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111 running/jumping/moving

playing tag / cross Tag man points to a player he wants to tag. When they start running, another player may cross their running course. Now the tag man has to change to this player and must tag him etc.

111 running/jumping/moving

111 running/jumping/moving

Tag man tries to tag other players. Once you are in a hoop you cannot be tagged. Only one player in one hoop allowed. You may only stay in the hoop for 3 seconds. Tag man may not wait for these 3 seconds.

111 running/jumping/moving

111 running/jumping/moving

One tag man trying to tag other players. There is one hoop less then the number of players, so there is always one player running to tag. You may get into a hoop, the other player must run away then.

111 running/jumping/moving

111 running/jumping/moving

Benches on the court. One tag man trying to tag the others. Players may not be tagged if on a bench. Only one player on the bench is allowed.

111 running/jumping/moving

111 running/jumping/moving

Playing tag You may not be tagged if you are lying on the floor on your belly/back, feet high. Small playing area.

111 running/jumping/moving

111 running/jumping/moving

How long does it take to tag all players ? Players who have been tagged are 'natural' obstacles for the tag man. Small playing area.

111 running/jumping/moving

111 running/jumping/moving

Players who have been tagged hold hands with the tag man. This 'chain of tag men' should try to tag the others.

111 running/jumping/moving

111 running/jumping/moving

Cross tag. When a player crosses the ways of tag man and the player he wants to tag, the tag man must change and try to tag the player who crossed.

111 running/jumping/moving

111 running/jumping/moving

Twin tag. Run in pairs. One pair tries to tag the other pairs. If a player is tagged, hold hands with the others. When a fourth player is tagged, the last two form a new pair.

111 running/jumping/moving

111 running/jumping/moving

One tag man. Other players pass ball around. You cannot be tagged if you have got the ball.

111 running/jumping/moving

Balloon Transport

Two players hold the balloon with one hand each and together run to the other side. variations: - Move with sidesteps - Holding the balloon between the two stomachs of the players - Hold the balloons between the two heads of the players - Holding the balloon between the two backs of the players

111 running/jumping/moving

Catch the lizards tails

All players get a ribbon which should be put at the backside into everybody's shorts. So everybody is a lizard. All players try to get as many tails as he can in 45 seconds. Lizards who lose their tails can get another one from the trainer.

111 running/jumping/moving

changing places

Two teams running around. At the whistle of the trainer the teams gather on their mat, area. variations : - running - hopping on two legs - hopping on one leg - change legs when hopping after 1 or 2 or 3 hops - moving sidewards

111 running/jumping/moving

chicken hunt

A number of benches all scattered around. One tag man trying to tag other players. These players may not be tagged if on a bench. Only 3 or 4 chicken allowed on one bench. Chicken who is on the other end should leave.

111 running/jumping/moving

come along, go away

Players make small groups of 3 players. One player is outside the circle and may shout to a certain group : come along or Go away. After doing this the player and the group start running along the complete circle until they come back at their original place. The player who is last has to go outside and challenge another group. variations : starting positions : - sitting on knees - sitting on bottoms - lying on back - lying on tummy

111 running/jumping/moving

cone run

4 groups every group starts at one cone. One player is appointed as pace maker. He decides on how fast everybody should run. All players should watch him. When he reaches a cone, all the others should have done the same. variations : sidesteps, backwards

111 running/jumping/moving

coordination 1

Players step on benches. Start with left foot onto a bench-put right foot next to it - step down - step onto next bench and put left foor next to it.

111 running/jumping/moving

coordination 10

Fast feet Start on left side of the first space of the ladder. First step is with the right foot sidewards into the first space of the ladder. Left foot follows, right foot out of the ladder on the right side, left foot follows etc. As fast as possible. -Part of warming-up -Part of special 15 min coordination training every training together with other coordination drills. -As part of e.g. a drill in which players have to do the ladder first and then throw at the goal afterwards.

111 running/jumping/moving

coordination 2

Players jump -step on benches. Start with left foot onto a bench-put right foot next to it - step down backwards one foot after the other - step forward to next bench. Always one foot after the other. One bench forward is one bench backwards.

111 running/jumping/moving

coordination 3

Players jump - step on benches. Stand and move sidewards. Start with left foot onto a bench-put right foot next to it - step down - add next foot - step onto next bench and put left foor next to it.

111 running/jumping/moving

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