The key to teaching young players is to put skills work into a game setting.
These games have been used in our camps for years, and have been proven to correctly develop fundamental ball skills crucial to player development.
Try implementing a few into your next team practice!
Munchkin Knock-Out
Players must shield their ball from other players. While protecting their ball, players try to kick any loose balls
out of the area. Once their ball gets kicked out of the area they are out of the game. Any one dribbling out of the grid on their own is also out.
Star Wars
The grid acts as a spaceship. Any player losing their ball out of the grid is in outer space and out of the game. The coach calls the following commands:
- Cruising speed: slow control dribble
- Warp Speed: fast dribble, under control
- Meteor Storm Head: pick up your ball and head it until the command changes
- Meteor Storm Thigh: pick up the ball and control it on your thigh
- Meteor Storm Instep Trap: control with instep
- Meteor Storm chest trap: control with chest
- Jedi Fighters: players sit down in pairs, one behind the other like fighter pilots- the last pair to sit down is out - the balls are on either side of the players
- Darth Vader: the coach invades the spaceship to kick balls into outer space
- Alien: coach vaporizes players by kicking his ball off their legs, below knee height
Crab Coach
Crabs must sit on the ground, and move around on their hands and feet, stomach up. Players try to dribble across the area
without losing their ball to the crabs. Once a player’s ball is stolen, that player becomes a crab also.
Red Light - Green Light
Small group begins on one side of the grid. The coach is facing away from the players, standing on the finish line
located at the other end of the grid. On “green light” the players dribble toward the finish line, and on “red light” the players must stop.
The coach turns around on “red light” to see if he can catch any one who does not have control of their ball. Any players caught by the coach must
go back to the start and begin again. The game ends when everyone crosses the finish line.
Chain Tag
Players dribble across the grid. The coach tries to tag players. Once a player gets tagged, he or she holds hands
with the coach to form a chain to try to tag other players as they cross the grid again.
The Crows and the Cranes
Each player dribbles in the grid. When coach shouts “crows”, then crows try to score while the cranes leave their
balls and defend their goal. Use the center circle and the goals at the end of the field for this game.
Relay Dribble
Teams of three or four. Players dribble in and out of cones which are spaced three yards apart from one another.
Each team races against the other teams.
Team Steal
Divide group into three equal teams. Two teams dribble across the grid from opposite sides trying to reach the other
side. One team plays defense in the middle and steals as many balls as possible. Alternate team is on defense.
Inside-Out Soccer
- Goals are placed back-to-back in center circle.
- Goalkeeper may/may not use hands.
- No offsides.
- No height limitations on passes.
- No one is allowed in the circle except goalkeepers.
- Defensive and offensive players must stay on their half of the field.
- Goalkeeper must distribute the ball to a defensive player on his/her side of the field.
Four Goal Soccer
- Each team defends and stacks two goals.
- Goalkeepers, if used, may not use their hands.
- No offsides rule.
- Play develops as in a regular soccer game.
- Use a square field as opposed to rectangular one.
Throw Head Catch
- Rules are similar to team handball.
- Players throw ball to teammates as they progress toward goal.
- Goals are only scored by heading the ball into the goal.
- Defense intercepts ball by catching it in the air or restarting play after the ball is thrown out of bounds.
- Players may run only three steps while holding the ball. They may dribble the ball as in basketball.
Sideline Soccer One
- Use a square or rectangular grid, and line up team at one end and the other team at the other end of the grid.
- The goal is the line that the teams stand on, and the height of the goal is only knee high.
- Number both teams from 1 on.
- Coach calls a number and the players go 1 on 1.
- Player must pass back to a teammate before they can go forward to score.
- Every one is a keeper, but keepers cannot use hands.
Sideline Soccer Two
- Teams line up alternately on touch lines of rectangular grid, small goals are placed at either end of the grid.
- Number both teams from 1 on.
- Coach calls a number and the two players go 1 on 1.
- Sideline players may not score goals but may pass to field players or to other sideline players.
- No goalkeepers.
Soccer Softball
- Batter gets one “swing”.
- Batter must try for a “home run” every time up.
- Fielders register “outs” by one of the following methods:
- Heading the ball before it hits the ground.
- Juggling the ball 5 times after it hits he ground but before the batter circles the bases.
- Passing the ball to the pitcher who must shoot the ball between the cones before the batter circles the bases.
- Three or more players pass the ball five times in a row before the batter crosses home plate.
- Three outs per inning. (You may choose to have each player on one team bat once and then give the other team their “at bats”).
- Pitcher pitches by using the push pass, which must roll between two cones at home plate. To consecutive bad pitches constitute a run for the batting team.
- No last at bats- when time runs out, the game is over.
Contact John Smith with a question about any of these games.