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Book
Basics | Sample Chapter | Book Reviews
| Table of Contents
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.
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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.
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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.
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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.
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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).
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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).
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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
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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).
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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
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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.
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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).
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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.
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Copyright
© 2006, Russ Carrington. All rights reserved. |
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