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You're up three. Eight seconds left. Their ball. Do you foul or do you defend? Coach Collins figures a room full of coaches would split right down the middle, and honestly, he's done both. The real point of this episode isn't the answer. It's that you can't find the answer in the foxhole. If you haven't decided it before the game and repped it in practice, your players won't pull it off when the gym is shaking.
Last season Madison Memorial went 27 and 3. Six or seven games came down to the last two minutes, including a double overtime game and a four overtime game, and Memorial won every one of them. Coach Collins doesn't call that luck. He calls it a group that talked to each other, a staff with a plan, and a lot of reps.
What we cover Foul or defend, and the variables that change the answer. Where's the ball? Has their best shooter fouled out? How many timeouts and fouls to give do you have? And have you actually practiced fouling? "We need a three" versus "we can take a three." Every player hears the second one. Coach explains why you have to spell out the difference ahead of time. The two points a minute rule. After 20 years of charting his league, Coach shows when a deficit moves from "stay the course" to "what are we doing now": down ten with six minutes left, down eight with four, down six with three, down four with two. Game decision charts. Like the laminated card a football coach carries, Coach built last minute sheets for when you're up, down, on offense and on defense, then shrank it to a single card he can grab during a dead ball. Coaching through noise. "In the biggest game of the year, you won't hear me. You won't hear your grandma." Sectional finals in a packed high school gym are louder than state in front of 17,000 people. If they can't hear you, they need to see you. Colors, numbers and hand signals. Coach's stoplight system: red means don't you dare shoot it, yellow means think about what Coach would want, green means go. Numbers run the defense. A fist calls the offense. Timeout cards and the "55" call. An assistant holds up timeouts left and possession as players walk out of the huddle. And 55? Say it out loud. It sounds like foul, without yelling "foul" in front of the official. Who does what on the bench. One assistant on timeouts, bonus and the possession arrow. One on the signal cards. One on matchups and foul trouble. The head coach owns the final call. How to foul, and who to foul. Everyone says foul. Nobody teaches it. Go for the ball with both hands, foul on the catch, and never foul a three point shooter. Coach shares a tournament win that came down to knowing which two players his team could not put on the line. The intentional miss, and a timeout trick you've probably never thought about. Down two, four seconds left, no timeouts, the clock running while the other team just stands out of bounds. Coach calls a timeout he doesn't have, takes the technical, and stops the clock, because otherwise the game is already over. Chapters 0:00 Coach Unplugged intro 0:59 Welcome and what this clinic covers 2:20 Coach Collins and the Madison Memorial story 5:15 Up three with eight seconds: foul or defend? 7:30 We need a three versus we can take a three 8:50 The two points a minute rule 9:40 The last minute game decision chart 10:45 Going seven for seven in close games 12:37 Communication when nobody can hear you 15:05 Colors, numbers and the stoplight system 17:23 Timeout cards and the 55 call 19:47 Who does what on the bench 22:09 How to foul and who to foul 23:49 Calling a timeout you don't have Coach's challenge: Pick three end of game situations your team hasn't repped yet. Make the call as a staff this week, write it on one card, and practice it before your first game.
Resources: The game decision charts, timeout cards and all 112 special situations Coach mentions are available through TeachHoops. Practice plans, courses and clinics at https://teachhoops.com/. Quest
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