Bridges & Rivers Chasing
Pick 2-4 ‘catchers’ and mark out a playing area.
Similar to normal chasing catchers are trying to catch as many people as possible.
Once caught players lean forward onto their hands and make a gap as high as possible between themselves and the ground (bridge)
They are set free if a team mate crawls under them at which point they are back in the game.
Ship Sea Shore
In this game we set out the “ship,sea and shore” 5-10 mtrs apart
Coach randomly calls where players are to go to… “ship…shore…ship…sea” and so on.
There is an element of reaction work in this game.
If a player goes the wrong way they go out and perform a task for example, squats or roll lifts
Coach changes the method in which the players move eg: crawls,hops,jumps etc…
Additional Coaching Tips:
Many players will try to cheat by standing up slightly and running more quickly so initially reinforce that it is not about speed but about best technique. Highlight one or two players after each go as ‘best technique’ to encourage everyone to do movement as correctly as they can.
Adaptation/Progression:
Progress to make a game out of it at end by eliminating last few players to a certain point but keep them involved by asking those players to call or tell the coach where the players should move to next. Also players who cheat in terms of not performing correct technique are eliminated.
Foxes and Chickens in Bridge Position
Players in pairs.
Both players start on the ground in bridge position (i.e. only their hands and toes touching the ground).
One player (chicken) attempts to dribble the ball with his hands and keep it away from the other player.
The job of the other player (fox) is to tackle the chicken and attempt to dispossess as many times as possible. Each time dispossession occurs it is a point to the fox.
Alternatively each time dispossession occurs players switch roles so that both act as a ‘protector’ or a ‘tackler’.
Additional Coaching Tips:
This can be quite fatiguing so only play for short duration before giving players a break (maybe 20-30 seconds).
Adaptation/Progression:
This may be very difficult for some children so allow those that are struggling to move on hands and knees (at least some of the time) if they need to.
Ship sea shore + duck walk
In this game we set out the “ship,sea and shore” 5-10 mtrs apart
Coach randomly calls where players are to go to… “ship…shore…ship…sea” and so on.
There is an element of reaction work in this game.
If a player goes the wrong way they go out and perform a task for example, squats or roll lifts
Then instruct all players to sit down onto their hunkers (chest up, bum close to ground, full foot on floor if possible).
Allow players a few practise runs running normally to familiarise themselves with all of the locations.
Players must now move to wherever coach calls in this position.
Additional Coaching Tips:
Many players will try to cheat by standing up slightly and running more quickly so initially reinforce that it is not about speed but about best technique. Highlight one or two players after each go as ‘best technique’ to encourage everyone to do movement as correctly as they can.
Adaptation/Progression:
Progress to make a game out of it at end by eliminating last few players to a certain point but keep them involved by asking those players to call or tell the coach where the players should move to next. Also players who cheat in terms of not performing correct technique are eliminated.
No mans land reverse throw to catch
This game is for explosive power and movement
Set out playing area to suit ability of players eg: 10m x 10m with half way line.
Players reverse throw the ball across to their partner on the other side.
We are looking for a high catch if possible when receiving the ball.
Technique for the throw is as follows…
Squat down,touch ground with the ball,elbows between knees,explode and blow the ball away
Players with the most clean catches are the winners.
Adaptation/Progression:
Get players to throw the ball standing on 1 leg
Piggy in the middle hops
Players in groups of 3.
One person is allocated as the ‘Piggy’ and must stay within a designated area.
Other 2 players are on either side.
Standard rules of the game apply accept players on outside must hop on one leg throughout.
Piggy can move freely inside the area and if the ‘piggy’ gets the ball, the person who lost possession replaces him in the middle
Additional Coaching Tips:
If the ‘Piggy’ is in middle for extended period of time instruct the outside players that they may only throw/hand pass using their weak side.
Piggy in the middle hops and weak hand throw
Players in groups of 3.
One person is allocated as the ‘Piggy’ and must stay within a designated area.
Other 2 players are on either side.
Standard rules of the game apply accept players on outside must hop on one leg and can only throw with their weaker hand throughout the game.
Piggy can move freely inside the area and if the ‘piggy’ gets the ball, the person who lost possession replaces him in the middle
Additional Coaching Tips:
If the ‘Piggy’ is in middle for extended period of time instruct the outside players that they may only throw/hand pass using their weak side.
Duck Walks in Square with High 5’s
Mark out square approx 10m x10m.
Players start at edge of square, sit down onto their hunkers in ‘Duck Walk’ position (i.e. chest up, bum close to ground, full foot on floor if possible).
On call/whistle all players must move freely around the square performing a certain number of high fives using both hands with their teammates before returning to edge of square and standing upright to rest.
Additional Coaching Tips:
Change the number of high fives the players are required to do or add I other activities (touch cones, pick up a ball etc.) to add variety and keep players engaged.
Encourage players to maintain good technique by awarding ‘Best Technique’ to a player after each go.
Stones, Bridges & Rivers
Divide players into 2 groups.
First group act as a Stone,Bridge or Tree and the second group will perform tasks over/under/around them. When players are stones runners must leapfrog over them, when they are bridges runners must crawl under them and when they are trees runners must run around them.
It is up to the coach to suggest number of repetitions or time period each time.
Adaptation/Progression:
Players could move with hurl in hand or perform different ball skills as they move.
Hand Dribble Relays
Players in groups of 3 behind their cones.
On whistle first player hand dribbles ball on the ground around a cone 10-15 meters away and back.
Every player goes 2/3/4 times and first team to complete is the winner.
Legs should be kept relatively straight(slight knee bend) and players should bend from the hips to place emphasis on the hamstrings.
Encourage players to use alternate hands each go.
Piggy in Middle with overhead throw
Players in groups of 3.
One person is allocated as the ‘Piggy’ and must stay within a designated area.
Other 2 players are on either side.
Standard rules of the game apply except players on outside must face away from partner and throw the ball overhead.
If the ‘piggy’ gets the ball,the person who lost possession replaces him in the middle.
Additional Coaching Tips:
Encourage players to squat down with ball between legs and fully extend arms overhead when throwing.
Adaptation/Progression:
Make area in between the outside players wider to make harder.
Piggy in the Middle on 1 leg
Players in groups of 3.
One person is allocated as the ‘Piggy’ and must stay within a designated area.
Other 2 players are on either side.
Standard rules of the game apply accept players on outside must hop on one leg throughout.
Piggy can move freely inside the area and if the ‘piggy’ gets the ball, the person who lost possession replaces him in the middle
Additional Coaching Tips:
If the ‘Piggy’ is in middle for extended period of time instruct the outside players that they may only throw/hand pass using their weak side.
Circle Chasing
Players join hands to make a circle.
Coach chooses any player to walk around circle.
The player can call a player from far side of circle that they must catch before they can run around the circle twice and return to their starting position.
Person who was called then becomes the chaser and can call a different person.
Adaptation/Progression:
Vary by having the players hop instead of run. Also allow players to run through the circle if they want as opposed to only around the outside.
Paired Dodgems
Players in pairs holding hands.
Assign one or two pairs as ‘catchers’.
All pairs must run linked together the whole time, catchers are trying to catch as many pairs as possible.
Once caught the pair stands still with arms still linked but with a gap between them.
They can be freed if any other pair runs under their arms.
Hand Dribble Match
Make out small playing area with small goal at each end, pick 2 teams.
Aim of game is to score into opposing teams goal.
Ball stays on ground at all times and players may only dribble/pass/shoot by striking the ball with their hands. Legs should be kept relatively straight and players should bend from the hips to place emphasis on the hamstrings.
Encourage players to use alternate hands.
Adaptation/Progression:
Make harder/easier by having more or less catchers or making playing area bigger/smaller.
https://vimeo.com/album/3563520/video/139157350
Ship Sea Shore 10 variations!
In this game we set out the “ship,sea and shore” 5-10 mtrs apart
Coach randomly calls where players are to go to… “ship…shore…ship…sea” and so on.
There is an element of reaction work in this game.
If a player goes the wrong way they go out and perform a task for example, squats or roll lifts
Coach changes the method in which the players move eg: crawls,hops,jumps etc..
Additional Coaching Tips:
Many players will try to cheat by standing up slightly and running more quickly so initially reinforce that it is not about speed but about best technique. Highlight one or two players after each go as ‘best technique’ to encourage everyone to do movement as correctly as they can.
Adaptation/Progression:
Progress to make a game out of it at end by eliminating last few players to a certain point but keep them involved by asking those players to call or tell the coach where the players should move to next. Also players who cheat in terms of not performing correct technique are eliminated.