure/cover/balance).
- Common bust: players chase the ball and abandon shape. Freeze once: “Who is pressure? Who is cover? Who is balance?” Then restart with correct spacing.
Film/checklist note: mark players who organize others—captain behavior shows up here.
1:25–1:28
Water And Staff Quick Sort
▾
1:25–1:28
Water And Staff Quick Sort
Hydrate and do a 2-minute staff huddle.
- Coach action: identify 6–10 bubble players you need to watch closely in 11v11 and assign a coach to each.
- Admin: set 11v11 teams and the substitution windows before you start.
1:28–1:56
11v11 Team Evaluation Match
▾
1:28–1:56
11v11 Team Evaluation Match
This is the closest thing to a varsity decision environment. You’re grading role discipline and game understanding, not just moments.
Play 11v11 on as much field as you have. If you’re short on space, go 9v9 but keep full-size goals and offside if possible.
- Rep script: 2 x 12:00 with a 4:00 sub window between halves (water + swap). Substitutions only at 6:00 and 12:00 each half unless injury.
- What to grade by line: Back line starting point and communication; midfield ability to connect and protect the middle; front line pressing triggers and end product.
- Common bust: center backs drop too early and stretch the team. Correct in real time: “Hold the line until the ball forces you—don’t create a gap for free.”
- Competitive standard: a varsity player shows repeatable actions every 2–3 minutes—scan, check, demand, recover, organize—without needing a coach prompt.
Personnel note: if you have a clear varsity spine, run them together for one shift so you can evaluate who complements them.
1:56–2:00
Wrap, Cut Plan, And Film Checklist
▾
1:56–2:00
Wrap, Cut Plan, And Film Checklist
End it like a staff, not a camp.
- Player message: timeline for Day 2 groups and expectations (arrival time, what to bring, recovery). No public cut talk on the field—keep it professional.
- Staff checklist: enter fitness scores; average station grades; tag 7v7/11v11 notes by position; flag any injury/availability constraints.
- 3-day cut structure: after Day 1, you can make a small cut only if there’s a clear fitness/effort threshold issue. Save most decisions for after Day 2 when you’ve re-seen bubble players in games.
| Time | Period | Coaching Notes |
|---|---|---|
| 0:00–0:08 | Check-In, Numbers, Standards | Get control early—this is an evaluation day, not an open run.
Competitive standard: players are on time, in correct group, and ready to move on the whistle—first impression matters in a tryout. |
| 0:08–0:20 | Dynamic Warm-Up And Ball Activation | Warm them up the way you want them to play: moving, scanning, and changing speed. Run a 25x25 grid with balls: dynamic movement patterns (open/close hips, skips, accelerations) into 2-touch passing and receiving on the move.
Film/checklist note: note who is already communicating and organizing without being prompted. |
| 0:20–0:38 | Standardized Fitness Test Block | This is your baseline. Run it the same way every year so your data means something. Option A: Beep test on a marked 20m lane. Option B: timed 1,200m (or 1-mile) if you don’t have a clean 20m setup. Pick one and stick to it.
Competitive standard: you should have a clear top third, middle, and bottom third on the sheet—no guessing. |
| 0:38–0:41 | Water And Group Reset | Short water, then right into evaluation stations. Use this window to post group assignments and station rotations.
|
| 0:41–1:05 | Position Evaluation Stations | Four stations, 6 minutes each. Whistle every 6. Players rotate clockwise. Keep it tight and repeatable—same reps for everyone.
Common bust: stations turn into “my turn” reps with no urgency. Fix by scoring every rep out loud: “That’s a 2—late scan. That’s a 4—touch took pressure away.” Competitive standard: each player gets 6–10 graded actions in their 6-minute window (no standing). |
| 1:05–1:25 | 7v7 Game Evaluation Block | This is your best evaluation-to-time ratio. Small-sided exposes work rate, scanning, and transition habits fast. Field: 45x35 with two goals and keepers if available. Play 7v7 (or 6v6+neutral if numbers force it). Two 9-minute games with 2 minutes to swap groups and reset.
Film/checklist note: mark players who organize others—captain behavior shows up here. |
| 1:25–1:28 | Water And Staff Quick Sort | Hydrate and do a 2-minute staff huddle.
|
| 1:28–1:56 | 11v11 Team Evaluation Match | This is the closest thing to a varsity decision environment. You’re grading role discipline and game understanding, not just moments. Play 11v11 on as much field as you have. If you’re short on space, go 9v9 but keep full-size goals and offside if possible.
Personnel note: if you have a clear varsity spine, run them together for one shift so you can evaluate who complements them. |
| 1:56–2:00 | Wrap, Cut Plan, And Film Checklist | End it like a staff, not a camp.
|
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See Youth Program Features →What You'll Need#
- Flat agility discs (30–40) for grids and lanes
- Stopwatches (2–3) or a timing gate app
- Beep test audio + portable speaker
- Pinnies in 3 colors (at least 24)
- Size 5 match balls (12–18, pumped)
- Two full-size goals + nets (or one full-size and two pop-up goals)
- Clipboards or tablets with printed scoring sheets
- Whiteboard and marker for rotations and groups
Run The 7v7 And 11v11 Like An Evaluation Lab#
Your biggest risk in a tryout is “random soccer.” Don’t let it happen. Script the game blocks so every player gets comparable minutes and comparable problems to solve.
- Rotation standard: pre-build two 7v7 groups and two 11v11 groups. Sub on the whistle only. If a player misses his window, he waits until the next window—no chaos subs.
- Rep targets: in 7v7, every player should touch 25–40 times in 20 minutes; if a kid is hiding, you’ll see it in the touch count and in the scan behavior.
- Coach positioning: one coach watches the ball, one watches the far-side shape, one watches a single player for a full shift (especially center backs, holding mids, and the 9).
- Freeze rule: you get two freezes total per game block. Use them only for a repeatable concept: pressure/cover angle, back line starting point, or the first pass after winning it.
Common Breakdowns And The Fix In The Moment#
- Breakdown: players “test well” but disappear in games. Why it happens: they can run straight lines but don’t scan or demand the ball. Fix: assign a staff member to track scans + checks for 5 minutes: “I need two shoulder checks before you receive. If I don’t see it, it’s a minus even if the pass connects.”
- Breakdown: defenders look good 1v1 but the line is disconnected. Why it happens: tryout nerves—everyone over-focuses on their duel. Fix: grade the back four on one thing for a full shift: “Hold 8–12 yards between lines. If you step, the unit steps. If you drop, the unit drops.” Mark it every stoppage.
- Breakdown: midfielders play safe sideways all day. Why it happens: they’re protecting completion percentage. Fix: your rubric must reward breaking lines with purpose. Tell them: “A failed forward pass to feet is not an automatic minus—if it was the right picture and the weight was close, you’re fine. Hiding is the minus.”
- Breakdown: finishing station doesn’t translate to games. Why it happens: no pressure, no transition. Fix: in the station, add a recovery defender on the second rep only; in games, grade shots as: on frame, forced save, wrong decision, or rushed technique.
Staffing Adjustments When Tryout Reality Hits#
If you’re missing a true goalkeeper group: don’t fake it with 20 minutes of keeper-specific work. Keepers rotate through every game block with a clear grade sheet (starting position, decision on crosses, distribution choice). In finishing, use a coach in goal only to keep reps moving, but don’t score that segment as “shot-stopping.”
If your scout look is limited (numbers or quality): in 11v11, build the problems with constraints instead of relying on the opponent. Example: “Team in possession must play through a holding mid before going forward.” That forces pressing cues and midfield discipline you can evaluate.
If you’re on a short-week tryout (90 minutes or less): protect the 7v7 and 11v11 blocks and shorten stations. Fitness becomes a threshold (pass/fail) rather than a full ranking.
What To Hit Next Practice#
Day 2 should tighten the margins: repeat a shorter fitness piece (repeat sprint ability), then run position-specific stations with more decision-making (pressure, time limits, directional play). In games, isolate bubble players by giving them a second shift against the top group. The first thing that will break down is transition discipline—so your Day 2 scoring should heavily weight the first 5 seconds after losing and winning the ball.
Frequently Asked Questions#
Do you run the beep test or timed runs? We can’t do both every day.▾
Day 1: pick one standardized aerobic test (beep is easiest to compare across years). Day 2: do repeat sprint ability (short, brutal, game-relevant). Day 3: no formal test—use game blocks and GPS/effort notes if you have them.
How many game minutes does each player need for the grades to be fair?▾
Minimum target is two distinct shifts in 7v7 and one full shift in 11v11 against a different group than their first look. If a player only plays once, your grade is a snapshot, not a decision.
What if numbers are uneven and we can’t play true 11v11?▾
Play 9v9 on a narrowed field with full-size goals and keep the same rubric. You’ll still evaluate spacing, transition response, and decision speed. Don’t waste the block trying to force 11v11 with ghosts.
How do you keep the station lines from killing the evaluation?▾
Cap each station at 6–8 players and run two identical stations if you have space (two passing patterns, two 1v1 channels). If you can’t duplicate, shorten the station and move to games sooner—games expose more in less time.
What should we film, and who do we film?▾
Film the 11v11 block from midfield, elevated if possible. If you can only clip, clip the bubble players’ full shifts and all transition moments (ball loss/ball win). Stations are optional to film; they rarely change decisions compared to game film.
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