
PLANNER SEGMENT. Speed.
PYRAMID BLOCK. Speed
PURPOSE. To improve reaction and stop and start speed.
AGE. U12, U16.
SET UP.
A 25 x 25 metre field with 10 4 metre goals placed as indicated so there are corners where chasing players can ʻtrapʼ the attackers and force them to stop and start and work to get free.
Two teams line up on either side of the coach 4 metres between the two starters.
ACTION.
- The 1st player in each team sprints to get through any three goals and get back to tag the next teammate. The winning team is first to finish.
- The 1st Player dribbles thru 4 gates then passes to a teammate. The first team to finish wins.
VARIATION 1
1v1 Tag. A sprints to his left chased by D and tries to get the 4 gates before D can tag him. He will probably get 2 gates easily
enough but the opponent if heʼs thinking properly can probably trap him in the corner and make him have to duke to get clear and make the next two gates. If too easy make it 5 Gates.
Next players go as soon as the tag is made so thereʼs a brisk pace to the game.
Change attacker and defender roles for teams.
VARIATION 2
1v1 Tag Back. Each attacker tries to get thru 4 or 5 gates without being tagged. If tagged they can tag back and
vice versa. This can result in a lot more running and fatigue for both.
Change team roles when all have gone.
VARIATION 3
1v1 with a ball. The Coach passes the ball onto the Field and A & D fight for possession. The winner is the player who dribbles thru four clear goals
VARIATION 4
2v2 with a ball. The coach plays the ball onto the field and the winning pair must dribble or pass thru 6 goals. Goals donʼt have to be consecutive.
COACHʼS TIP.
Increase or decrease the number of goals attackers must navigate according to the players ability and conditioning.
PLAYERʼS TIP.
Donʼt track opponent. Cut the corners and make him work to get free.
