Shared Understanding Framework

I believe that ball movement is often taught backwards.
A game plan is recognising patterns and recalling trained solutions.
Many coaches focus on outcomes such as “use the corridor”, “switch the ball”, or “move the ball quickly”. While these outcomes may be desirable, they do not explain how players should recognise opportunities and create the conditions required to achieve them.
Players make decisions based on the information available around them. They interpret cues from teammates, opponents, space, pressure, field position, and the movement of the ball. When players recognise patterns they have seen before, they can draw upon previous experiences and recall trained solutions that help them make quicker, more effective decisions.
The decision-making cue triggers the strategy.
In a strategic situation involving multiple players, decision-making is the ability to recognise a familiar pattern and recall a solution from previous experience.
This is why coaches must teach players to analyse the game in a similar way. When players recognise the same patterns and interpret the same cues, they are more likely to select aligned strategies and act together before their opponents can respond. This is where an advantage is created.
Teams that analyse the game similarly connect faster, move earlier, and make more coordinated decisions. While individual players may adapt their technique or choose slightly different solutions based on their strengths, capabilities, and the pressure of the situation, the team must remain aligned in its understanding of the game.
Players do not need to execute identical actions. They need to recognise the same picture, understand the same problem, and work towards the same solution. The more aligned a team’s pattern recognition and decision-making processes become, the faster and more connected the team will perform.
THE PURPOSE OF A GAME PLAN
Therefore, the purpose of a game plan is not to provide players with a rigid script. Instead, it is to provide a shared framework that helps players see the game similarly and make aligned decisions in chaotic environments.
In this article, I will share a framework that coaches can use to help players identify game patterns and create solutions based on the problems presented by the game.
The purpose of a framework is not simply to collect information. It is to organise information so that it can be understood, taught, recalled, and applied when required.
ORGANISING FOOTBALL KNOWLEDGE
As coaches, we are constantly exposed to new ideas, observations, statistics, concepts, and skill development principles. The challenge is not a lack of information. The challenge is understanding where that information belongs and how it connects to everything else.
A useful question for coaches to ask is:
Where does this piece of football knowledge belong?
When knowledge is organised effectively, it becomes easier to teach, easier for players to remember, and easier to apply under pressure.
The challenge is not how many strategies, principles, concepts, or scenarios a team can create. The challenge is determining what players can remember and how simply those ideas can be taught.
THE ROLE OF THE COACH
I believe the players sit the test every weekend and learn from it. The coach’s job is to have already studied as many chapters as possible, so when a problem appears, they have a solution available to teach.
No coach will ever know everything. Football continues to evolve, and new problems emerge every season. However, the role of the coach is to stay ahead of the learning curve, continually building their understanding of the game so they can provide players with the knowledge, solutions, and guidance they need.
While players learn through experience, coaches must learn through both experience and study. The more situations a coach understands, the more effectively they can help players recognise patterns, solve problems, and accelerate their development.
The players do not need the whole textbook, but the coach probably does.
The framework outlined below provides a structure for organising football knowledge and connecting it to performance. It helps coaches move beyond simply teaching outcomes and instead teaches players how to recognise patterns, understand situations, and apply appropriate solutions.
Ultimately, the goal is to create a shared understanding of the game, allowing players to make faster, more connected, and more aligned decisions under pressure.
The framework below organises ball movement from the broadest level to the most specific.
AFHP Ball Movement Hierarchy
Phase → Scenario → Strategy → Concept → Craft → Outcome
This hierarchy helps organise football knowledge from the broadest level to the most specific. It provides a framework for understanding where ideas belong and how they contribute to performance.
PHASES
Phases describe the major parts of the game.
Examples:
- Attack
- Defence
- Contest (Post Clearance)
- Stoppage (When teams have time to organise)
WHY I DEFINE THE GAME USING FOUR PHASES
Some coaches may challenge the idea of four phases, instead preferring to describe the game as Attack, Defence, and Contest. While I understand that perspective, I believe Stoppage deserves to be recognised as a separate phase.
At a stoppage, both teams have time to organise structurally. Players can establish roles, position themselves strategically, and prepare for the next contest. The game temporarily becomes more predictable because players have information about where teammates, opponents, and the ball are likely to be.
More importantly, I do not define phases purely by who has possession of the ball.
A traditional interpretation might be:
- We have the ball = Attack
- They have the ball = Defence
My definition is different.
I believe phases are primarily determined by the certainty of possession and the information available to players, with possession itself being a secondary consideration.
For me:
- Stoppage = Teams have time to organise.
- Contest = Possession is uncertain, disputed, or unstable.
- Attack = Possession is stable enough that players can intentionally move the ball.
- Defence = The opposition has stable enough possession that players can intentionally move the ball.
Once the ball is cleared from a stoppage, the game enters a different phase.
Although the ball has moved into open play, it is often unclear which team will ultimately win possession. Unless a player has marked the ball cleanly or is clearly isolated from opposition pressure, the ball remains in dispute.
This creates a Contest phase.
A team may win possession in a contest, but that does not automatically mean they have entered Attack. If the ball carrier is under immediate pressure and possession remains unstable, the game is still effectively in Contest.
This distinction is important because not every player on the field has access to the same information.
The players closest to the ball often have the best information. They can read body position, momentum, numbers, pressure, and likely possession outcomes. However, players further away frequently do not have access to the same information or cues.
As a result, players cannot immediately assume their team has won possession and start attacking aggressively. Equally, they cannot assume they have lost possession and become overly defensive.
Doing either too early creates risk.
If players attack too early, they may expose the team defensively if possession is lost.
If players defend too early, they may miss an opportunity to support a teammate and create an advantage.
Therefore, the Contest phase requires balance.
Players must remain connected to the contest, continue gathering information, and respond to the cues that emerge.
Once possession becomes clearer and the ball carrier has sufficient time and space to intentionally move the ball, the team has entered Attack.
Likewise, once the opposition has sufficient time and space to intentionally move the ball, teams enter Defence.
A phrase I often return to is:
Just because your team has the ball does not mean the game has entered an attacking phase or that you have earned the right to attack yet. Possession alone does not create attack; time, space, stability, and information determine whether a team can intentionally move the ball.
This distinction helps players understand that possession alone does not determine the phase. The level of certainty around possession and the information available to players are equally important considerations.
I also believe this distinction is particularly important in Australian Rules Football.
Australian Football is played on the largest invasion game field in the world and involves more players on the field than most invasion sports. As a result, there is often greater congestion, density, and uncertainty around the ball.
Players positioned further away from the contest do not always have clear access to the same information as the players closest to it.
This differs from sports such as soccer, where the field is smaller, there are fewer players, and possession can often be identified more clearly across the entire team structure.
Because of the size of the field and the number of players involved, Australian Football often requires players to make decisions with incomplete information. This is one of the reasons I believe Contest deserves to be recognised as its own phase rather than being grouped into either Attack or Defence.
In simple terms:
- Stoppage = Organised uncertainty.
- Contest = Disputed or unstable possession.
- Attack = Stable possession with the ability to intentionally move the ball.
- Defence = Opposition possession that is stable enough for them to intentionally move the ball.
This distinction helps players understand that not every phase of the game provides the same level of information, and therefore not every phase should be approached with the same decisions or behaviours.
SCENARIOS
Scenarios are the situations that occur within a phase.
For example, within Attack:
- Live Ball Movement
- Controlled Ball Movement
Live Ball Movement occurs when the ball carrier can be tackled and decisions must be made under pressure.
Controlled Ball Movement occurs when the team has secured possession through a mark or free kick and can dictate tempo before play recommences.
Scenarios form part of the pattern recognition process. They help players identify what type of game situation they are currently operating within.
PHASE ROLES
Phase roles describe a player’s responsibility based on their proximity and relationship to the ball rather than their listed position.
These phase roles help players understand how they contribute within a particular scenario.
TEAM RULES
Team Rules are non-negotiable behaviours that create alignment across the team.
These rules provide clarity on what players should consistently do in specific situations, some examples are listed below.
- Avoid kicking to short 50/50s
- Punch From Behind In (LDL)
PRINCIPLES
Principles are broad guidelines that help players make effective decisions across many situations.
Unlike strategies, principles are always active.
Example:
“Use your outnumber rather than bypassing it.”
This principle can apply regardless of the phase, scenario, or strategy being used.
STRATEGIES
Strategies are plans designed for specific situations.
They provide a coordinated team response to a particular problem or opportunity.
Strategies explain what the team is attempting to achieve.
Strategies are triggered by cues that players recognise within a scenario.
Examples:
- Intercept mark at half back – Switch to open side
- Live ball win in D50, chaos to calm
CONCEPTS
Concepts are the actionable behaviours players use to execute a strategy.
Concepts are the tools available to players.
Unlike principles, concepts are not always active. They are selected when the situation requires them.
Unlike strategies, concepts do not describe the objective. They describe the actions that help achieve the objective.
Examples:
- Pocket Play
- Overlap
- Bait & Bite
- Deception Leads
Multiple concepts may be used within a single strategy.
CRAFT
Craft is the individual player’s technical ability to perform the concepts effectively.
Craft includes the skills, techniques, and movement solutions required to execute actions under pressure.
Examples:
- Scanning
- Flat kicking
- Shovel handball
- Sidestepping
- Body positioning
- Receiving technique
Craft enables concepts.
Concepts enable strategies.
Strategies solve scenarios.
Scenarios exist within phases.
ANALYTICS AND PHILOSOPHY
Every game model should be supported by analytics, observation, and coaching experience.
Data helps identify what is effective, experience helps determine what is practical.
Together they shape a coach’s philosophy and influence the principles, strategies, and concepts that are taught.
When you learn something, try to understand where it belongs and how it should be organised.
A useful question to ask yourself is: “Where does this piece of football knowledge belong?”
The purpose of a framework is not just simply to collect information. It is to organise information so that it can be understood, taught, recalled, and applied when required.
THE GOAL
The goal is not to make players robotic, the goal is to create a shared understanding of the game.
By teaching players to recognise patterns, understand scenarios, and apply the appropriate tools, teams become more connected and adaptable.
Football is too chaotic to be scripted.
However, football contains common patterns, and those patterns often have solutions that can be trained.
The more patterns players experience, remember, and train solutions for, the larger their library of responses becomes.
Players should develop large solution libraries. Along the way, they begin to understand what works best for them and what does not.
Some solutions will suit different lists, while others will suit specific players depending on their capabilities, strengths, and limitations.
The objective is not for every player to execute the same solution. The objective is for players to recognise the same patterns and understand the most appropriate solutions available to them within the team’s framework.
This helps clarify the decision-making process while still allowing individual expression and adaptability.
The best teams are not necessarily those that possess the most information. They are the teams whose players see the same pictures, recognise the same cues, recall similar solutions, and consistently arrive at aligned decisions.
Football is too complex to script every moment. However, players can be taught to recognise common patterns and recall trained solutions.
When players share an understanding of the game, recognise similar cues, and have access to a large library of solutions, decision-making becomes faster, clearer, and more aligned.
Remember that the cue triggers the strategy.
The best teams are not defined by how much information they possess, but by how effectively they can organise, recall, and apply that information under pressure. Their players recognise the right patterns, recall the right solutions, and consistently arrive at aligned decisions because they analyse the game the same way.











