Yellow = defence
grey = attack
red square = goal
blue square = playing area
Purpose - defenders to stop attacking play from going forward.
Object- attackers to get into the goal and defenders to stop them. The attackers have a time limit to get into the goal.
If a defender steals a ball and carries it under control out of the blue area they get 2 points. They get one point for keeping an attacker out of the goal.
If a defender commits a foul, obstruction or staick tackle they have to freeze for 3 seconds.
Attackers that got into the goal within the time limit get to attack again. If an attacker was kept out or had the ball stolen are out for the second run.
Rotate the defenders. Every defensive group gets two turns. Unit with the most points wins.
Defenders need to be low and use quick feet to dictate where the attacker can or cannot go.
Be patient. Stcick tackles give the attacker a free run to the goal.
in more ways than one
in more ways than one
The first weeks of the season decide whether a junior or new player sticks with adult hockey. Here is how to keep them safe, give them a clear job and build their confidence from the very first bully.
Most tackles are lost before the stick goes down. Teach your defenders to channel, wait and choose the right tackle, and you will win more ball and give away fewer cards.
England Hockey's rule guidance for 2026/27 takes effect from 1 September. Here are the changes that will actually alter how you coach, and how to brief your squad in one pre-season session.