DAVID PONS

Game Model

Transfer

From Training to Match

A game model that doesn't transfer to the match is a PowerPoint presentation. Here we define how we guarantee that every trained concept appears in competition.

Transfer Guarantee

If it doesn't appear in the match, it wasn't trained well. And if it wasn't trained well, the process failed. Not the player.

Training-match coherence
Pre-programmed decisions
Variance reduction

The 3 Pillars of Transfer

01

What is trained appears in competition

Training does not simulate the match — it replicates its decision-making conditions. Every drill includes the real context: opponent pressure, time constraints, and decision stimuli.

Drills designed with the same triggers that appear in the match

Restrictions that force decisions within the same time frames the match demands

Massive repetition of the automatism until execution requires no conscious thought

Video filming and review: the player sees their training vs their match — identifies the transfer

02

The player knows when to act and when not to act

The most important decision is not 'what to do'. It is 'when not to do'. The system trains inhibition as much as action.

Training with dual option: 'if A → do X' and 'if B → do NOT do X'

Scenarios where the best decision is inaction (e.g. don't press when the opponent wants you to press)

Video review focused on 'non-moments': when the player correctly decided NOT to do something

Post-match evaluation including metrics on correct inhibitory decisions

03

The system reduces 'bad luck'

What many call 'bad luck' is actually a lack of system. The model minimises variance by reducing dependence on random events.

If the team concedes fewer than 3 clear chances per game → we reduce the probability of conceding

If every set piece has a designed play → we convert randomness into percentage

If defensive transition is automated → we eliminate 'silly' goals

If emotional protocols work → we don't drop points through loss of concentration

Training Design Process

Drill Design

Every drill answers one question: what decision do I want the player to train? If the drill has no clear decision, it has no value.

Is there a clear trigger?
Is there time pressure?
Is there an alternative (yes/no)?
Does the context replicate the match?

Drill Execution

Repetition without correction is not permitted. Every rep includes immediate feedback: verbal from the coaching staff + visual from teammates.

Real-time feedback
Correct the decision, not the execution
Match speed, not training speed
Genuine competition between players

Post-Drill Evaluation

Immediately after each drill, a 60-second review: did the player make the right decision in the right context?

Ratio of correct vs incorrect decisions
Decision time (ms between stimulus and action)
Transfer to the next exercise
Comparison with match data

Transfer to Match

Post-match: compare the decisions trained during the week with the decisions executed in the match. If they match >70%, the system works.

% of automatisms correctly executed
% of triggers correctly identified
% of correct inhibitory decisions
Error analysis: decision failure or execution failure?