HATBORO-HORSHAM
S
OCCER CLUB

P.O. Box 578 Hatboro, PA 19040     Member EPYSA / ICSL

           

 

 
   FREEZE TAG:
 
  • Select 1 player who is "it"
  • Mark off a grid with cones 10 yards X 10 yards
  • Each of the remaining players should be standing in the grid with a ball waiting for the coaches whistle.
  • On the coaches whistle, the player who is "it" tags "freezes" as many players as possible
  • If a player is tagged, he/she must pick the ball up, hold it over their head and spread their legs.
  • To get "unfrozen" another player (teammate) must dribble to and pass the ball
    through the spread legs of the "frozen player".
Freeze Tag
 
  • Once the player is "unfrozen", he/she resumes dribbling in the grid.
  • If a player dribbles the ball outside of the grid, that player is "frozen".
  2. COACHING POINTS:
 
  • Players must dribble and keep close control of their ball.
  • Players must keep their head up and see where the "tagger" is located.
  • Players must dribble away from the "tagger" and dribble toward teammates
    who need to be "unfrozen".
  3. COMPETITION, VARIATIONS & RESTRICTIONS:
 
  • Coach should keep track of "records"
    • in how many seconds can a "tagger" freeze all the players
    • most number of players still "frozen" after a 30-45 second time frame

 

FOUR SQUARE:
 
  • Place coned squares (bases) as shown approx. 10-12 yards from each other.
  • Select 2 players who are "it"
  • Divide up the remaining players into the 4 squares ... each with a ball
  • Coned squares (bases) are approx. 2 yards X 2 yards.
  • On the coaches whistle, players have 30-45 seconds to try and dribble from their square into as many squares as possible without being tagged by the 2 players who are "it".
4 Square Game
 
  • The players who are "it" count how many players they can tag in 30-45 seconds
  • The players dribbling the ball may only be tagged once he/she is outside the square (base)
  • The player can not be tagged once he/she has dribbled into a square (base)
    (he/she must have the ball in the square to be safe)
  2. COACHING POINTS:
 
  • Players must dribble at speed and keep the ball under control to avoid being tagged.
  • Players must keep head up and see where the "taggers" are located so they dribble away from the "taggers".
  3. COMPETITION, VARIATIONS & RESTRICTIONS:
 
  • Add to the game, if a player is tagged, he/she must do 5 step ups
    (or 5 jumping jacks or push ups ... some consequence to get back into the game.)
  • Coach should keep track of "records" for the number of players tagged in the allotted time
    and the number of squares dribbled into in the allotted time.

 

TWO GOAL DOG FIGHT
 
  • Split players into 2 even teams ... give each team a name
  • Set up small, coned goals approximately 20 yards apart.
  • The coach stands on the sidelines with all the balls at his feet.
  • Each team lines up behind a cone on either side of the coach.
  • When the coach throws the ball into the center of the field, the first player from each line runs onto the field and plays 1 Vs 1.
Two Goal Dog Fight
 
  • Players defend the goal closest to their line and attack the opposite goal.
  • Play until a goal is scored or for 30- 60 seconds depending on the heat and the fitness level of the players.
  2. COACHING POINTS:
 
  • Attackers - attack defenders at speed, make a quick fake, get by the defender and shoot (no out of bounds within reason)
  • Defenders - delay, don't commit and channel the attacker to the side, away from the goal creating a poor shooting angle.
  • If the defender steals the ball, he/she becomes the attacker and the attacker becomes the defender and 1 vs 1 play continues.
  • Play is continuous and the transition from attacker to defender and from defender to attacker must be instantaneous.
  3. COMPETITION, VARIATIONS & RESTRICTIONS:
 
  • Coach starts to call out numbers. If the coach shouts "2" then the first two players in each line run onto the field and play 2 vs 2.
  • Coach then starts shouting "3", "4", "5" creating 3 vs 3, 4 vs 4, and 5 vs 5 games respectively.
  • Play games to 5 and the losing team does 5 jumping jacks.

 

FIRE DRILL
 
  • Place equally skilled players together in the same group. Have 2 groups per grid so one group is resting while the other group is active.
  • Place 4 coned squares 10 -12 yards apart.
  • Start with 4-9 balls in the middle of the grid and each player starts in his/her home base.
  • The object is to get as many balls into your home base as possible in the allotted time. Players take the balls from the center of the grid initially and then the players may "steal" balls from the home base of the other teams.
Fire Drill
  2. COACHING POINTS:
 
  • Players may not "guard" balls in their home base.
  • Players may not "steal" the ball from an opponent when he/she is dribbling or carrying the ball to their home base.
  • Play games of 1.5 - 3 minutes depending on the fitness level of the players and the heat.
  • For younger players to get the idea of the game, have the players use their hands to take the balls from the middle and their hands when they "steal" the balls from the home base of the other players and carry the ball back to their home base.
  • Once the players understand the game, players then may only use their feet to dribble to and from the middle and to and from the home base of the other players.
  • Players may only pick up or dribble one ball at a time.
  • Whichever player has the most balls in their home base at the end of the designated time is the winner ... losing team does 5 jumping jacks.

 

THE SNAKE GAME
 
  • Mark a grid with cones approximately 15 yards x 15 yards.
  • One player joins the coach in the middle of the grid and forms the snake.
  • The players in the snake hold hands.
  • The remaining players line up along one side of the grid ... each player with a ball.
  • On the coach's whistle the players attempt to dribble from one side of the gird to the other without the snake kicking their ball outside the grid.
The Snake Game
 
  • Once the players reach the other side of the grid with their ball, they are safe and await the coach's whistle to dribble across the grid again.
  • If a player's ball is kicked out the grid (any of the 4 sides), that player joins the snake in the middle.
  2. COACHING POINTS:
 
  • Players should keep close control of their ball ... dribbling away from the snake but within the boundaries of the grid.
  • Have the players in the snake take turns selecting a player to go after / target. This keeps the snake focused and raises the excitement level of the game. (rotate targeted players)

 

KICK OUT
 
  • Mark a grid with cones approximately 10 yards x 10 yards.
  • All players start in the grid and each player has a ball.
  • On the coach's whistle the players begin dribbling inside the grid keeping close control of their own ball while trying to kick the balls of the other players out of the grid.
  • If a player gets his/her ball kicked out of the grid, he/she must do 5 step ups before reentering the grid and continuing the game.
Kick Out
  2. COACHING POINTS:
 
  • While dribbling the ball, players should keep the ball under close control while waiting for the opportunity to kick another ball out of the gird.
  • Play is continuous.
  • Players should keep their heads up to see where they are dribbling and whose ball is unprotected and could be kicked out.
  • If the players are not actively pursuing each other, the coach should enter the game and begin to kick balls out of the grid.
  3. COMPETITION, VARIATIONS & RESTRICTIONS:
 
  • After a player's ball has been kicked out of the grid, they must stay out and be a spectator. Play continues until there is only one player remaining (with his/her ball) in the grid ... that player is The World Champ of Kick Out!
  • Instead of players doing step ups to reenter the game, have players do 5 jumping jacks or some other consequence to reenter the game.

 

1 vs 1 vs 1
 
  • Place 3 cones approximately 15-18 yards apart in the shape of a triangle
     
  • Split players into groups of 3.
  • Place 2 groups of three players at each coned area.
  • One group of 3 plays
    1 vs 1 vs 1 while the other group of 3 rests.
  • Each player plays as an individual.
  • No out of bounds (within reason).
  • The object of the player in possession of the ball is to score goals by hitting a cone with the ball ...
 

the 2 players without the ball attempt to stop the attacker from scoring and try to gain possession of the ball to score themselves.

 
  • Each player plays for himself/herself. The player in possession of the ball is always dribbling against 2 defenders.
  • After a defender has gained possession of the ball, he/she becomes the attacker and attempts to score against the 2 defenders.
  • After an attacker loses possession of the ball, he/she becomes a defender and attempts to win the ball back and score.
  • After scoring a goal, players must dribble at least 5 yards away from the cone before scoring at the same cone again.
  • Play is continuous until a player scores 2 goals.
  • First player to score 2 goals is the champ.
  • Once a player scores 2 goals, that group of three players rests and the three players that were resting come on the field and play 1 vs 1 vs 1.
  2. COACHING POINTS:
 
  • Attackers should dribble and attempt to score at goals that are open (not as well defended).
  • To score goals ... attackers should use fakes, change of speed and change of direction.
  3. COMPETITION, VARIATIONS & RESTRICTIONS:
 
  • Play a tournament where the winner from each group of 3 competes in a team championship for the practice. Have the other team members watch and cheer.

 

 
MUSICAL BALLS
 
  • Mark off a coned grid approximately 8-10 yards x 8-10 yards.
     
  • All players have a ball and start the game inside the grid.
  • On the coach's command, all the players in the grid begin slowly dribbling their ball around the grid.
  • After 10-15 seconds of dribbling, the coach blows the whistle. Once the whistle is blown, the players leave the ball they were dribbling and find an unattended ball (a ball left by another player) inside the grid and begin dribbling that ball.
Soccer Drill: Musical Balls
 
  • After 10-15 more seconds of dribbling, the coach blows the whistle again and the players leave the ball they were dribbling and find another unattended ball inside the grid and begin dribbling that ball.
  • The sequence continues until the coach adds a variation to the game. (see variations below).
  2. COACHING POINTS
 
  • Players should dribble so the ball stays very close to their feet ... preferably the player should touch the ball with every step.
  • While dribbling, the players should change direction and change speed with the ball, dribble with the inside and outside of the foot and change direction with the sole of the feet.
  3. VARIATIONS
 
  • After the coach has had the players dribble and change balls several times, the competition begins.
  • In the competition the last player to find and gain possession of an unattended ball and begins dribbling ... faces consequences. (3 jumping jacks or push ups)
  • Remove one or more balls from some of the players in the grid and when the whistle blows, the players that don't gain possession of an unattended ball face a consequence.

 


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Last updated: 09/26/08
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