# Hodios paste pack: Amateur sport

Everything in Amateur sport from Hodios, the open prompt library by Hermes IDE: 15 entries, catalog 2026.1004.3.

Every entry is dedicated to the public domain under CC0 1.0. Copy, change and share them freely, no attribution needed.

Browse and search the library at https://hermes-ide.com/prompts

## How to use

Find an entry below and copy the text inside its block into ChatGPT, claude.ai or any chat. Replace each [PLACEHOLDER] with your own material. Personas, rules and styles work best as custom instructions or project instructions.

## Contents

- Amateur sport
  - [Amateur league season track](#amateur-league-season-track) (workflow)
  - [Explain a sport to a newcomer](#explain-sport-to-newcomer) (prompt)
  - [Explain an advanced sports statistic](#explain-sports-stat) (prompt)
  - [Learn a new sport as an adult](#learn-new-sport-as-adult) (prompt)
  - [Plan a fantasy sports draft](#plan-fantasy-sports-draft) (prompt)
  - [Plan a match lineup](#plan-match-lineup) (prompt)
  - [Plan a team season](#plan-team-season) (prompt)
  - [Plan a youth sports practice](#plan-youth-sports-practice) (prompt)
  - [Prepare for a sports tryout](#prepare-for-sports-tryout) (prompt)
  - [Prepare to referee your first matches](#prepare-to-referee) (prompt)
  - [Run a post-match debrief](#run-match-debrief) (prompt)
  - [Schedule a one-day tournament](#schedule-tournament) (prompt)
  - [Scout an opponent and set a game plan](#scout-opponent) (prompt)
  - [Write a match report](#write-match-report) (prompt)
  - [Youth sports coach](#youth-sports-coach) (persona)

---

<a id="amateur-league-season-track"></a>

## Amateur league season track

`amateur-league-season-track` · workflow · Amateur sport · https://hermes-ide.com/prompts/amateur-league-season-track

Runs an amateur sports league season step by step - registration and fees, rules, fixtures and venues, weekly results and standings, playoffs and an end-of-season review - with approval between steps.

````markdown
Runs a recreational league season the way experienced volunteer organisers do: sign teams up on clear terms, agree the rules before the first match, publish fair fixtures that fit the venues, keep standings accurate every week, finish with playoffs, and learn from the season. Each step produces documents the organiser can send, then stops for approval. The weekly results step repeats once per round.

<league>
Sport: [SPORT]
Teams: [TEAMS]
Weeks: [WEEKS]

</league>

Rules for every step: never invent fees, venue costs, insurance terms, governing-body requirements or results; when a figure is needed and not given, write [TBD] and say who decides it. Check all arithmetic (fixtures per team, slots used, points totals) before showing a table. Keep documents short enough for busy captains. Include only team and player details the organiser supplies. Do one step at a time, show its output, and wait for approval or edits before the next.

---

# Step 1: Registration and fees

1. Confirm the basics in a short brief: sport and format, expected teams, season length, venues known so far, and anything missing. Ask at most eight questions that change the plan: level, mixed or single gender, squad limits, who pays for venues and officials, fee model, deadline, insurance or affiliation, and the organiser team.
2. Draft the fee calculation as a formula with [TBD] for unknown costs: venue hire per slot times slots, officials, balls and kit, trophies, insurance or affiliation, a contingency of about ten percent, divided by teams. Show the per-team and per-player figure once the user provides costs.
3. Write the registration form fields: team name, captain contact, squad list with emergency contacts where required, kit colours, availability constraints, payment confirmation, agreement to the rules and code of conduct, and photo consent if photos will be taken.
4. Write the announcement message inviting teams, with the deadline, fee, dates, format and how to sign up.
5. List the registration tracker columns (team, captain, paid, squad complete, waiver signed, notes).

Stop for approval. Ask the user to confirm the final team count and costs before rules.

---

# Step 2: League rules

1. Draft one page of league rules listing only local changes to the sport's standard laws: match length, squad and substitution rules, minimum players to start and the forfeit rule, points for a win, draw and loss (and a forfeit), tie-breakers in a stated order, kit clashes, eligibility and late registrations, and rescheduling (who can request it, deadline, how many per team).
2. Write the conduct section: respect for officials and opponents, a captains-only rule for questioning decisions if the user wants it, how complaints are raised and decided, and sanctions in stages (warning, points deduction, removal). Include a zero-tolerance line for violence, abuse and discrimination.
3. Add the safety section: a first aid kit at every match, who calls emergency services, the bad-weather cancellation process and deadline, and a head-injury rule that a player with a suspected concussion stops for that day.
4. List any decision that should be put to the captains for agreement rather than imposed (for example points for a draw, mixed-team requirements).
5. Check that the tie-breakers are unambiguous and will always produce an order.

Stop for approval. Ask the user to confirm the rules and the final team list before fixtures.

---

# Step 3: Fixtures and venues

1. Confirm the inputs: final team list, available slots per week, weeks reserved for playoffs, and any team availability constraints. If venues or slots are still missing, ask for them and stop.
2. Choose the format that fits: a single round robin needs n minus 1 rounds for n teams (n rounds with a bye when n is odd); a double round robin needs twice that. If the regular-season weeks cannot fit a full round robin, propose options (fewer rounds with balanced opponents, two divisions, double headers) with their trade-offs.
3. Build the fixture list with the circle method so every team meets every other team once per cycle, then assign matches to slots and venues. Balance early and late slots and venues across teams, spread byes evenly, and respect constraints.
4. Check before showing: each team plays once per round at most, plays every other team the right number of times, no slot is double-booked, and byes are fair. State the totals.
5. Write the fixture announcement for captains with the table, the rescheduling rule and where results will be posted.

Output a fixture table: Week | Date [TBD if unknown] | Slot | Venue | Home | Away. Stop for approval before the season starts.

---

# Step 4: Weekly results and standings

Repeat this step each week of the regular season.

1. Ask for the week's results in a simple format (home score away), plus forfeits, postponements and any disciplinary incidents. If a result is missing or contradicts the fixture list, ask rather than guess.
2. Update the standings: played, won, drawn, lost, scored, conceded, difference, points, sorted by points and then the tie-breakers agreed in step 2. Show any forfeit or points deduction in a note under the table.
3. Check that total wins equal total losses (excluding draws), total scored equals total conceded across the league, and every team's played count matches the fixtures to date.
4. Track postponed matches with a deadline to replay and suggest slots from the fixture list.
5. Write a short weekly update: results, top of the table, next fixtures and admin reminders. Keep disciplinary matters out of it; draft a private note to the captain instead.

Show the standings table and the update, then stop. After the last regular-season round, move to playoffs once the user approves the final standings.

---

# Step 5: Playoffs or final round

1. Propose a playoff format that fits the remaining weeks and slots: top four semi-finals and a final, a top-two final, or a plate competition so lower teams also play meaningful matches. State the seeding from the final standings.
2. Set the rules for drawn playoff matches (extra time, penalties, shoot-out, golden point) according to the sport, and confirm venue, times and officials.
3. Plan the finals day or night: schedule, trophies or medals, photographs with consent, and a short presentation.
4. Write the announcement for the teams involved and a message for everyone else.
5. Record the playoff results when the user provides them and name the champions.

Stop for approval before the season review.

---

# Step 6: Season review

1. Summarise the season from the data in this conversation: teams, matches played, postponements and forfeits, final standings and champions, and any income and costs the user supplied, with the balance or [TBD].
2. Draft a short feedback survey for captains and players (five to seven questions on format, scheduling, officiating, communication and fees).
3. List what to keep, what to change and what to stop next season, with the evidence for each, marked as the organiser's observation or survey result once available.
4. Write a thank-you message to teams, volunteers and venues, with a save-the-date or interest form for next season if the user wants one.
5. Build a handover checklist for the next organiser: documents, contacts by role, accounts, equipment and deadlines.
````

---

<a id="explain-sport-to-newcomer"></a>

## Explain a sport to a newcomer

`explain-sport-to-newcomer` · prompt · Amateur sport · https://hermes-ide.com/prompts/explain-sport-to-newcomer

Explains a sport to someone about to watch or play it for the first time, with the objective, how scoring works, the few rules that matter, what to watch for and the jargon fans use.

````markdown
<context>
You explain sports to people who have never followed them: a partner dragged to their first match, a traveller with tickets to a local game, a new colleague joining the office team. Newcomers get lost in the same places in every sport: they do not know what the players are trying to do at any moment, how points are counted, why play keeps stopping, or what the crowd is reacting to. A good explanation starts with the objective and the flow of play, then gives only the rules that explain what they will actually see, and saves the rest for later.

Sport: [SPORT]
Context: watching
Depth: five-minute
</context>

<task>
1. If the sport is ambiguous (for example "football", "rugby" or "hockey" without a country or code), state which version you are explaining in one line and offer the other. If you do not know the sport well enough to explain it accurately, say so and ask for a rules summary or link text instead of guessing.
2. The game in one breath: two or three sentences on who plays, where, for how long, and what each side is trying to do.
3. How you win and score: every way to score with its value, how a match is won (including draws, overtime, tie-breaks or innings), and how long a match usually lasts in real time.
4. The rules that matter: the few rules that explain most stoppages and crowd reactions (for example offside, fouls, out of bounds, the shot clock). For five-minute depth, at most five; for full, up to ten, plus the common formats or competitions.
5. What to watch for: where to look during play, the moments that build tension, and one or two simple tactical ideas that make the game more interesting once you notice them.
6. Words you will hear: a short glossary of the jargon fans and commentators use, each with a plain meaning.
7. Your first time: for watching, spectator etiquette, when to cheer or stay quiet, and what to bring; for playing, the basic positions or roles, safety basics and how to join in without slowing the game; for both, cover the two briefly.
8. Before answering, check that the scoring values and match structure you gave are consistent with each other and with the version of the sport you named.
</task>

<constraints>
- Do not state current-season facts (standings, players, transfers, rule changes from a particular year) unless the user supplied them; rules evolve, so suggest checking the governing body or league for recent changes.
- Use plain language and one concrete example per rule rather than legal wording.
- Explain any term the first time it appears.
- Keep five-minute depth readable in about five minutes; never pad.
- Not a board-game teach or a coaching plan: explain the sport so the person can follow and enjoy it.
</constraints>

<output_format>
## The game in one breath
## How you win and score
A table: Way to score | Value | How it happens.
## The rules that matter
Numbered, each with a one-line example of what it looks like.
## What to watch for
## Words you will hear
Table: Term | Plain meaning.
## Your first time
</output_format>

<examples>
Rule written well, for basketball: "Shot clock: a team has 24 seconds to shoot. If you hear a buzzer and play stops while nobody scored, the attacking team ran out of time and the ball goes to the other side."
</examples>
````

---

<a id="explain-sports-stat"></a>

## Explain an advanced sports statistic

`explain-sports-stat` · prompt · Amateur sport · https://hermes-ide.com/prompts/explain-sports-stat

Explains an advanced sports statistic such as expected goals, WAR or net rating, with the intuition, a worked example, what it misses and how to read it in commentary and debates.

````markdown
<context>
You explain sports analytics to fans who hear the numbers on broadcasts and podcasts but are not sure what they mean or how much to trust them. Most confusion comes from treating a model estimate as a fact, comparing numbers from different providers that calculate them differently, and drawing conclusions from tiny samples. A good explanation builds intuition first, then shows the calculation at the right depth, then is honest about the limits.

Statistic: [STAT]
Sport: [SPORT]
Level: keen
</context>

<task>
1. If the statistic is not one you know, or the name is used for different things in this sport, say so and ask which one is meant; do not invent a definition. If it belongs to a different sport than the one named, point that out.
2. In one sentence: what the number tells you, in plain words.
3. The intuition: the question the stat was invented to answer and why simpler stats were not enough, with an everyday analogy if it helps.
4. How it is calculated: for casual, describe the inputs in words only; for keen, give the simplified structure; for analyst, describe how it is modelled, the main inputs, the replacement level or baseline where relevant, and how providers differ. Say clearly when exact formulas are proprietary or vary by provider.
5. Worked example: a small, clearly invented example with round numbers showing how the stat would come out, labelled as illustrative.
6. What it misses: what the stat does not capture, typical biases, how many games or plays are needed before it means much, and when it misleads.
7. Reading it in the wild: how to interpret typical values in commentary ("an xG of 2.1 against 0.4 means…"), common misuses in debates, and the companion stats worth checking alongside it.
8. Check yourself: two short questions with answers so the reader can test their understanding.
9. Before answering, check that the worked example's arithmetic is right and that you have not presented any current player or team values as facts.
</task>

<constraints>
- No current-season player or team figures unless the user supplied them; numbers change and vary by provider.
- No betting or gambling advice.
- Define every abbreviation the first time.
- Keep casual explanations short and formula-free.
</constraints>

<output_format>
## In one sentence
## The intuition
## How it is calculated
## Worked example
## What it misses
## Reading it in the wild
## Check yourself
</output_format>
````

---

<a id="learn-new-sport-as-adult"></a>

## Learn a new sport as an adult

`learn-new-sport-as-adult` · prompt · Amateur sport · https://hermes-ide.com/prompts/learn-new-sport-as-adult

Plans how an adult beginner learns a sport such as tennis, golf or swimming, with skill progressions, finding lessons or a club, realistic milestones and kit to borrow before buying.

````markdown
<context>
You help adults take up a sport they have never played, or have not played since school. Adult beginners learn differently from children: they progress faster at first through understanding, but they are more self-conscious, more injury-prone if they do too much too soon, and more likely to quit when progress stalls or when they feel out of place. What keeps adults going is early coaching on the fundamentals, a social setting at their level, visible milestones, and not spending a fortune on kit before they know they like it.

Sport: [SPORT]
Weeks: 12
Sessions per week: 2

</context>

<task>
1. Where you are starting: restate the starting point and goals in two lines. If the limitations mention an injury, a heart, joint or breathing condition, pregnancy, or recent surgery, say plainly to check with a doctor or physiotherapist before starting, and keep the plan gentle until they have. If the sport itself is unclear, ask and stop.
2. How to get started: the usual routes for adults in this sport (adult beginner courses, group lessons, club taster sessions, pay-and-play venues, social leagues), what to ask when choosing a coach or club, and how to find them locally. Recommend at least a few lessons with a qualified coach for technique-heavy or risk-bearing sports such as swimming, golf, climbing and martial arts.
3. Skill progression: the ordered fundamentals for this sport, from first session to playing a real game or completing a real session, with what "good enough to move on" looks like for each.
4. Week-by-week plan for 12 weeks at 2 sessions a week: what each week focuses on, split between lessons, practice and play, with a short warm-up habit and rest days. Build load gradually and include a lighter week roughly every fourth week.
5. Milestones: four to six realistic milestones over the period (for example "rally ten shots", "swim 100 m continuous front crawl", "play nine holes"), with honest notes on what is normal for adult beginners.
6. Kit: the essentials, what to borrow or rent first, what is worth buying early for safety or comfort (properly fitted shoes, a helmet, goggles), and what to leave until later.
7. Staying with it: common reasons adults quit this sport and one counter for each, how to find people at your level, and how to handle the plateau around weeks six to eight.
8. Before answering, check that the weekly plan matches the number of weeks and sessions given and that the progression never jumps a fundamental.
</task>

<constraints>
- Not a conditioning or gym programme; mention sport-specific fitness briefly and point to a fitness plan for more.
- No medical advice; for pain that is sharp, persistent or comes with swelling, tell the user to stop and get it checked.
- Do not name specific clubs, coaches, brands or prices; describe what to look for.
- Encouraging and realistic: no promises of rapid mastery.
</constraints>

<output_format>
## Where you are starting
## How to get started
## Skill progression
Numbered, each with "ready to move on when…".
## Week-by-week plan
Table: Week | Focus | Sessions | Notes.
## Milestones
## Kit
Table: Item | Borrow, rent or buy | Why.
## Staying with it
</output_format>
````

---

<a id="plan-fantasy-sports-draft"></a>

## Plan a fantasy sports draft

`plan-fantasy-sports-draft` · prompt · Amateur sport · https://hermes-ide.com/prompts/plan-fantasy-sports-draft

Plans a fantasy sports draft from your league's scoring and roster rules, with tiers, positional scarcity, a plan for your pick slot or budget, and in-season waiver habits.

````markdown
<context>
You help people prepare for a fantasy sports draft with a plan that fits their specific league. Most bad drafts come from following generic rankings built for different scoring, ignoring where a position runs dry, and picking by name recognition. A good plan starts from what the scoring actually rewards, maps when the user picks or how they spend, groups players into tiers rather than a strict order, and decides in advance which positions to take when.

Sport: [SPORT]
Draft type: snake
League size: 10 teams


League rules:
[LEAGUE_RULES]
</context>

<task>
1. Check the inputs first. If the scoring settings or roster slots are missing, ask for them and stop; the whole plan depends on them. If the draft type is snake or linear and no pick slot is given, ask for it and stop. If the rules describe a different draft type than the one chosen (for example a budget in a "snake" league), point it out and plan for the rules.
2. What your rules reward: explain in plain terms which player types and positions gain or lose value under these settings compared with standard scoring (for example points per reception lifting pass-catching backs, a superflex slot raising quarterback value, or category leagues rewarding players who help in many categories).
3. Your pick windows:
   - snake: your overall pick number in every round and the gap between picks, with what the long and short gaps mean. With N teams and slot s, odd round r is pick N x (r - 1) + s and even round r is pick N x r - s + 1.
   - linear: your overall pick in each round and the fact that you never get a turn back, so scarcity matters more.
   - auction: a budget split by position or role, the share to keep for the end game, and a maximum bid for each tier.
   - salary-cap: the budget split by position, where to spend big and where cheap picks score well, and how much to leave for changes, noting that rivals can own the same players.
4. Tiers and scarcity: explain how to group players into tiers by position, which positions fall off fastest in this format, and where waiting is cheap. If the user pasted rankings or projections, build the tiers from them; if not, describe the tier shape by position and do not name specific players as current facts.
5. Round-by-round plan: for snake and linear, a primary plan and one fallback for each pick window with the positions to target and the trigger to switch ("if the last top-tier receiver is gone before your pick, take the best running back"). For auction, a nomination and bidding plan by phase. For salary-cap, a squad structure and a first-week team.
6. Draft-day rules: five to seven rules the user can keep beside them (draft tiers not names, track what rivals need, no kickers or defences early unless the scoring demands it, backups only when they matter).
7. In-season habits: a weekly routine for waivers or transfers, trades, lineup checks around injury news and matchups, and how to judge a trade fairly.
8. Data to verify: list every player-specific claim you made and mark it "from your data" or "unverified, check current news", since injuries, roles and rankings change daily.
9. Before answering, recompute every pick number (or budget total) and check it against the league size and slot.
</task>

<constraints>
- This is a game played for fun: no betting, odds or gambling advice. If asked, decline in one sentence and keep to the draft.
- Never present player statistics, injuries, depth charts or rankings as current facts unless they came from the user's data; mark them unverified.
- Keep it usable on draft day: short rules and scannable tables.
</constraints>

<output_format>
## What your rules reward
## Your pick windows
Table: Round | Overall pick, or Position | Budget share for auction and salary-cap.
## Tiers and scarcity
## Round-by-round plan
Table: Round or phase | Target positions | Fallback | Switch trigger.
## Draft-day rules
## In-season habits
## Data to verify
</output_format>

<examples>
Snake, slot 3, 10 teams: round 1 pick 3, round 2 pick 18, round 3 pick 23, round 4 pick 38. The 15-pick gap after each odd round is long and the 5-pick gap after each even round is short, so take the scarcer position before a long gap.
</examples>
````

---

<a id="plan-match-lineup"></a>

## Plan a match lineup

`plan-match-lineup` · prompt · Amateur sport · https://hermes-ide.com/prompts/plan-match-lineup

Plans a youth or amateur match lineup with positions, a substitution rotation and fair playing time given minutes so far, plus a short note explaining it to players and parents.

````markdown
<context>
You help volunteer coaches build lineups that are fair, workable on the sideline and easy to defend to parents. Most lineup arguments come from three things: a child who sat out longer than others without explanation, the same players always in the glory positions, and substitutions improvised under pressure. A rotation planned before kick-off, balanced against the season's minutes so far, removes most of that.

Sport and format: [SPORT]
Match length: [MATCH_LENGTH_MINUTES] minutes
Playing-time policy: equal-time

Players available:
[PLAYERS]
</context>

<task>
1. Work out the number of players on the field, the substitution rules and the natural rotation points (quarters, halves, innings, rolling subs) for this sport and format. If the format is unclear and it changes the plan (for example rolling versus fixed substitutions), state the assumption you are using in one line. If no player list is given, ask for it and stop.
2. Compute each player's target minutes for this match: total field minutes (players on field times match length) divided fairly, adjusted so players who are behind on season minutes catch up. Under the competitive policy, set a stated minimum for every player (at least half the match unless the user says otherwise) and explain who gets extra time and why.
3. Build the starting lineup and a rotation grid by period, placing players in positions they can play. Under development, give each player at least one position they have not played much, without putting an inexperienced child in a position that is unsafe for them (for example a goalkeeper or catcher with no instruction).
4. Avoid any player sitting out two consecutive periods, keep at least one experienced player in key positions in each period, and handle late arrivals, early leavers and returning players explicitly.
5. Check the arithmetic: every period has exactly the right number of players, no one appears twice in a period, and each player's total matches the minutes check table. Fix any error before showing the plan.
6. Write a short, warm note the coach can send or read out explaining how time was shared and how positions rotate across the season.
</task>

<constraints>
- Never use playing time as punishment in youth recreational play; if the user asks for that, explain briefly why not and offer an alternative (a conversation, a practice focus).
- Use only the player names supplied, first names or initials only.
- Keep the grid simple enough to read on a clipboard in the rain.
- Respect any league minimum-play rules the user mentions; tell them to check their league's rules if unsure.
</constraints>

<output_format>
## Assumptions
## Starting lineup
## Rotation grid
Table: Player | Period 1 | Period 2 | … | Total minutes, with the position or "Bench" in each cell.
## Minutes check
Table: Player | Season minutes before | This match | New total.
## Note for players and parents
</output_format>
````

---

<a id="plan-team-season"></a>

## Plan a team season

`plan-team-season` · prompt · Amateur sport · https://hermes-ide.com/prompts/plan-team-season

Plans a youth or amateur team season with goals, phases, weekly practice themes, a playing-time policy, parent communication with a welcome letter, volunteer roles, logistics and safeguarding.

````markdown
<context>
You help coaches, often first-time volunteers, plan a whole season so it runs smoothly and every player has a good experience. Most season problems are predictable and preventable with early decisions: unclear goals (winning versus development), playing-time disputes, parents who were never told what to expect, one adult doing every job, and practices with no thread connecting them. For youth teams, development, fun and safety come before results; for adult amateur teams, the balance is whatever the team agrees.

Sport: [SPORT]
Team: [TEAM]
</context>

<task>
1. Identify the age group, level (recreational or competitive), roster size, season length and weekly schedule. If the age group or season length is missing, ask and stop; the plan depends on both. Otherwise state assumptions for anything else.
2. Set three to five season goals mixing development, enjoyment and team culture (and results if competitive), each with how you will know it was met.
3. Divide the season into phases (pre-season, early, mid, late, and playoffs or end-of-season event) and lay out a week-by-week calendar of practices, games and key dates.
4. Assign a practice theme to each week that builds skills in a logical order and revisits earlier themes, suited to the age and level.
5. Write a playing-time and positions policy: equal or near-equal playing time and position rotation for young and recreational teams; for competitive teams, a transparent policy based on effort and attendance as well as ability, communicated before the first game.
6. Plan communication: a pre-season parent (or player) meeting agenda, a welcome letter draft covering goals, schedule, playing time, expectations of players and spectators, how to raise concerns (a 24-hour cooling-off rule after games), and the weekly update rhythm and channel.
7. Define volunteer roles (assistant coach, team manager, kit and equipment, snacks or refreshments rota, first aider, carpool coordinator) and the logistics: equipment list, fees, uniforms, venue access, weather cancellation process.
8. Write a safety checklist. For adult teams, cover the emergency action plan, first aid kit, injury and heat policies. For youth teams, add safeguarding: background checks and any training the league requires, never being alone one-on-one with a child, approved channels for messaging minors (include parents), an emergency action plan and first aid kit, concussion and heat policies following the league or governing body, and photo consent.
9. Plan a mid-season review and an end-of-season wrap-up (celebration, individual player notes, feedback from families).
</task>

<constraints>
- Keep the youth focus on development and fun; never suggest cutting playing time as punishment for mistakes in recreational youth play.
- Defer to the league's and governing body's rules on safeguarding, concussion, playing time and contact; tell the coach to check them, since they vary by country and organisation.
- Make the plan realistic for a volunteer: reuse templates, delegate, and keep weekly coach admin under about an hour.
- Write the welcome letter in a warm, plain style that families will actually read.
</constraints>

<output_format>
## Season overview
## Goals
Table: Goal | How we will know.
## Season calendar
Table: Week | Phase | Practice theme | Game or event | Notes.
## Weekly practice themes
Short rationale for the progression.
## Playing time and positions
## Parent and player communication
Meeting agenda, then the welcome letter draft, then the update rhythm.
## Roles and logistics
## Safety and safeguarding
Checkbox list.
## Mid-season and end-of-season
</output_format>
````

---

<a id="plan-youth-sports-practice"></a>

## Plan a youth sports practice

`plan-youth-sports-practice` · prompt · Amateur sport · https://hermes-ide.com/prompts/plan-youth-sports-practice

Plans a youth sports practice for volunteer coaches with one theme, age-appropriate games and drills, maximum touches, timings, coaching cues, progressions and a safety checklist.

````markdown
<context>
You help volunteer coaches, many of them parents with no coaching background, run practices that children enjoy and learn from. The evidence from youth sport development is consistent: young players learn most through game-like activities with lots of touches on the ball, short instructions, small-sided games, and plenty of praise for effort; they learn least standing in lines, running laps, or listening to long talks. Kids keep coming back when practice is fun and they feel improvement. Every practice also has to be safe and inclusive.

Sport: [SPORT]
Age group: [AGE_GROUP]
Practice length: 60 minutes
</context>

<task>
1. If the number of players is unknown, assume 10 to 14 and give notes for fewer or more. If the ages are too vague to pitch the plan (for example "kids"), ask and stop.
2. Pick one practice theme suited to the age (for example "dribbling to keep the ball close" for under-8s, "creating space in attack" for 11 to 12 year olds) and a goal a coach can see being met.
3. Build the session in a play, practise, play shape: a fun active warm-up game linked to the theme, one or two skill activities with every child active (no lines longer than three players), a small-sided game that rewards the theme, and a final free game. Include water breaks.
4. For each activity give: setup (space in metres or paces, cones, groups), how to explain it in under 30 seconds, rules, two or three coaching cues in kid language, a regression (easier) and a progression (harder), and what success looks like.
5. Fit the activities to the age: for under-8s, short activities (8 to 10 minutes), lots of individual ball time and imaginative games; for 9 to 12, more passing, decision-making and simple positions; for teens, more tactical game situations and player input.
6. Write the safety checklist: a pre-practice check of the area and equipment, a dynamic warm-up, heat and hydration, the first aid kit and emergency contact numbers, head injuries (any child with a suspected concussion stops playing that day and does not return until cleared under the league's protocol), and safeguarding (at least two vetted adults present, no adult alone one-on-one with a child, and every child handed over to a parent or named adult at pick-up).
7. End with a short wrap-up: a team cheer or praise round, one question to ask the players, and a note for parents.
</task>

<constraints>
- Make every activity inclusive: no elimination games where players sit out for long, mixed-ability groupings, and a role for any child who cannot fully take part that day.
- Positive coaching language only; no laps or exercise as punishment.
- Keep contact and tackling within the age's rules and the league's safety rules; for contact sports with young children, prefer modified, non-contact versions unless the league says otherwise.
- Do not give medical advice about injuries beyond basic first aid and the stop-and-refer rule; tell the coach to follow the league's or governing body's safeguarding and medical guidance.
- Timings must add up to 60 minutes, including transitions and water breaks.
</constraints>

<output_format>
## Theme and goal
## Equipment
## Practice plan
Table: Time | Activity | Purpose | Setup.
## Activity details
`### Activity name (N min)` with the fields from the task.
## Safety checklist
Checkbox list.
## Wrap-up
</output_format>
````

---

<a id="prepare-for-sports-tryout"></a>

## Prepare for a sports tryout

`prepare-for-sports-tryout` · prompt · Amateur sport · https://hermes-ide.com/prompts/prepare-for-sports-tryout

Prepares a teen or adult for a team tryout with what coaches look for, a skill and fitness plan for the weeks left, a tryout-day routine and how to handle not making the team.

````markdown
<context>
You help players get ready for a team tryout or trial. Selectors at tryouts see each player for a short time, so they judge a few visible things: fundamentals under pressure, effort and attitude between drills, communication, how quickly players take on coaching, and fitness late in the session. In a few weeks a player cannot transform their skill level, but they can sharpen the fundamentals that will be tested, arrive fresh, show what selectors value, and handle the outcome well either way.

Sport and level: [SPORT]
Weeks until tryout: 4
Position: any

</context>

<task>
1. If the sport or level is unclear, ask and stop. If the background mentions a current injury or pain, tell the player to get it assessed before adding training load, and plan around it.
2. What selectors look for: the skills and qualities usually assessed at this level and position, the typical tryout format (drills, small-sided games, fitness tests), and the visible behaviours that stand out (first to the drill, talking on the field, applying feedback straight away, encouraging others).
3. Your plan for the weeks left: a weekly plan for 4 weeks that sharpens the fundamentals likely to be tested, includes game-speed practice, keeps fitness work sport-specific and moderate, and has rest days. Reduce volume in the final week so the player arrives fresh. If fewer than two weeks remain, focus on sharpness and rest, not new fitness.
4. The days before: sleep, food and water habits in general terms, kit checklist, knowing the venue and time, and a short mental routine (picturing good reps, a cue word, a plan for mistakes).
5. Tryout day: arrival, warm-up, how to introduce yourself to coaches, how to recover from a mistake in front of selectors, and what to do during breaks.
6. If you make it: the first weeks on the team and how to keep earning minutes.
7. If you don't: how to ask the coach for specific feedback politely, how to process the disappointment, other routes to keep playing (second team, another club, a later trial), and a plan to try again. For a parent reading this, add two lines on how to support without adding pressure.
8. Before answering, check that the plan has exactly 4 weeks, tapers at the end and includes rest days.
</task>

<constraints>
- Age-appropriate load: for players under 18, no maximal lifting or extreme conditioning; point to a youth training plan for strength work.
- General nutrition and sleep habits only; no supplements, weight-cutting or diets.
- Honest and encouraging: do not promise selection.
- Not a conditioning programme; keep fitness work brief and sport-specific.
</constraints>

<output_format>
## What selectors look for
## Your plan for the weeks left
Table: Week | Focus | Sessions | Rest.
## The days before
Checklist.
## Tryout day
## If you make it
## If you don't
</output_format>
````

---

<a id="prepare-to-referee"></a>

## Prepare to referee your first matches

`prepare-to-referee` · prompt · Amateur sport · https://hermes-ide.com/prompts/prepare-to-referee

Prepares a new referee or umpire for their first matches with the laws that cause most disputes, positioning, signals, managing dissent, a pre-match routine and a post-match self-review.

````markdown
<context>
You prepare new match officials, from teenagers taking their first youth games to parents asked to umpire at the last minute. New officials rarely fail on obscure laws. They struggle with being in the wrong place to see the incident, hesitating on a decision, inconsistent signals, and coaches or spectators who test them early. Confidence comes from knowing the handful of laws that decide most disputes, a positioning habit, a clear signal and voice, and a calm script for dissent.

Sport: [SPORT]
Level: youth
</context>

<task>
1. If the sport has several codes or formats that change the laws (for example rugby union versus league, or youth small-sided rules), state the version you are covering. If you are not confident about the sport's laws, say so and ask for the rule extracts rather than guessing.
2. Before you start: what to bring (whistle or equivalent, watch, coin, cards or notebook, pencil, water), checking the field or court and equipment for safety, meeting captains and coaches, and confirming match length and local rules.
3. The laws that cause most disputes: the five to eight laws behind most arguments at this level, each with what the law says in plain words, how to judge it in the moment, and the mistake new officials make. Where rule text is provided, follow it over general knowledge and flag any conflict.
4. Positioning and movement: where to stand and move for each phase of play, the angle that lets you see contact or the ball, and how to work with assistant officials or club linesmen if any.
5. Signals and communication: the signals you must know, using a clear voice and whistle tone, and explaining decisions briefly ("Holding, red ball") without debating.
6. Managing players, coaches and spectators: a graduated approach (a quiet word, a public warning, then the sanction the laws allow), short scripts for dissent and for an angry coach, and what to do if behaviour becomes abusive or unsafe (stop play, involve the home club or organiser, report afterwards).
7. For youth matches, add: explain decisions in a teaching tone, use the modified youth rules, stop play for any injury, and follow the league's head-injury rule that a player with a suspected concussion does not return that day. Note safeguarding basics: never be alone with a child, and report concerns to the league's safeguarding contact.
8. Match-day routine: a short checklist from arrival to final whistle, including recording the score and any incidents.
9. Post-match self-review: five or six questions on positioning, consistency, decision speed and game management, plus how to get feedback from an assessor or experienced colleague.
10. Before answering, check that nothing you state contradicts the rules supplied, and mark anything that varies by league as "check your league's rules".
</task>

<constraints>
- The governing body's current laws and the league's rules always win over this guide; say so once, and recommend the official course where one exists.
- No medical advice beyond stopping play and calling for first aid or emergency help.
- Do not invent law numbers or quote laws you were not given; describe the principle instead.
- Practical, confident tone; this is for someone nervous before a first match.
</constraints>

<output_format>
## Before you start
Checkbox list.
## The laws that cause most disputes
`### Law name` with: what it says, how to judge it, common mistake.
## Positioning and movement
## Signals and communication
## Managing players, coaches and spectators
## Match-day routine
Checkbox list.
## Post-match self-review
Numbered questions.
</output_format>
````

---

<a id="run-match-debrief"></a>

## Run a post-match debrief

`run-match-debrief` · prompt · Amateur sport · https://hermes-ide.com/prompts/run-match-debrief

Structures a short post-match team debrief for amateur or youth sport with what went well, one focus to improve, player-led questions and the theme for next practice.

````markdown
<context>
You help coaches run the few minutes after a match well. Players remember how the debrief made them feel long after they forget the score. Debriefs that work are short, specific and balanced: they name real things that went well, pick one thing to improve (not five), let players do some of the talking, and point forward to the next practice. Debriefs that fail are long, emotional, about the referee, or single out a player in front of the group.

Sport: [SPORT]
Who: adults

What happened:
[RESULT_AND_NOTES]
</context>

<task>
1. If the notes give no sense of what happened beyond the score, ask for two or three moments (one good, one hard) and stop.
2. Read of the match: from the notes, pick two or three specific positives tied to effort, decisions or teamwork (not only goals or wins), and the single most useful focus to improve. Explain the choice in one or two sentences for the coach.
3. Debrief script: a spoken talk the coach can deliver, sized to the age group (about two minutes for under-10s, three to four for teens, up to five for adults), in this order: settle the group and a positive opening, the specific positives, the one focus framed as "next time we will…", and a close that looks forward. Include cues in brackets for pauses and questions.
4. Questions for the players: three or four open questions that get players reflecting ("What helped us win the ball back in the second half?"), ordered from easy to deeper, with a note on drawing in quieter players. For under-10s, use simple choices such as thumbs up or down or "favourite moment".
5. Next practice theme: one theme that follows from the focus, with one suggested activity in a sentence.
6. Follow-ups: anything better handled one to one rather than in the group (a player who made a costly mistake, an injury, behaviour), with a line on how to approach it, and when to save the debrief for the next practice because emotions are too high.
7. Before answering, check that the script names no player negatively in front of the group and that it has exactly one improvement focus.
</task>

<constraints>
- Constructive tone always, especially for youth: praise effort and choices, not talent; no blame on referees, opponents or individual players.
- After a heavy loss, acknowledge the disappointment honestly before moving to positives; after a big win, keep the focus on the process.
- Names only as supplied, and only for praise in the group.
- No punishments such as laps or extra drills for losing.
</constraints>

<output_format>
## Read of the match
## Debrief script
## Questions for the players
## Next practice theme
## Follow-ups
</output_format>
````

---

<a id="schedule-tournament"></a>

## Schedule a one-day tournament

`schedule-tournament` · prompt · Amateur sport · https://hermes-ide.com/prompts/schedule-tournament

Builds a one-day sports tournament with groups or brackets, a timed schedule across courts or pitches with rest between games, tie-break rules and a results sheet.

````markdown
<context>
You schedule one-day tournaments for schools, clubs, offices and community events. A day goes wrong in predictable ways: too many games for the time available, a team playing back to back while another sits for an hour, ties in a group nobody knows how to break, and a final that starts after half the parents have gone home. The fix is to do the arithmetic first, choose a format that fits the time, then place games so rest is even.

Teams: [TEAMS]
Courts or pitches: 2
Game length: 15 minutes
Format: groups-then-knockout

</context>

<task>
1. Do the arithmetic and show it: number of games in the chosen format, slots needed (games divided by courts, rounded up), slot length (game time plus a changeover of about 3 to 5 minutes), and total duration. If a finish time is given and the plan does not fit, say so and offer the nearest options (shorter games, more courts, smaller groups, fewer knockout rounds). If the number of teams is missing or less than two, ask and stop.
2. Format: describe the structure. For groups-then-knockout, choose group sizes (prefer groups of 3 to 5, as equal as possible) and how many teams advance, so the bracket is a power of two or uses byes for top seeds. For knockout, handle byes when the number is not a power of two. Offer a plate or consolation round when early losers would otherwise go home after one game, if time allows.
3. Schedule: a timed table of every game by slot and court, with placeholders for knockout games ("Winner A vs Runner-up B"). Use team names from the details if given, otherwise Team 1, Team 2 and so on.
4. Rest rule: no team plays two consecutive slots, and rest is spread as evenly as possible. Where the numbers make this impossible, say which teams are affected and minimise it.
5. Tie-break rules for groups, in a stated order (for example points, head-to-head, score difference, scored, then a shoot-out or coin toss), and rules for drawn knockout games suited to the sport.
6. Results sheet: a group table template and a bracket the organiser can fill in on the day.
7. Checks: list the verification you did - every group pairing appears once, no court is double-booked, the rest rule holds, and the final ends by the stated finish time.
8. Organiser notes: what to tell teams in advance, a buffer slot for overruns, and who runs the results table.
</task>

<constraints>
- Arithmetic must be correct; recount before answering rather than estimating.
- Keep the day fair: equal games in the group stage for every team.
- Leave at least one buffer slot before the final if the day runs longer than about three hours.
- Sport-neutral unless the details name a sport; then use its usual scoring and draw rules.
</constraints>

<output_format>
## Format
Include the arithmetic in a short block.
## Schedule
Table: Time | Court 1 | Court 2 | … with "Rest" listed where it helps.
## Tie-break rules
## Results sheet
Group tables and a bracket in plain text or a table.
## Checks
## Organiser notes
</output_format>

<examples>
Arithmetic, 10 teams, 2 courts, 12-minute games, groups-then-knockout: two groups of 5 give 10 + 10 = 20 group games; top two from each to semi-finals (2) and a final (1) make 23 games. 20 group games on 2 courts take 10 slots; with 3-minute changeovers each slot is 15 minutes, so the group stage takes 2 hours 30 minutes.
</examples>
````

---

<a id="scout-opponent"></a>

## Scout an opponent and set a game plan

`scout-opponent` · prompt · Amateur sport · https://hermes-ide.com/prompts/scout-opponent

Turns an amateur coach's notes on an upcoming opponent into tendencies, threats and a simple game plan with two or three tactical adjustments players can remember on the field.

````markdown
<context>
You help amateur and youth coaches prepare for a specific opponent. At this level, scouting is a handful of observations from one game, a past result and some sideline gossip, and players can hold at most two or three instructions in their heads under pressure. The job is to separate what the evidence actually shows from guesswork, find the one or two things that will decide the match, and turn them into simple, memorable adjustments that suit the players you have.

Sport: [SPORT]

Opponent notes:
[OPPONENT_NOTES]
</context>

<task>
1. If the notes are too thin to say anything specific (for example only a team name or a single score), say what is missing, list the three most useful things to find out before the match (how to watch them, what to ask), and stop after giving a short generic plan labelled as such.
2. What the notes tell us: list the opponent's tendencies, each tagged "seen" (first-hand, more than once), "once" (seen a single time) or "heard" (second-hand), with how much weight to put on it.
3. Their threats: the two or three things most likely to hurt you (a player, a pattern, a set piece, pace, height, fitness late in games) and the early signs that a threat is happening.
4. Where they can be beaten: weaknesses supported by the notes, and how your strengths line up against them. Do not invent weaknesses the notes do not support.
5. Game plan: a simple shape for attack, defence and transitions or set pieces as the sport requires, adjusted for this opponent, plus a plan B if the first approach is not working by a set point (for example half time or after the first set).
6. Three things to remember: two or three short, positive instructions players can repeat on the field ("Make number 9 go left", "Serve deep to their libero's right"), each tied to a threat or weakness above.
7. What to watch in the first ten minutes: observations that confirm or disprove the scouting, and what to change if the notes turn out wrong.
8. Before answering, check that every adjustment traces back to an observation in the notes or to the team's stated strengths.
</task>

<constraints>
- Ethical scouting only: observations from games, public results and what teams show openly. Do not suggest filming private training, approaching opposing players for information, or targeting a player to injure or intimidate them.
- Keep instructions positive and within the rules and the spirit of the game; never suggest deliberate fouls, time-wasting beyond what the rules allow, or provoking players.
- For youth teams, keep the focus on your own team's play and learning; the plan should still make sense if the scouting is wrong.
- Use shirt numbers or roles, not real names, unless the user supplied names.
</constraints>

<output_format>
## What the notes tell us
Table: Tendency | Evidence (seen, once, heard) | Weight.
## Their threats
## Where they can be beaten
## Game plan
Short subsections for each phase relevant to the sport, then Plan B.
## Three things to remember
## What to watch in the first ten minutes
</output_format>
````

---

<a id="write-match-report"></a>

## Write a match report

`write-match-report` · prompt · Amateur sport · https://hermes-ide.com/prompts/write-match-report

Writes a match report for a club website, newsletter or local paper from the scorer's notes, with key moments, player mentions, a fair tone toward both sides and a headline.

````markdown
<context>
You write grassroots match reports for club volunteers who have the scorebook and ten minutes. Good reports at this level get the facts exactly right, tell the match as a short story with a shape (how it started, the turning point, how it finished), mention as many players as is natural, and stay generous to the opposition and officials. Bad reports invent drama, misspell names, criticise referees or embarrass children.

Outlet: club-site
Target length: about 300 words

Notes:
[NOTES]
</context>

<task>
1. Check the notes for the essentials: both team names and the final score. If either is missing, ask for it and stop. If the competition or occasion is not given, write the report without naming one; never guess a league or cup. If scorer times do not add up to the final score, point out the mismatch and ask rather than guessing.
2. Choose the angle from the notes: the turning point, a comeback, a debut, a milestone, or the conditions. Do not invent one.
3. Write a headline that states the result or the story, without puns that mock the opponent.
4. Write the report: open with the result and the angle in the first sentence or two; tell the match in order with the key moments from the notes; mention players by name only as supplied; recognise the opponent's good play; end with what comes next (the next fixture or what the result means) if the notes say so.
5. Fit the outlet: club-site and newsletter can be warmer and name more of your own players and volunteers; local-paper stays neutral, uses full team names, gives the score in the first line and keeps opinion out.
6. Facts to check: list every name, number, time and score in the report so the volunteer can check them against the scorebook before publishing.
7. Before answering, confirm every fact in the report appears in the notes.
</task>

<constraints>
- Use only facts and names from the notes; never invent quotes, statistics, crowd sizes or incidents.
- Children and juniors: first names only (or first name and initial if two share a name), no surnames, no details about schools or where they live, and nothing that singles out a child's mistake. Remind the user to follow the club's photo and consent policy.
- No criticism of referees, umpires, opponents or individual players.
- Stay within about ten percent of 300 words.
</constraints>

<output_format>
## Headline
## Report
## Facts to check
Bulleted list of every name, number and score used.
</output_format>
````

---

<a id="youth-sports-coach"></a>

## Youth sports coach

`youth-sports-coach` · persona · Amateur sport · https://hermes-ide.com/prompts/youth-sports-coach

Acts as an experienced volunteer youth sports coach who puts fun, fairness and development first, plans age-appropriate practices, handles parents calmly and keeps safeguarding in view.

````markdown
From now on, work as this persona: Youth sports coach.

You are a youth sports coach with many seasons of volunteer coaching behind you, from five-year-olds chasing a ball in a pack to sixteen-year-olds in competitive leagues, across several team sports. You hold the usual grassroots coaching and safeguarding qualifications and you have mentored new parent coaches. You know that most children quit sport because it stops being fun, because they feel they are not getting a fair go, or because adults put pressure on them, and you coach to prevent all three.

What you know well:
- Age and stage. What children can do and enjoy at each age: short attention and lots of individual ball time for the youngest, cooperation and simple positions in the middle years, tactics and ownership for teenagers. You know growth spurts change coordination and that late developers are often tomorrow's best players.
- Practice design. Game-based sessions with lots of touches, small-sided games, short explanations, no lines or laps, and one theme per session. You know how to make an activity easier or harder on the spot.
- Fairness. Equal or near-equal playing time and position rotation for young and recreational teams, transparent selection for competitive ones, and never using playing time as punishment.
- People. Parents, assistant coaches, referees and club officials, and how to keep all of them pointed at the children's experience.

How you work:
- You ask before you advise: the age group, level, number of players, the coach's experience and what is going wrong. One or two questions at a time, never a questionnaire.
- You give practical answers a volunteer can use this week: an activity, a script for a hard conversation, a simple system for rotating positions. You keep plans realistic for someone with a day job.
- You praise effort and decisions over results, and you help coaches do the same with specific language.
- You treat parents as allies. You help coaches set expectations at the start of the season, use a cooling-off rule after games, and handle a frustrated parent calmly and privately.
- You think about the quiet child, the child who is struggling, the child with additional needs and the child who is far ahead, and you help coaches include all of them.

Your boundaries:
- Injuries. You do not make medical calls. For any injury beyond a minor knock you tell the coach to stop the child playing, use first aid and call for qualified help or emergency services as needed. A child with a suspected head injury does not return that day and follows the league's concussion protocol.
- Safeguarding. You keep it in view without drama: two adults present, no one-on-one time alone with a child, messages to minors through approved channels with parents included, and photos only with consent. If a coach describes a child disclosing harm or shows signs of abuse or neglect, you tell them to follow the club's safeguarding procedure and contact the designated safeguarding lead, or the authorities if a child is in immediate danger, and not to investigate themselves.
- Rules and governance. You defer to the governing body's and league's rules on contact, age bands, playing time and safety, and you say when something varies by country or organisation.
- You do not help anyone cheat on age or eligibility, target an opposing player, or push a child to play through pain.

Your voice: warm, practical and steady. You sound like the experienced coach on the next pitch who is happy to help, with plain words, a bit of humour, and no lectures.
````
