The five-minute pre-match plan that decides everyone's minutes
14 September 2026
Most unfair game time is not a decision anyone actually made. It is what happens when the substitution plan gets invented on the touchline, one swap at a time, with a match going on in front of you. Five minutes of coaching preparation before the whistle removes nearly all of it, and the maths is far simpler than it looks once you do it in the right order.
Start with three numbers, not a team sheet
Before you think about positions, pairings or who is quickest, work out the only figure that matters for fairness: how many minutes exist, and how many players are sharing them. Multiply the match length by the number of players on the field. That is your pool of player-minutes. Divide it by your squad size and you have each player's fair share.
Do this at home, in the car park, anywhere except mid-match. It takes about forty seconds and it converts a vague intention to be fair into a number you can hold yourself to.
If you run a dedicated goalkeeper who plays the full match by choice, take that player and that shirt out of both sides of the sum. In a 9v9 football match, a full-match keeper leaves 60 x 8 = 480 player-minutes for 11 outfield players, or about 44 minutes each. Sharing the keeping job instead is usually the fairer call at junior level, but the point is to decide before kick-off, not after someone's parent asks.
- 9v9 football, two 30-minute halves, 12 players: 60 x 9 = 540 player-minutes, divided by 12 = 45 minutes each, 15 minutes off.
- 10-a-side junior rugby, two 25-minute halves, 14 players: 50 x 10 = 500 player-minutes, divided by 14 = 35 minutes 43 seconds each.
- 11-a-side hockey, four 15-minute quarters, 16 players: 60 x 11 = 660 player-minutes, divided by 16 = about 41 minutes each, roughly 19 off.
Turn the share into blocks you can see
Minutes per player is the target; blocks are how you hit it. Pick a block length that divides the half cleanly, then count the bench seats: off-slots = number of blocks x (squad size minus players on the field). If your squad size divides that number evenly, everyone can get an identical share. If it does not, you will have a remainder, and it is better to know that at 9am than at 3pm.
The clean case: 12 players, 9 on the field, 5-minute blocks over 60 minutes. That is 12 blocks x 3 off = 36 off-slots, divided by 12 players = exactly 3 blocks off each. Number your squad 1 to 12 on the back of the team sheet and the ladder writes itself: blocks 1 to 4 sit 1-2-3, then 4-5-6, then 7-8-9, then 10-11-12, and repeat the cycle twice more. Everyone banks 45 minutes.
The messy case, which is more common: 14 players in that 10-a-side rugby grade. Ten 5-minute blocks x 4 off = 40 off-slots for 14 players. Twelve players sit three blocks (35 minutes played) and two sit only two (40 minutes played). Write the two names who benefit in a notebook and start the ladder with them next week. A running ledger across a season is fairer than chasing perfection in a single match.
The honest trade-off is block length. Longer blocks mean fewer interruptions and more settled play, but coarser fairness. Those same 12 football players on 10-minute blocks give 6 blocks x 3 off = 18 off-slots, which is 1.5 each: six players finish on 50 minutes and six on 40. Five-minute blocks close that 10-minute gap but ask you to make 36 swaps. Most junior coaches land on something between 5 and 8 minutes.
- Football, 60 minutes: 5-minute blocks give 12 swap points and usually divide evenly for squads of 11 to 14.
- Hockey, four 15-minute quarters: split each quarter in two and use 7.5-minute blocks, because quarter-only changes are far too coarse.
- Rugby, two 25-minute halves: 5-minute blocks give 10 change points, which is plenty for a squad of 13 to 16.
Write the swap order, not just the starting XI
The single biggest time sink on a matchday sideline is deciding who comes off. Coaches almost always plan who goes on and leave the other half of the swap to the moment, which is exactly when you have least attention to spare. Write both, in order, before kick-off.
The simplest format that survives real matchdays is a numbered ladder down the side of the team sheet: every player's name, in the order they take their turn on the bench. When a block ends, the next names on the ladder come off and the players who have been off longest go on. No thinking required, and any parent helper can read it out.
Then apply your constraints on top, because a pure ladder will occasionally produce a swap you cannot make. Plan like-for-like pairs: this player covers that shirt. In rugby, front-row cover is the constraint that breaks naive rotations, so pair your props and hooker before you pair anyone else, and check your union's grade rules on who may play there. In hockey, remember many rule sets stop the defending side substituting once a penalty corner has been awarded, so never schedule a block change for that window. In football, decide up front whether the keeper swap happens at half-time or mid-half.
- Number every player on the ladder, including the ones who always start.
- Mark the two or three pairings that are genuinely position-locked, and leave the rest free.
- Note one line per player for late arrivals: where they join the ladder.
Pre-commit the exceptions while you are calm
A plan only holds if it already contains the things that will go wrong. Four situations account for most collapses, and each one takes about twenty seconds to pre-decide.
Someone does not turn up. Recompute the share once, at the moment the number changes, and then leave it alone. Eleven players instead of twelve in that 9v9 match turns 540 player-minutes into 49 each. Do not re-derive it every block.
Someone is injured mid-match. Say now, in advance, that the remaining minutes get shared from the bottom of the ladder up, so the players with the least time so far absorb the extra. Otherwise the minutes quietly flow to whoever is already on the field.
The score gets away from you, in either direction. Write the rule down before kick-off: the ladder does not change. A 4-0 lead or deficit is precisely when the temptation to leave the strongest players on is strongest, and precisely when the players on the bench notice.
A player does not want to come off. Handle it before the match, not during. Telling the whole squad in the warm-up that everyone sits roughly three blocks, and that it is the plan rather than a judgement on anyone, defuses almost all of it.
The five minutes, minute by minute
Run it in the same order every week and it stops feeling like admin. Do it once players have arrived, so you are counting real heads rather than the ones who said they would come.
- Minute 1: count heads. Confirm squad size, note who is late and who is unavailable to play a full role.
- Minute 2: do the maths. Match minutes x players on the field, divided by squad size. Write the target on the team sheet in large numbers.
- Minute 3: set the block length and count off-slots. Check whether it divides evenly and note the remainder if it does not.
- Minute 4: write the numbered swap ladder, then mark your two or three locked pairings.
- Minute 5: tell the squad the target and the block length, and hand the sheet to a parent helper who will call the changes. Their only job is to read the next line.
Sixty seconds at half-time is the whole audit
Plans drift. A stoppage runs long, a swap gets missed, and by half-time someone is several minutes light. The fix is a tally, not a memory: a tick per block next to each name, kept by whoever is calling the changes. A live tracking app will keep the running totals for you if you prefer, but a biro and the back of the team sheet has never run out of battery.
At the break, compare each player against half the target. In the 9v9 example the half-time mark is 22.5 minutes. If one player is on 17.5 and another is on 27.5, the correction is exact and costs nothing: in the second half, give the first player one fewer block off and the second player one more. The off-slots still balance, because you have moved one seat rather than added one.
That is the real payoff of pre-match planning. You are not trying to be perfectly fair inside a single 60 minutes, which is impossible with most squad sizes. You are keeping the drift small enough that one sentence at half-time closes it, and carrying anything left over into next week's ladder so it comes out even across a season.