Blowout Games
Blowouts suck. They suck the spirit out of the losing team, and they aren't even fun for the winners.
The best way to avoid being in this situation is to avoid letting the game ever get that lopsided, pull back early and the game can be a lot better for everyone. The time to start pulling back is not at 5-0 (which is a common definition of a blowout), and it is already way too late at 4-0 -- by the time your team is up by four or more goals your players are already roaring at the top of their game, and the other team is likely disheartened, and all of this just makes your job as coach even more difficult.
The time to start pulling back is as soon as your team scores any two unanswered goals, so that if and when your team scores a third unanswered goal your players should already be working under your system of scalable controls. Yes, applying the brakes after only a couple of goals might leave your opponent a chance to come back and win the game -- and that is exactly the point!
The only really effective method to avoid a blowout situation is to sustain the opposing team's belief that this game is still worth trying to save right now. Flip things around and look at the field from the other team's perspective. When the score is 0-4 against them will their defenders really fight to win the ball -- or will your attackers start having an easier and easier time getting the ball in advantageous locations? At 0-4 will their strikers still work together to build an effective attack -- or are they increasingly likely to try desperate shots that won't ever test your keeper? At 0-4 will their midfielders be as willing to sprint end-to-end to help sustain their attack as well as hustle back to manage your counter-attacks -- or are your players going to find much more room to control the ball, enjoy more time to look up and see the field, and have the confidence to be able to pull off a stellar play?
You cannot wait until you are sure of victory before you start pulling your team back. The moment your opponent loses heart in the match, that is the moment your job becomes infinitely more difficult. Adjust while the game still hangs in the balance and you have some chance to be quietly effective, wait too long and no matter what you do things will be ugly.
Blowout Tactics
Getting Blown Out
It happens.
Remember, your players will react to how you act. If you show that you are defeated then your players are more likely to give up trying, and you will lose all control over what they do on the field. If you show them that you care, and that you have ideas for what they should try, then you still have some influence over how they play.
One trick is to understand what weaknesses are being exploited and what you can do to mitigate them. If what you are doing isn't working, try something different, anything different. Adjust your player positioning to diminish player mismatches. Change to a different goal-keeper if your opponent has figured out how to exploit a flaw in your current keeper (or just change keepers anyway to avoid your players having an easy choice for someone to blame). Swap your formations around to fill the key roles with whatever players still have the most energy.
Have some ideas where else to draw the focus of your players, something other than the game score. Give them a simple objective, and celebrate whenever these are achieved. Maybe it's "just get one goal of our own", more probably it is something like "complete three passes in their half", and possibly it is something as basic as just "clear the ball first time". Support your players every time they meet that objective, and then perhaps push them to achieve a new objective that builds on the first. Help them see that they can still play (even if not at the same level as the opponent). Then you have something that you can work with, as well as something you can use to help them play better next game.
Also, you are not alone on the sidelines. Talk to your opposing coach. Ask for some suggestions. Work together with your opponent to make the game better for both teams (they are likely to want to help -- winning a blow out is not as much fun as playing a better game). Talk about limits before things get ugly -- maybe the game is lopsided enough it makes more sense to stop at halftime and just scrimmage the second half after swapping players between teams, maybe a game gets too ugly late in the game and you are both better off asking the referee for to suspend play. Work together to improve the situation rather than just let everything get uglier.
A Note Regarding Referees In Blowout Games
Recognize that while referees likely recognize and sympathize with your plight, they are not necessarily going to help you; their priorities are on managing a safe game and are not focused on the resulting score. It is not any referee's responsibility to enforce any league or regional blow out rules, though some may choose to stop play if the game gets too lopsided. Note, the referees are the sole authority over any match, even blowouts; you will need their permission before you can sub out a weaker player, and they are unlikely to stop play just for you to manage some defensive improvement. Angering a referee would only make a difficult game even harder.
Blowing Them Out
Again, it happens. Be prepared.
Losing a blow out is difficult to coach, but winning a blowout can be even more difficult on the coach. As the coach everyone will demand you exert control of the game right at the very time your players begin to recognize they can score at will even if (especially if) they don't listen to you. All of the energy in the game (the excitement of your players, and the disappointment of their players) is working against you, and it will take a relatively long time before the game even begins to react to any changes you make. The best solution is to avoid falling into this trap.
Start acting as soon as your team scores a second unanswered goal. Have a plan in action before the third unanswered goal, and already be working the brakes hard before any more unanswered goals are scored.
What Doesn't Work
Just telling your players "Don't Score!" is almost always going to make a bad situation worse. The whole goal of the game of soccer is to score, suddenly trying to not score makes everything awkward and weird -- and it doesn't help your opponent feel any less blown out. Goals are just the exclamation point at the end of the sentence, and your opponent likely can read the words just about as easily without the punctuation.
Another common idea is "Keep Away", or some form of possession passing between the players of the winning team. While perhaps a bit more subtle than "Don't Score!", the effect is just as disheartening on your opponent -- arguably more so, because a proper possession drill leaves the opposition continually chasing around never getting a chance to play the ball themselves.
Similarly, "take it to the corner" or "shoot the ball wide of the goal" usually come off just as slightly more aggressive forms of "Keep Away" in that they largely focus on minimizing the opponents ability to touch the ball while simultaneously demonstrating the ability to still attack and penetrate their helpless defense.
What May Work Better
The quickest action is to try adjusting players. Move your obvious goal scorers away from the front line (perhaps even sit them out if you can). This is the time to put your developing players into key positions (replace your attackers with players who have yet to score, fill your back line with players who need to improve their tackles or ones who may struggle to clear the ball, go ahead and put the goalie gloves on someone who isn't used to using their hands). Do not just rotate your best players to defense -- doing that just makes it so much harder for your opponent to ever score (and having your opponent earn a few goals is the only way to relieve your blow-out situation...) [This action works best in the older age divisions, in small sided games with limited rosters where there may be fewer good choices -- in dire circumstances it may be worth considering playing short-handed as a last resort.]
However, the main tool you have is to add constraints to how your team plays, such as:
Require every possession to include a pass back to your goal-keeper before your team can advance on the opposing goal [encourages lots of build-from-the-back experience in game situations]. This constraint can easily progress to: every possession must include all teammates on the field before any shot is attempted -- and every time your team loses possession they need to start over at the beginning and try again to include all teammates before any shot attempt...
Limit all players to three touches (or two touches, or even one-touch) every time they receive a pass or regain possession [encourages players to learn how to increase their pace of play].
Limit players to passing and shooting only with their weaker foot [encourages players to be more balanced and eventually become less predictable].
Any attempted shot-on-goal needs to be a volley (or even headers for the older ages) [effectively "one touch" shots, encourages teams to place crosses or through-balls into the just the right locations].
Mix and match these constraints as needed to balance the game -- adding these requirements together multiplies the difficulties (if your team can score only with volleys after more than eleven one-touch weak-footed passes without the opponent ever disrupting the play, well, then maybe we do need to find you a different level of competition...) These restrictions tend to decrease your team's ability to sustain possession, which leads to the other team finding opportunities to gain possession in more advantageous locations -- all of which increases your opponent's potential scoring chances (and the more your opponents score, the sooner you escape a blowout situation).
Constraints are effective, but they require two things. 1) That it is possible for your team to try to score at least one more goal before the game tips into blowout conditions. 2) That your players understand these constraints and will honor these themselves (because the referee is not going to enforce them). The first is why it is important to start constraining the game early -- you can always relax a condition if your team begins to struggle. The second requirement is difficult unless you spend a bit of your time in your regular practices preparing to play with these constraints. Develop codewords for these restrictions (perhaps "goofy foot" for playing only with the weaker foot, "premier league" for scoring only with volleys, etc.), and make sure your players understand what you mean with each codeword -- trying to scream specific instructions from the sidelines during a blowout game is likely to make an ugly situation even worse, but your players can and will adapt to codewords they recognize just like the other play and formation directions they expect you to provide during games. Before the season starts, or at least before your next game, spend some practice time in scrimmages where you add different constraints, let your players recognize they can work with these restrictions, and let them realize that you (and their teammates) will notice and call them out if and when they try to "cheat" on the restrictions.
Also, look to adjust your players attitude. Your team has already shown it can score, now what else can they do? Rather than let your players show off how they can score, this is the time to have them prove they can make their least developed teammates be successful. Come up with different achievements for the team other than just putting the ball in the other net; maybe have them focus on a passing sequence they struggled with in practice, maybe just concentrate on give-and-go movement up the wing, or even see if they can master some dynamic tactics through a pivoting midfield, or whatever might place them under more difficult demands. This is a time to focus on tactics that may challenge your players when pressed; it's not a good time to let them polish the corner-kick scoring play, nor is it the time to try bending a free kick.
Finally, reach out to your opposing coach. Work together to avoid a blow-out from becoming ugly. Offer them suggestions for what might work against your team. Listen to their levels of frustration and offer to call the game (and instead swap some players and scrimmage the second half) based on when you both agree that players are giving up rather than rising to the challenge.
Remember, start early. The earlier you start these changes the easier it is to make them work. If done right, adding cumulative constraints to your players will slow down the scoring and provide your opponent with some better opportunities for them to possibly score as well. With this kind of control then you never have to face the "we can't score another goal" moment -- which makes it much easier for everyone on the pitch because then the focus can still remain on scoring goals (just scoring prettier, more difficult, more rewarding goals).
Other Notes
Referees are also going to try to manage a blow out, but they are coming from a different angle -- during blowouts referees may be thinking more about safety first, they are likely to be watching a bit more for the ugly fouls that come when players are frustrated and perhaps worrying a bit less about whether everything is absolutely "even" or "fair". For example, don't be surprised if the refs wave off a hand-ball in the penalty area -- awarding a penalty kick to a team already winning a blowout is not going to really change the outcome of a game, so the referees may be using a different definition for "intentional act" than what you or your players expect. The calls may go a bit more against your team -- don't complain, adjust to how the game is being called.
If your referee agrees, perhaps having your team play shorthanded by a player or more might help restore some balance to a game -- but you and your referee need to understand what you are doing (and why) otherwise the referee can consider this an improper substitution.
Note: for some games that are recognized in advance as potentially seriously unbalanced it might be worth discussing before the game whether your opponent and your referee might consider a scrimmage scenario instead and support adding players to their side (allow your opponent extra players on the pitch rather than having your team play shorthanded, or both). [Adding extra players to the pitch would be contrary to the laws-of-the-game so any such move renders the game a scrimmage rather than a match for league points (see note about forfeits below), but if everyone agrees this can be a better solution than just playing out an ugly game.]
Over the course of an eight or ten game season, unless your defense is as weak as your attack is strong, your team will have a total budget of only about 30 or so goals at most for the entire season if you are to avoid blow-out situations. If you find yourself with a team that is likely to dominate most or even all of your games, then you need to be careful about how you "spend" those goals. If you have a couple of players focused on getting hat-tricks each game, their dominance will mean that nobody else on your team ever gets any chance to score. Instead, in a development league, a much better objective would be to work so that every member of the team enjoys the thrill of scoring a goal themselves.
League Blow Out Mechanics
Point Deductions
PCSSL does not deduct points directly for each blow out, and there is no fixed value where a game is labeled a blow out (we've seen 9-0 games where both teams had a good time, and we've seen 5-0 games which were horrible experiences for everyone involved). Instead, PCSSL may choose to deduct points from any team that appears unwilling or unable to control their games (the scale of any such deductions will be determined by the PCSSL Board and it is possible and even likely the penalty may be larger than all points earned for winning the games). Note: in these cases where the PCSSL Board reviews blowouts, the opinions of the referees and the opinions of your opponents about how your team managed the game are likely to be given more weight in the deliberations than whatever were the final scores. Treat your opponents well.
Forfeits
Forfeits are allowed as a method of dealing with a blow out situation. We much prefer to see all of our games played, but if teams foresee that a blowout situation is difficult to avoid then the teams can agree to a forfeit result and instead swap players around to play a scrimmage with mixed squads -- the referee must agree to this change in game conditions (typically this means these decisions need to be made during pre-game warmups or at half-time). In cases where teams agree at half-time, the league is willing to consider the half-time score as a final score when a scrimmage is played for the second half. Note: as a developmental league PCSSL believes strongly that development comes through game play, forfeits are never an excuse to not play; forfeits are only supported as a paperwork solution so that the players on both teams can continue with a scrimmage or some other activity that takes advantage of everyone's efforts to get the players and the volunteers ready and able to play.
Other Views
We also have some messages regarding blow outs contributed to us by some very experienced AYSO coaches from past PCSSL seasons.