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From Carrington, Russ, Thoughtful Soccer: the Think-First Approach to Playing and Coaching (Spring City, Pa.: Reedswain Publishing, 2002). All rights reserved.

 
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6

PRACTICING POSSESSION

Flash Sees the Light

Flash had a strange way of eluding predators. Other squirrels faked and darted in different directions. Flash tried to outrun whatever was chasing him. Concerned for Flash’s safety, Wise Old Yazoo pulled him aside for a talk.

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“Here’s how to escape from cats, dogs, and the squashing-machines-on-wheels,” said Yazoo. “Don’t try to outrun the beast. Fake this way and that. Cut back and forth in different directions. Think!”

Impressed with the advice, Flash decided to try it out. But when chased by a cat, he sprinted straight for the woods.

Not called Wise Old for nothing, Yazoo built an elaborate maze. He placed Flash at its entrance, and called to a nearby dog. The dog charged, and Flash’s only escape route was through the maze. He dodged through the corridors, this way and that, and even cut back between the dog’s legs. Finally, he exited safely from the maze.

“That was easy and fun,” thought Flash. “I’m one clever squirrel.”

Flash wanted to use Yazoo’s advice. But in the excitement of the chase, he resorted to old habits. The maze forced Flash to change. And since he liked the change, it probably lasted.

Thoughtscrims are the soccer equivalent of Yazoo’s maze. These thought-intensive scrimmages force players to change. The changes last, because players like them.

There are Thoughtscrims for every part of soccer. The Thoughtscrims in this chapter are for working on possession. Later, you’ll learn Thoughtscrims for defending, attacking, and taking free kicks.

Keep-away games are another way to work on possession. One team keeps the ball from the other, and there are no goals to score on. But goals give a field its north, south, east, and west. Goals also allow players to score goals. That’s why Thoughtscrims have goals, and an advantage over keep-away games.

Getting Started

As your players grab a drink, get ready for scrimmaging. You’ll need a field, goals, teams, and a plan.

There are several ways to create a scrimmage field, goals, and teams. The pictures in this chapter show Keepers protecting big goals, but some goals don’t require Keepers. And although the pictures show three players per team, other team sizes are also possible. Chapter 7 looks at different setups. For now, rules are the focus.

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Because of their rules, some Thoughtscrims require different field lines. To cover all the possibilities, set up your field like this (Scene 6-1). The cones create side zones, final zones, and a halfway line.


Your scrimmage plan will depend somewhat on your players. If you’re working with experienced players, jump right into the Thoughtscrims. There are six in this chapter, and each requires only five or ten minutes. But in your first scrimmage session with new players, set the tone with the Quickstart Rules.

The Quick-Start Rules

Suppose you’re working with brand new players. When your field and teams are ready, toss in a ball and yell, “Play!” For a few minutes, let the teams compete without any special rules. You’ll soon see the Three Deadly Habits. Players will kick the ball aimlessly, without looking for a teammate. They’ll fight with teammates for the ball. And their first touches will always send the ball forward.

These habits will kill your scrimmage session, but you can tame them with three Quick-Start Rules: No Aimless Booting, One Player on the Ball, and Touch It Back.

Enforce No Aimless Booting (NAB)
When a player boots the ball aimlessly, as in Scene 6-2, freeze the play and explain the rule:

“Billy just kicked the ball forward, but he has no teammates there. That’s called a No Aimless Booting violation. You must look up, and pass to a teammate. Free kick for the other team!”


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By pure luck, such aimless boots will sometimes reach a teammate. The culprit will then argue, “I was passing to Steve!” But did the player look up before kicking the ball? If not, stick with your NAB call.


Enforce One Player on the Ball (OPOB)
After a few minutes with the NAB rule, add the OPOB rule. Two players from the same team may not compete with each other for the ball. While one approaches the ball, the other must do something else. If two or more players from the same team hover over the ball, call an OPOB violation (Scene 6-3). The penalty is a free kick for the other team.


Enforce Touch It Back (TIB)
When a player wins the ball or receives a pass, notice the direction of the first touch. Brand new players almost always send the first touch forward (Scene 6-4). The ball is then lost before other directions can be considered. Time to enforce the TIB rule.

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When TIB is in effect, a player’s first touch may not send the ball toward the other team’s goal. The consequence is a free kick for the other team.

As Scene 6-5 shows, a violation is not called if a player:
A. Touches the ball to the side or back, and then forward
B. Sends the first touch forward on a diagonal
C. Looks to the rear, or fakes a drop pass, before making the first touch forward

The most powerful rule in all of Thoughtful Soccer, TIB quickly changes the straight-to-goal habit.

Now You Need Them, Now You Don’t
The quick-start rules aren’t an exact science. Was that an aimless boot or a misguided pass? Did the ball go forward, or on a diagonal? Remind your players to play on if no call is made.

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Sometimes, the Quick-Start Rules should be broken. An aimless boot can keep the other team from scoring, and a first touch forward can launch a counterattack. Your players must understand these exceptions at some point.

Initially, though, call as many violations as possible. The interruptions help players change. The only way to keep the coach quiet is to follow the rules! Toward the end of the first practice, you’ll see fewer violations. And several practices later, you’ll barely need the rules at all. They’ll be stuck in everyone’s mind.
The only way to keep the coach quiet is to follow the rules!

Three Bread and Butter Thoughtscrims

After ten minutes of the Quick-Start Rules, move on to three Thoughtscrims. Each of the three is a Thoughtful Soccer Favorite. The bread and butter of Thoughtful Soccer, make them a staple of every practice.

The object of every Thoughtscrim is to score goals and win. Keepers are optional, and the offside rule can be added if you like. Balls may be brought into play with either throw-ins or kick-ins.

Three-and-a-Drop
In Three-and-a-Drop, players are limited to three touches. Before scoring, a team must execute at least one drop pass.

Rules for Three-and-a-Drop
Field Lines The field requires touch lines, goal lines, and goals.
Three-Touch Rule Each player may use one, two, or three touches on the ball. If a fourth touch occurs, the other team gets a free kick at the spot of the violation. After using three touches, a player may not shield the ball from opponents. The consequence, again, is a free kick for the other team.
Drop Pass Rule Before scoring, a team must complete at least one drop pass, defined as a pass that goes backward at any angle. Once a team completes a drop pass, two consecutive touches by the other team erase the accomplishment. A single touch by the other team does not. A corner kick is considered a drop pass, and may result in a shot on goal.

The rules don’t say when to make a drop pass, but players figure out the best times. The forward direction is often crowded when the ball is first won—a great time for a drop pass (Scene 6-6). Drop passes also help later on, whenever the ball is about to be lost.

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During the ten minutes of Three-and-a-Drop, you’ll see several improvements. The three-touch rule makes the ball move quickly from player to player. And the drop pass rule keeps players behind the ball involved. They’ll even yell “Drop!” when the ball is about to be lost.

Side-to-Side
This Thoughtscrim is a must, because it uses the field’s width. There isn’t a touch limit, so players may dribble. And before scoring, they must move the ball from one side of the field to the other (Scene 6-7).


Rules for Side-to-Side

Field Lines The field requires two side zones. A side zone extends the length of the field, three paces in from a touch line. It may be marked with cones along the goal lines, but this is usually unnecessary. Players may guess at the zone’s location instead.
Touch Rule Players are allowed an unlimited number of touches. However, if a player dribbles excessively, or misses the chance for a quick pass, the coach may call a violation. The other team gets a free kick at the spot.
Side-to-Side Rule Before scoring, a team must escort the ball into each side zone. To reach these zones, any combination of passing and dribbling may be used. A player may dribble from one side zone to the other, although this is not recommended. Side zones may be reached more than once, and in any sequence. Once a team has reached both side zones, two consecutive touches by the other team erase the accomplishment. A single touch does not.

   
 

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In this Thoughtscrim, two thought mistakes are typical. First, players go straight to the goal after reaching both side zones. Remind them that side zones can be reached more than once. Secondly, players try long passes across the crowded center of the field. Recommend the drop-and-switch maneuver instead. A player receives a drop pass, and switches the ball to the other side (Scene 6-8).

Side-to-Side is great for keeping possession. Your players will use different numbers of touches, and move the ball in all four directions. They’ll find open space on the other side of the field. And they’ll spread out without being told to.

First-Time
In First-Time, each player gets only one touch. The touch must be a pass or a shot, since aimless boots are always forbidden. To make possession easier, neutral players may patrol the touch lines (Scene 6-9).

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Rules for First-Time
Field Lines The field requires goal lines and touch lines
One-Touch Rule A player is allowed one touch on the ball at a time. That touch must be a pass or a shot. If a player touches the ball twice, or boots the ball without looking for a teammate, the other team receives a free kick. A player who has touched the ball may not shield it, and must immediately get out of the way.
Neutral Players One or two neutral players may be used, one along each touch line. A neutral player may move up and down the touch line, and come a few paces onto the field. Either team may pass to a neutral player, who must try to pass to the same team using only one touch.
Scoring Goals A team must complete at least one pass before scoring. A player may not steal the ball and shoot with the same touch.

Some coaches believe one-touch play with new players is harmful, if not impossible. Indeed, First-Time won’t work if players flock to the ball and boot it forward. Fortunately, you’ve laid the groundwork with the NAB, OPOB, and TIB rules.

"Some coaches believe one-touch play with new players is harmful, if not impossible."

The one-touch play might be rocky at first, but it will improve toward the end of the game and in every later practice. Players will look up and plan while the ball is arriving. And players away from the ball will get open more quickly. With benefits like these, First-Time makes a great start to every future scrimmage session.

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Three for Later

Here are three more Thoughtscrims. You might not have time for them in your first practice, but get to know them. Each Thoughtscrim strengthens a different possession secret.

Reset
Reset resembles Three-and-a-Drop, because only three touches are allowed. But before scoring, teams must work the ball forward to the final zone, and then back past the halfway line (Scene 6-10).

Rules for Reset
Field Lines
The field requires a rectangular final zone at each end, plus a halfway line. A final zone extends five paces in from the goal line, and runs the width of the field.
Reset Requirement Before scoring, a team must move the ball forward into the final zone, and then back past the halfway line. This may be accomplished by passing, dribbling, or any combination of the two. Once the maneuver is completed, two consecutive touches by the other team erase the accomplishment. One touch by the other team does not.
Touch and Direction Rules Each player is allowed only three touches at a time. A drop pass will usually occur during a Reset maneuver, but isn’t required.

The forward/backward requirement is challenging at first. Players will go straight to the final zone and lose the ball. A patient journey works better. Players will also wonder, “Why move the ball backward when moving it forward was so difficult?”
But Reset teaches three valuable lessons. All teammates are potential targets, no matter where they are on the field. A scoring try doesn't have to

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happen just because the ball is close to the goal. And a retreat is sometimes the only way to keep possession.

"A scoring try doesn’t have to happen just because the ball is close to the goal."

Pass-and-Move
Players should pass to space and to teammates. Pass-and-Move gets at this secret. Players must be in motion—before receiving a pass, and after making a pass. Scene 6-11 shows a rule violation as well as an okay pass.

Rules for Pass-and-Move
Field Lines The field requires goal lines and touch lines.
Touch Rule Players are limited to three touches at a time.
Receiving Rule The player receiving a pass must be running or jogging somewhere. If the player is stationary when receiving a pass, a violation has occurred, and the other team is given a free kick. The player may avoid a violation, however, by letting the ball run past. The player may then chase after the ball, or let it roll to a teammate.
Passing Rule After passing the ball, a player must immediately move at least three steps in any direction. A violation is called if the passing player remains in the same spot. After moving at least three steps, the passing player may return to the original spot.

Pass-and-Move encourages several positive habits. Players begin passing to space, and seeing new passing targets. After passing, players become targets themselves. And rather than standing in set positions, players swap positions on the fly. Habits with such great results will last!

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Long Ball
Long Ball reminds players to pass long as well as short. Before scoring, a team must complete at least one long pass. The field lines are the key (Scene 6-12).

Rules for Long Ball
Field Lines The field requires final zones at each end of the field, and side zones along each touch line. A final zone extends five paces onto the field, while a side zone extends three paces onto the field.
Long Pass Rule Before scoring, a team must complete at least one long pass. For the past to be considered long, the ball must travel from one final zone to the other, in either direction, or from one side zone to the other. The pass may bounce, or travel through the air. Once a team has completed a long pass, two consecutive touches by the other team erase the accomplishment. One touch by the other team does not.
Two-Point Goals Goals normally result in one point. However, if a team completes two or more long passes during the possession, the resulting goal counts as two points. When one long pass has been completed, the coach should call out, “One!” When a second long pass has been completed, the coach should call out, “Two!”
Long Ball’s habits will also last. Players begin seeing near and far at the same time. Players away from the ball, knowing they’ll be seen, make clever runs. And the long passes sometimes lead to goals.

Moved From Above

The ideal practice includes HISAs and Thoughtscrims. But if you only have time for one or the other, go with Thoughtscrims. They’ll teach your players to think, and hook them on soccer.

Thoughtscrims nudge your players toward a particular style of play. Speed and aggressiveness aren’t so critical, because the ball moves quickly to open spaces. It’s as if Wise Old Yazoo was up above, moving the ball to the best spots. Once your players get this sensation, they’ll leave selfish, thoughtless soccer behind.

 
   
Copyright © 2006, Russ Carrington. All rights reserved.