The players (dalmations) are being chased by the catchers (Cruella de Ville). Any player that dribbles their ball outside of the box or has their ball kicked out of the box becomes a catcher.
Keep the ball on a lead 2 - 3 feet long. Try to look up and around between touches. Use the body to shield the ball from defenders. Turn away from danger.
Station one player in each grid in the crab postion (belly up, on hands and feet). Six players start on one end line. Station discs at the opposite end line.
The standing players must dribble across the area without being tackled by the crab players who are trying to kick the balls out of the area. If a ball is kicked out, the player stays in the game and tries to help his teammates get the other balls across. The object of the game is to see how many times the players can dribble across the area until no soccer balls are left. Count how many successful trips players make. Repeat and rotate.
The red player attacks the blue player in the area between the blue cones.
The blue player cannot tackle but can only put red player under pressure.
Two players line up on opposite sides of the grid to each other, with a third player placed between them in goal.
Player 1 dribbles the ball around the cone and then tries to score in the goal.
Player 2 must also run around the far cone before then attempting to stop player 1 from scoring.
Five players start on one end line, each with a ball. One defender is stationed in the middle without a ball.
All players must try to dribble past the defender to the safety of the other side on the coach's call.
If the defending player manages to kick the other players ball out of the area, then that player also becomes a defender. Continue until one attacker remains.
A player dribbles around the outside of the cones, when he tags someone he shouts sticky donut. The two players then dribble around the circle in opposite directions. The first player to get back on the vacant gate fills the spot. The other player dribbles on and repeats the exercise.
Players work in the square and they lose a life if: They are dribbling too slowly, if they dribble outside the square or if they do not stop on your command. Players can also gain lives if they can perform the above well. Upon hearing the coach's command players must stop and perform certain skills. If a player loses all their lives they can either do a forfeit (press ups or running a lap of the grid) or be sent to the 'dog pound' (see video).
On the coaches command, saddle up, the player stands over the back of their partner who is on all fours. On the command ride, the player jumps off, crawls through their partners legs and dribbles the ball around in a clockwise direction around the outside of the circle. When they get back to their partner they should go through their legs and then jump on their back to finish.
Group in pairs, with one ball per pair. Station each pair at every other disc. Number the players 1 and 2. Place a disc in the center of the circle. On the command "one" each player 1 must dribble towards the disc in the center of the circle, around the cone, and back to his partner. Repeat for player 2.
Set up as shown with cones evenly spaced out. The distance between the cones can be modified depending on your players abilities. Players dribble through the cones backwards performing toe taps to get through the cones and then pushing the ball back between the cones with the exterior of the left foot. Players should aim to not touch the cones, neither with the ball nor their feet.
Set up as shown with cones evenly spaced out. The distance between the cones can be modified depending on your players abilities. Players dribble through the cones backwards performing toe taps to get through the cones without touching them, neither with the ball nor their feet.
Objective: Technical practice focusing on movements, quality and speed of turns unopposed. Detail: Use same 20 x 20 grid as warm up taking out middle cone only. Give each player a football. All players should dribble around the area and perform specific turns (ie. drag back, inside / outside hook, matthew's, cruyff, etc). Allow players to be creative and showcase their own turns.
The coach starts in the middle of the circle, lying down facing upwards. When the coach yells Rise and Shine the players must break the circle and run back to their safe houses (cone). Only one player allowed per cone. If the coach tags the player, he becomes a sleeping giant also.
The coach stands on one side of the grid with his back to the players, with the players on the other. When the coach turns around and says look out yogi all the players must stop, anyone seen moving must go back to the begining. The players must then once the coach has turned there back, try and pick up a cone.
Set up cones in a zig-zag formation. Groups of 6 are stationed on the endline. 1 ball per group. The dribblers move up, then back down the cones performing inside and outside of the foot turns to get back to their team. Inside of the foot, chop on the way up, outside hook on the way down. Make it a race between the groups.
Create a resolution to develop your coaching confidence by seizing the opportunity to discover new drills, turn ideas into action and seek advice from the coaching community.
World Rugby has reportedly conceded Aaron Smith's disallowed try in the World Cup final should have stood.
"It is not only useful for staff who are experienced but a valuable tool for those subject staff who have to take teams."
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