Club onboarding · Early registration · Help us shape it
Today Hobbit is one account per coach. The Club Edition makes it one club with accounts at every level: founder, director of coaching and coaches each log in with their own permissions, coaches run their own teams, the director sees all of them on one page; the curriculum, the session standard and meeting minutes are shared across the club; session packs, attendance, matches and parent recaps, already in Hobbit, plug straight in.
The Club Edition is being built. Register your interest; what you tick below decides what we build first.
From one account per coach to one club with accounts at every level
Today every coach uses Hobbit alone. The Club Edition hangs their accounts under one club, each with its own permissions.
Today it is one account per coach, each running their own teams, none of them seeing the others; a director who wants the whole picture has to ask one by one. The Club Edition turns that into:
TodayOne account per coach, each with their own teams, invisible to each other
Three coaches, three accounts, three separate curricula. A director who wants the whole club has to ask one by one.
Club EditionOne club, several accounts with different permissions: founder, director and coaches. Coaches run their own teams, the director sees all of them on one page
The curriculum, the session standard and meeting minutes are shared across the club (the two sheets at the sides). Session packs, attendance, matches and parent recaps, already in Hobbit, plug straight in.
What the Club Edition will include
A provisional list. The order and the details follow what the clubs registering here tell us.
The curriculum
New in the Club Edition
Your club's own curriculumAge bands, units, goals. Built from your documents, through an AI interview, or from a template.
Progress overview across teamsWhich unit each team is on and how many sessions this cycle, on one page for the director.
Sessions generated from the curriculumA coach picks the unit, describes the session in a sentence, and decision points and rule design are written into every block.
A club-level session standardThe session structure the founder sets, shared by every coach.
Example
What a curriculum looks like
Most coaches have never seen a complete one. Below is Hobbit's own DGC curriculum on four sheets; tap one to read it whole. It is real and in use, not a template: yours should look different, the layers stay the same.
AOne-page overview
The whole curriculum on one sheet: seven DNA chapters, the threads by age band, and the ladders of five bands with thirty units.
Open the sheet →
BThe seven DNA chapters
The document layer, for people to read: who we are, how we play, the player we want, how we coach, how we support, formats, threads. A few sentences each, with sources.
Open the sheet →
COne age band taken apart
Every field of Development, U9 to U10: what it is for, how the threads read, what not yet, weekly load and session shape, four corners, what counts as done, plus its seven units.
Open the sheet →
DOne unit taken apart
Every field of "Dribble or pass": the decisions it forces, what counts as done, how four sessions climb, which environment variables move, the 150 words injected into the session.
Open the sheet →
Running the club
New in the Club Edition
A login for every coachFounder, director of coaching and coach roles. Coaches see their own teams, the director sees all of them.
Help hiring coachesThe job post, a first pass on CVs and the interview questions, all written from your curriculum and session standard.
A record of every meetingRecord the meeting as it happens, the AI transcribes and tidies it, and every coaches' meeting leaves a record: what was said, what was decided, who does it, kept in the club by date.
Already in Hobbit
Plugs straight in
Session packs, fee records and incomeSession ledger, season fees, club income.
Attendance, matches, calendar and groundsRoll call, match records, lineups, registration forms.
Public pages, parent recaps, voice debriefsPublic team pages, parent-facing previews and recaps.
What happens after you register
Three steps. Nothing is charged and no payment details are taken.
1
RegisterThe form below, three minutes.
2
We get in touch by emailWithin 48 hours.
3
We decide together what to build firstWhat you tick sets the order.
What it does not do
No fee collectionPayments stay on your own channel
No accounting systemSessions and income are recorded, no reports
No parent appRecaps and the public page are enough for parents
The Club Edition is about the training itself.
Hobbit · DGC curriculum · a club-level curriculum (this one is Hobbit's own)
Look first, then commit to the choice
What a curriculum looks like, on one page. At the top, the DNA: how we think. In the middle, the threads: five things every band must touch, said differently in each band, which is the progression. Below, the ladders of five age bands: what to practise, in what order, for how many sessions. No session plans on this sheet; every session is generated on the day from its unit.
DNA · seven chapters
A few sentences per chapter, never an essay. The full text and sources are on the DNA sheet.
1Who we are
Game intelligence is the north star. The most frequent action in a game is a decision, not a pass or a shot. We develop children who see, choose and dare. Education first, football second.
2How we play
In possession, look before you move; choice is what makes intelligence; forward is the default. Off the ball, find the bigger space and give the carrier an angle. The second the ball is lost, the nearest player goes. No fixed positions before U12.
3The future player
Sees: head up, finds the space. Chooses: several answers to one situation. Dares: takes the risky option without fearing the loss. Loves to play: organises the game, wants to win it.
4How we coach
No lines, no laps, no lectures. Eighty percent rule design, twenty percent questions. Seven environment variables instead of shouting. Silent while play runs; at breaks, only questions.
5How we support
No "pass!" or "it's open over there!" from the sideline. After training ask what was most fun. A dip is the brain integrating: normal. Several sports until 12. Fitness is a by-product of a good session.
6Formats and competition
U7 to U10 play 3v3 with four goals and 4v4, U11 to U12 7v7, from U13 9v9 to 11v11. No league tables before U11; festivals and promotion-and-relegation replace the league.
7Threads
See, choose, do, win it back, dare. Five things present in every band from U5 to U16, said differently in each. The table below is them.
Threads × age bands
The headings never change; the description is written per band. Read across for what a band wants, down for how one thing grows up.
Hobbit · DGC curriculum · document layer
The seven DNA chapters
This is the document layer, the part people read. A few sentences per chapter, all drawn from Hobbit's own DGC material, with the source under each. When a session is generated the AI reads only the summaries; the full text is read only when a coach asks in chat. A director checking whether coaches follow the curriculum reads chapter four.
1Who we arewho we are
Game intelligence is the north star: the ability to make the right decision in a match. The most frequent action in a game is a decision, not a pass, not a shot.
Education first, football second. Develop the person before the player.
A child's nature is to play. Street football is gone; we give it back on the training pitch.
We develop children who see, choose, dare and love to play. We do not develop players who wait for instructions.
In possession: look before you move. The same situation offers dribble, pass or shoot; read it, choose, and commit to the choice. Forward is the default direction.
Out of possession: find the bigger space, give the player on the ball an angle and a distance, so they always hold two or more options.
Transition: the second the ball is lost, the nearest player goes; the moment it is won, look forward first. Losing the ball is feedback in itself.
Shape: no fixed positions before U12, everyone plays everywhere; after that, play from a role, and rotate the roles.
Source: coaching-tools (seven points of team possession), train-vs-coach, core-philosophy
3The future playerthe future player
Sees: head up while dribbling, scans before receiving, knows where the space is.
Chooses: gives several answers to the same problem, some of them original. The creativity window is ages 7 to 10.
Dares: takes the risky option without fearing the loss of the ball, and adjusts next time after losing it.
Seen through four corners: technical and tactical is technique used under opposition plus the decision; physical is coordination, a by-product of a good session; psychological grows out of the cycle of frustration, challenge and success; social is the three roles of observer, commentator and decision-maker.
Hobbit · DGC curriculum · age band
DevelopmentU9 to U104v4 · 5v5
Every field of one age band. On the left, what this band wants and does not want yet, how the five threads read here, what the four corners look for; on the right, the band's ladder of units. Every team in the band shares this sheet; they simply stand on different rungs.
What this band is for
Passing decisions come in, and the idea of a team. The golden age of creativity, so no spoon-feeding: let the children give several answers to the same situation.
The five threads in this band
SeeLooks before receiving and can count the options.
ChooseDribble or pass; to whom; when.
DoThe first touch puts the ball where play can continue.
Win it backWho presses and who covers; the team mission "don't let him past".
DareDares the risky pass, dares the weaker foot.
Not yet
FormationsFixed positionsMan-markingPublished league tablesSeparate fitness work
Weekly
2 to 3 sessions · 60 to 75 minutes each · one 4v4 or 5v5 game at the weekend
Shape of a session
Warm-up 10 · Technical 15 · Skill 15 · Conditioned game 15 · Free game 5. Warm up with 4v2 and 5v2 rondos; the conditioned game is 4v4 with theme scoring; the coach only watches the closing game.
Questions
Time and space: "how many options did you see in that moment"; starting on risk: "which was safer, the dribble or the pass".
Keyword
"Team mission": tactical information compressed into one task, "today, nobody gets past Xiao Ming".
Competition mechanisms
All four in use; lose, and you go again within two minutes.
The four corners in this band
Technical and tacticalCan the first touch under pressure put the ball where play continues; how quickly is dribble, pass or shoot chosen.
Hobbit · DGC curriculum · Development U9 to U10 · unit
1Dribble or passIn possession4 sessionsrevisits Foundation 6, the 2v1
Every field of one unit. It is not a session plan: no practices, no pitch diagram. It says which decisions these four sessions force, which environment variables force them, and what counts as done. Each session is generated from it on the day.
Goal
With teammates around, know when to keep dribbling, when to pass and to whom, and choose it yourself rather than being forced to kick.
The decisions it forces
Dribble or passIf there is space ahead, dribble; look for someone only when blocked, not the moment the ball arrives.
To whomAs many players as you can see, that many options; pick the one standing open.
WhenThe step the defender commits; a little late beats a little early.
What counts as done
In the closing free game, more than half the passes are chosen: the player looked up first, and sometimes chose not to pass. The coach stays silent for two minutes and the children keep making these choices.
How the four sessions climb
13v1, no directionThree against one in a circle; only dribble and pass exist.Decision layers: one cue
24v2, with directionTwo defenders, two mini goals added, the pass has to go forward.Opposition + direction
3Streak bonus, on the clockThree passes in a row score extra, a goal within ten seconds counts double, an interception resets to zero.Space and time pressure + risk
44v4, two goalsA pass through the defensive line scores 2, everything else 1.Match relatedness
Consecutive sessions must change in kind, not be the same game made harder. Inside each session it is still four phases plus the closing game.
Thread
Discovery U5 to U6
Foundation U7 to U8
Development U9 to U10
Advanced U11 to U12
Youth U13 to U16
SeeHead up, find the space
Knows where the space is and runs into it
Head up while dribbling, moves once the space is seen
Looks before receiving and can count the options
Sees the gaps between the lines and the teammates' angles
Reads the opponents' shape and anticipates the next second
ChooseDribble, pass or shoot, and when to use which
Ball arrives: shoot, or take one more touch
Beat the player or protect the ball; when to change direction
Dribble or pass; to whom; when
First touch forward or keep it safe; wide or deep
Counter or keep the ball; where a 1v1 is worth it
DoMake the choice happen under opposition
The ball obeys: can stop it, can take it away
Beats one player with a change of direction or speed
The first touch puts the ball where play can continue
Plays forward within two touches, body open
Technique under pressure, can play out with the weaker foot
Win it backThe reaction in the second the ball is lost
Ball lost, chase it
Press or wait: the timing of 1v1 defending
Who presses and who covers; the team mission "don't let him past"
Everyone presses within ten seconds of losing it; pressing triggers
Collective press and recovery, fast at both ends of transition
DareThe risky choice scores more
Dares to ask for the ball, dares to shoot
Dares to take a player on, unafraid of losing it
Dares the risky pass, dares the weaker foot
Dares to lose the ball in the opponents' half
Dares to do something different at the decisive moment
The ladders of five age bands
A unit says only its theme, the decisions it forces and its session count. The order is a suggestion; revisits are marked in orange.
Discovery U5 to U6
2v2 to 3v3, no goalkeepers1 to 2 a week · 45 minutes
Learning through play. Build the habit of looking up for big spaces, make the ball obey, dare to shoot. The coach is a game designer.
Closing game3v3 free game, 5 minutes QuestionsTime and space only Keyword"Who's being silly"
Not yet Passing combinationsPositionsCorrecting techniqueLeague tables
1
Find the big spaceWhere is it empty, when to run there
3 sessions
2
The ball is mineRun or shield, which way to turn
3 sessions
3
Shoot!When to shoot, which goal
3 sessions
4
Win it backWho to chase, when to dive in
3 sessions
Foundation U7 to U8
3v3 with four goals (FUNino) · 4v42 a week · 60 minutes
Individual dribbling is the core. Plenty of 1v1 situations, changes of direction and speed, simple competition mechanisms. The creativity window opens at 7.
Closing gameFUNino or 4v4, 5 minutes QuestionsTime, space Keyword"Who's being silly"
Not yet Passing as a themeFixed positionsLeague tablesLaps
1
Dribble everywhere: head upWhere to take it, when to change direction
4 sessions
2
Beat one player: direction or speedWhich side to go, when to accelerate revisits Discovery 2
4 sessions
3
Stop, or keep goingWhere the first touch goes
A unit is not a session plan. It says only which decisions it forces, what counts as done and how many sessions. The session, four phases plus a free closing game, is generated from it on the day.The order is not a gate. The pointer can revisit earlier units; the orange note says which unit it grew out of.Each band's "what counts as done" is a set of observations, not scores.
Eighty percent is rule design (touches, time, space, shape, task, players), twenty percent is questioning. Shouting "pass" makes the decision for the child; it is not coaching.
Silent while play is running; at breaks, only questions, one or two at a time, about the process rather than the result.
Every session is four designed phases plus a free closing game the coach only watches. Every activity carries a decision point and a competition mechanism: time challenge, streak bonus, risk multiplier, promotion and relegation.
Four questions after every session: how many times did I shout; what did I ask; did the children adjust on their own after a mistake; did anyone try something I had not thought of.
Source: dgc-principles (3L and 80/20), train-vs-coach, competition-mechanisms, session-design-guide
5How we supporthow we support
Parents on the sideline do not shout "faster", "it's open over there" or "lost it again". They watch quietly, and look for whether the child adjusts the next time after losing the ball. That is the progress.
After training, ask "what was the most fun today", not "how many did you score".
A dip is the brain integrating: a few good weeks and then a few poor ones is normal. Children born early in the year look stronger; do not judge talent early.
Several sports until 12. Pitch time is usually under three hours a week, so fitness is a by-product of a good session, never trained separately; no explosive-power work before 18.
U5 to U6 play 2v2 to 3v3 without goalkeepers; U7 to U10 play 3v3 with four goals (FUNino) and 4v4; U11 to U12 7v7; from U13, 9v9 to 11v11.
4v4 is the cornerstone: 225% more 1v1s, 500% more goals.
No league tables published before U11; festivals and short promotion-and-relegation tournaments replace a season-long league.
Competition inside training runs on four mechanisms: time challenge, streak bonus, risk multiplier, promotion and relegation. Lose, and you can go again straight away.
Source: core-philosophy (formats and source systems), competition-mechanisms, session-design-guide (by age)
7Threadsthreads
See: head up, find the space.
Choose: dribble, pass or shoot, and when to use which.
Do: make the choice happen under opposition.
Win it back: the reaction in the second the ball is lost.
Dare: the risky choice scores more.
All five are present from U5 to U16; every age band writes its own description, and every session carries them.
Source: the five threads are distilled from the DGC material; the per-band descriptions are in the table below
Why these seven chaptersThe first five chapters are the five questions a club has to answer to describe itself: who we are, how we play, what player we want, how we coach, how we support. The last two are what has to be settled before any of it reaches the pitch: what form of game the children play, and which few things every band must touch. Each chapter is allowed only a few sentences, because what cannot be said in a few sentences is what coaches cannot remember.
PhysicalChanges of speed and direction; rhythm, balance and timing from the ten coordination abilities are laid down before 10.
PsychologicalDoes the child adjust next time after losing the ball; frustration, challenge and success all cycle within one session.
SocialCan they act as observer and commentator and give a teammate feedback; do they remind each other inside the team mission.
What counts as done (observations, not scores)
In the free game, more than half the children look before receiving.
Dribble or pass is chosen, not forced.
Within three seconds of losing the ball, someone presses and someone covers.
The ladder · 7 units · 24 sessionsTheme · decisions it forces · what counts as done · sessions. Orange numbers are units a team is on this week.
1
Dribble or passTo whom, and when
More than half the passes in the free game are chosen, not forced out of the player4 sessionsrevisits Foundation 6
2
After the pass: support anglesWhere to stand, when to move
The player on the ball always has two support angles nearby4 sessions
3
1v1: draw him inDraw him in or go straight past
More than half the 1v1s are deliberate choices4 sessionsrevisits Foundation 2
4
Ball won: counter or keep itGo straight away or settle first
Within three seconds of winning the ball someone looks forward and someone runs forward3 sessions
5
Team mission: defend togetherWho presses, who covers, when to delay
A 1v1 defender always has someone behind, and teammates call to each other4 sessions
6
Turning: see moreWhen to turn, which way
Half the children receiving with their back to play turn to the open side3 sessions
7
4v4 promotion and relegationUse what was learnt, run it yourselves
The coach stays silent for two minutes and the game keeps running on its own2 sessions
Why this band's units look like thisPassing becomes a theme for the first time in this band, but it arrives as the decision "dribble or pass", not as a passing technique: these children are only just discovering teammates, and letting them find out that a pass is an option matters more than teaching them how to pass. The 1v1 and defending units are revisits, harder than in Foundation: real opponents, teammates, time pressure. The seventh unit has no theme; it is where we look for whether the first six have transferred into the game.
The paragraph injected into the session (assembled server-side at generation, under 150 words)
This team is in the Development band (U9 to U10, 4v4 to 5v5): passing decisions come in, the idea of a team begins, no spoon-feeding; no formations or fixed positions yet. This session is session 2 of 4 in the unit "Dribble or pass", in possession; the decisions to force are dribble or pass, to whom, and when; use 4v2 with direction and two mini goals. Threads: see, choose, dare. Close with a 4v4 free game, 5 minutes, coach only watching.
Environment: which of the seven variables move
Players
From 3v1 to 4v2 to 4v4; numbers create the options
Touches
Two touches from session 3, to speed the decision up
25 to 40 square metres per player: one look, then move
Shape
Rectangle from session 2, the long side is the direction
Language
No shouting "pass" in play; questions at the breaks
Competition mechanism
Streak bonus (three consecutive passes, +2) plus risk multiplier (through-ball, 2 points). Two-minute rounds; lose and go again straight away.
What to ask at the break
How many options did you see in that moment?
When did you decide to pass? What if a little earlier?
Dribble or pass: which is safer, which is faster?
What the coach does not do
No shouting "pass", no shouting "faster". No demonstrating the "correct pass". The child chose to dribble and lost it: watch what they do next time.
Four corners
Technical and tactical: options and timing. Physical: receiving on the move. Psychological: daring the risky pass. Social: the player off the ball gives an angle, which is helping a teammate decide.
One line for parents
These weeks your child will make "unreasonable" passes. That is them choosing. Do not shout "pass" from the sideline.
Why a unit looks like thisDecisions rather than techniques, because the most frequent action in a game is a decision. Environment variables rather than practices, because the coach's job is to design the environment, and a practice generated fresh each time cannot be copied out. What counts as done rather than a score, because only what transfers into the free game has been learnt.
3 sessions
4
Shooting is a decisionShoot or take one more touch, which corner
3 sessions
5
Win it back: press or waitWhen to go in, body angle
4 sessions
6
2v1: dribble or passPassing appears for the first time, as an option
4 sessions
Development U9 to U10
4v4 · 5v52 to 3 a week · 60 to 75 minutes
Passing decisions come in, and the idea of a team. The golden age of creativity: no spoon-feeding. Warm up with 4v2 and 5v2 rondos.
Closing game4v4 free game, 5 minutes QuestionsTime and space, starting on risk Keyword"Team mission"
Not yet FormationsFixed positionsMan-markingLeague tables
1
Dribble or passTo whom, and when revisits Foundation 6
4 sessions
2
After the pass: support anglesWhere to stand, when to move
4 sessions
3
1v1: draw him inDraw him in or go straight past revisits Foundation 2
4 sessions
4
Ball won: counter or keep itGo straight away or settle first
3 sessions
5
Team mission: defend togetherWho presses, who covers, when to delay
4 sessions
6
Turning: see moreWhen to turn, which way
3 sessions
7
4v4 promotion and relegationUse what was learnt, run it yourselves
2 sessions
Advanced U11 to U12
7v73 a week · 75 minutes
Tactical awareness and positional ideas arrive, and transitions are understood. Bigger pitches, one and two touch limits, the seven points of team possession.