“The supporting player starts in front of the ball carrier, while the defender has his back to the attack. When you shout play, with the supporting player walking forward and the defender out of position, the players will have to think quickly to come up with winning solutions.”
SET UP
A 10m square and ball.
HOW TO PLAY
Put a ball carrier at one end of the box, with another attacker about 5m to the side.
Put a defender at the other end with their back to the ball carrier.
When you say “Walk”, the non-ball carrier walks slowly forward, while the defender moves sideways along their end of the box.
When you shout “play”, the attackers aim to score at the far end, while the defender turns and aims to touch tackle the ball carrier.
There are no forward passes allowed, so the non-ball carrier will have to realign in some way relative to the ball carrier.
DEVELOPMENTS
Adjust the starting points for the attackers and defender.
Have the non-ball carrier start from the middle of the box, but walking back towards the attacker.
Allow kicking.
NUMBERS
With five players, create a three v two, with the two non-ball carriers walking forward.
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Expect higher standards from your players, no matter what level they are. Do this by creating one focus for the session, a principle of play they must keep to all the time. MORE
For 10 to 20 seconds, your players become the fastest players in the world. They must race at full speed onto every pass, creating a sense of go-forward. Don’t worry about mistakes – just react, realign and attack.
Play to the limits of what your team are capable of. Control the speed by throwing in new balls when things slow down. MORE
The wolf (the defender) aims to bring down the hero and steal the ball. The hero aims to save the ball and then, after a count of five, pass to a teammate. The wolf wins if they bring down the hero, steal the ball or force them out of the edges or starting end of the box. MORE
A Digital Video Games Approach (DVGA) borrows design features from video game design and uses these features to design practices for players on the field. However, to make the best use of the way digital video game designers get the ‘gamer’ to think, we need to understand the design process in depth. Amy Price of GreyMattersUk.com and Dan Cottrell explain how to do this. MORE