Soccer Reaction Ring | Game Modes Details
Here are some general explanations and instructions on each of the game modes of the Soccer Reaction Ring. The game must be pre-determined prior to delivery.
PassFinder Game Mode
PassFinder is designed around traditional passing drills, this mode displays lights randomly around the Soccer Arena and requires the performer to hit as many flashing lights as they can within the set time frame. Alter the amount of targets displayed at a time to work on differing attributes, and incorporate 2 players within the Soccer Arena for a ‘set and pass’ game.
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PassFinder Instructions:
- One/two/three (depending on training mode) blue LED target/s are displayed at random inside the SOCCER ARENA.
- 1 point for each blue target successfully hit. Blue target turns green & disappears when successfully hit and reappears elsewhere.
- If a target is missed, the panel that has been struck will light up red and the correct target will stay on until it has been successfully hit. A missed target adds 1 to the miss column but does not take away points.
- Sound effects and LED lights indicate when a target has been hit, and also will inform you of the end of the training session.
- Scoreboard displays successful hits as well as unsuccessful. The scoreboard will also show the timer countdown.
- Game ends at the end of the timer countdown and the number of successful hits are recorded.
Maestro Game Mode
Accuracy is vital when playing Maestro, with points deducted for missing a pass. During training, 2 green lights are on at all times, worth 3 points, with one blue worth 1 point, all other lights are lit red and are worth -1 point. When playing Maestro, good decision-making is essential to get a good score. A blue light may be easily attainable but only worth 1 point and so going for a harder option of a green pass could be rewarding.
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Maestro Instructions:
- 1 LED target is displayed BLUE and 2 displayed GREEN at random inside the arena.
- All remaining LED targets are displayed RED inside the arena.
- -1 point is awarded for hitting RED targets, +1 for BLUE, +3 for GREEN.
- BLUE and GREEN Targets disappear when successfully hit, and reappear randomly. RED targets remain on when hit.
- Sound effects and LED lights indicate when a target has been hit.
- Adjustable time limit.
- Scoreboard displays number of points, and timer countdown.
- Game ends at the end of the timer countdown and the total number of points are recorded
Architect Game Mode
As an alternative to the PassFinder training mode, Architect works on short and sharp passing drills. During Architect, two adjacent lights will appear inside the arena, and both must be hit out before a new pair appear elsewhere. This game encourages accurate and controlled first time passing and can be tailored to train weak foot only etc.
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Architect Instructions:
- Two adjacent LED targets displayed at random inside the arena. Each target disappears when successfully hit.
- Once both targets are hit, a new pair of adjacent lights reappear at random.
- If a target is missed, it will stay on until successfully hit.
- Sound effects and LED lights indicate when a target has been hit, and the end of the time duration. Scoreboard displays successful hits, and timer countdown.
- Adjustable time limit.
- Game ends at the end of the timer countdown and the number of successful hits are recorded
Knockout Game Mode
Knockout is a quick-fire training mode, and an extremely effective warm up or rehabilitation routine. All lights flash BLUE around the Soccer Arena and you must hit each of them as quickly as possible. The scoreboard counts your time and the shorter the better. Tailor this training mode to suit your needs, for example use alternate feet to make each pass.![]()
Knockout Instructions:
- All lights come up flashing Blue.
- Countdown for 5 seconds.
- Player must hit all the lights out as quickly as possible.
- Each light turns green when it hit.
- Timer stops when all lights have successfully been hit.
- The lights can be struck out in any order. If a light has already been hit, it will no longer flash, and if hit again it will turn red to indicate an unsuccessful pass.
- The scoreboard will indicate when it is finished how long it has taken the player to complete the challenge.
Vision Game Mode
Vision is extremely beneficial for developing scanning abilities. During this training mode, two lights will appear at each individual time. One blue, which is the light which needs to be hit initially, and one orange, which provides a visual stimulus to show where the next pass should be played. Once the first (blue) light is hit, the orange light will change to blue and become the next available light to be struck.
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Vision Instructions:
- One blue target displayed at random inside the Soccer Arena. One orange light also displayed.
- Target disappears when successfully hit and reappears elsewhere.
- If a target is missed, the panel that has been struck will light up red and the correct target will stay on until it has been successfully hit.
- Once the blue target has been hit, the previously orange light will change to blue and become the next target to hit.
- A further orange light will then appear so the performer is always aware of where their next pass will be.
- Sound effects and LED lights indicate when a target has been hit and also will inform you of the end of the training session.
- Scoreboard displays successful hits as well as unsuccessful. The scoreboard will also show the timer countdown.
King of the Ring Mode
King of the Ring is the original multiplayer Soccer Arena training mode, incorporating 2 players. The game works on tight 1v1 and small sided situations creating a competitive match realistic feel. Players are split into two teams, and the aim is to hit your opponent’s light out within each 30 second round.
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King of the Ring Instructions:
- Player 1 starts the game by passing the ball to 1 of the 4 green/blue targets presented to them.
- Player 1’s target light to hit now appears on the opposite side of the arena, Player 2 has its selected light appear on the opposite side of the arena.
- Each round lasts 30 seconds (time is adjustable in the settings). Rounds begin with the alternate player starting the game each time. Round ends either after the time limit or when either player hits their allocated target. The scoreboard changes as the targets are hit allowing each player to monitor score.
- In the event of a tie, a sudden death round is played. Once the game has been won the arena will present the winning players light color around each pane
Pass Finder N Mode
Instead of a player having a time limit and hitting as many targets as possible in that time. The operator/coach sets number as the amount of correct passes that the player must make to complete the game. When the player completes said number passes, the game ends and the shorter time the better. The game operates like PassFinder 1.
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Pass Finder N Instructions:
- 1 LED target is displayed at random to hit as quickly as possible.
- Target disappears when successfully hit and reappears elsewhere.
- If a target is missed, the panel that has been struck will light up red and the correct target will stay on until it has been successfully hit.
- To complete the game, player must register N correct passes. Where N is a number preset in the web interface.
- Sound effects and LED lights indicate when a target has been hit and also will inform you of the end of the training session.
- Scoreboard displays successful hits as well as unsuccessful. The scoreboard will also display the amount of correct targets remaining to hit to complete the game. The scoreboard will also show the timer countdown
Pass Finder React Mode
PassFinder React is a new version of Pass Finder with an extra target to provoke greater decision making and playing under pressure. The game will play like Pass Finder 2, with 2 blue lights appearing at all times, but every time a blue target hit, a Green target will also appear at random in the Soccer Arena. This green target will only stay on for set number of seconds and will be worth 3 points.
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Pass Finder React Instructions:
- 2 LED targets are displayed at random to hit as quickly as possible. Each are blue in color and worth 1 point.
- Target disappears when successfully hit and reappears elsewhere.
- If a target is missed, the panel that has been struck will light up red and the correct target will stay on until it has been successfully hit.
- Each time a blue target is successfully hit, an additional green target will appear at random in the Soccer Arena. Players will have set number of seconds (adjusted in Interface) to hit this target for 3 points. After this number of seconds, the target will disappear and another green target will only appear when a blue is hit.
- Sound effects and LED lights indicate when a target has been hit and also will inform you of the end of the training session.
- Scoreboard displays points as well as unsuccessful. The scoreboard will also show the timer countdown.
Momentum Mode
Momentum is all about accuracy. The more accurate passes you hit in a row, the higher the points for the next target. If you miss, its back to square one with 1 point per target. Players must balance playing quickly with ensuring they hit each target accurately. The game is based on PassFinder 1
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Momentum Instructions:
- One Blue LED target is displayed at random inside the SOCCER ARENA.
- Target disappears when successfully hit and reappears elsewhere.
- The First correct target is worth 1 point, and each correct target thereafter is worth an extra point. Second target is worth 2 points, 3rd 3 points and so on. This continues without limit, however, should the player hit the incorrect target at any point, the next target will only be worth 1 point again.
- If a target is missed, the panel that has been struck will light up red and the correct target will stay on until it has been successfully hit.
- Sound effects and LED lights indicate when a target has been hit, and also will inform you of the end of the training session. Scoreboard displays points as well as unsuccessful hits. The scoreboard will also show the timer countdown.
- Game ends at the end of the timer countdown and the total number of points is recorded.
Memory Mode
Memory uses 4 panels of the Soccer Arena. (First 4 panels running clockwise from the master scoreboard panel). This is a simple memory and passing accuracy test.
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Memory Instructions:
- The training mode will start and then 1 target out of the 4 will light up and then go out. The player will have to then hit the target which lit up. Example – target 2.
- If the player misses the target panel and hits a different panel, the game will stop. If the player successfully hits the target panel, the sequence/training mode will continue.
- When continuing, the first target will always be the same, followed by a second target. The player will then have to hit both targets in the same order that was shown on the machine. Example – panel 2 and then panel 4.
- If successfully completed, the sequence will move onto 3 targets to remember. Example – panel 2, then panel 4, then panel 1. The sequence continues until the player hits an incorrect panel.
- 1 point for every correct panel hit. For example, if you complete the first 2 rounds, it would be 3 points (1 for the first round + 2 for the second). If your sequence broke down in round 3 but you managed the first 2 successful lights, but it broke down on the third, you would have 5 points.
