
3 or 4-a-side game(s), normal rules. Scoring: 1pt for scoring in green gate, 2pt for yellow gate, 3pt for red gate. To integrate a GK: One end is a normal hockey goal with GK. Turn + burn, so if a team scores at one end, they then attack the other end. Variations/progressions: After a team scores in one goal, they can't score in it again until they have scored in the other two.
This activity practices defensive channelling. Feedback: How can you force the attackers to attack your strong side and their weak side?
This practice has no coaching points
This practice has no progressions
in more ways than one
The best hockey players in the world do not just react faster; they scan more frequently and process information before the ball arrives. This article explores the science behind scanning, how to coach spatial awareness as a habit, and practical drills that force players to lift their heads and read the game.
In hockey, you can only score from inside the circle. Getting the ball into the D with purpose and creating genuine shooting chances is the hardest part of attack. This article examines the different types of circle entry, why entry angle determines shot quality, and how to train your team to penetrate the most congested area on the pitch.
The best teams don't just press - they press at the right moment. Here's how to train your players to read the cues.