Divide the players (the “star fighters”) into three teams. Distinguish between the teams with a different coloured bib or band. Give a ball to two of the teams.
Each team has to make as many passes as possible without losing the ball (the “comet”). Any player can intercept a comet. However, players cannot grab the ball from each other.
Any one team could be in possession of both balls at one time.
If a comet goes on the floor, only the nearest star fighter can pick it up.
If a comet goes out of the square, ask one star fighter to get it, to restart the game with a pass. Otherwise, all star fighters must stay within the playing square (the “galaxy”) throughout the game.
Set Up
Area: 10m x 10m.
Equipment: 2 balls, bibs (if available).
Players: 9 – three teams of 3.
Scoring
Have the players call out the numbers of completed passes they make as a team in a set time.
What to Call Out
“Hold the ball (comet) in two hands”
“Pass by swinging the ball (comet) across your body rugby style”
“To catch a pass, hold your hands up as a target”
“Look for space away from rival star fighters”
“Keep your head up to see what’s going on”
Coaching Tips
Encourage the players to move with the ball throughout the game.
Two of the three teams have a ball.
Each team passes as many times as possible.
Players can intercept the ball, but cannot grab it from another player.
“The defender keeps themselves light on their feet, head up and marking a potential break, coming forward to close down an attacker when they move forward” MORE
Players must win the race to the best space when attacking. In defence, players must work early, scan early and look to close space to force errors.
Attackers seek space, defenders take it away. This is also true over the ball.
Run this game over a series of sessions to gain the most benefit as the players develop their understanding of the tactical implications. MORE
Here’s a series of super-quick activities to set up and use to mix up your training to keep all your players occupied. Ideal to hand out to your co-coaches and aimed at a range of core skills in game-like contexts.
Here. is a series of what I’ve called Quick Coach. They are mini-activities aimed at four to six players. The aim is to provide you with a bank of breakout exercises you can run during your session. They should only last around five minutes, but the key is that they are very quick to set up and can be run by any coach in your group. They can even be run by one of the players if appropriate. MORE