Dribbling
Past Defenders
Run
the Gauntlet | Team Gauntlet | One
to Beat
With
this variety of dribbling, the dribbler is confronted by a defender
and must somehow get past. There are three basic elements: a fake is
made, the ball is pushed past, and the ball is gathered in on the other
side.
Run
the Gauntlet provides many tries at these basic elements. Team
Gauntlet sets up a 2 v 1 situation, where players must decide between
dribbling and passing. One to Beat rewards the dribbler with
a chance to shoot on goal.
Run
the Gauntlet
Players attempt to dribble from one end of the course to the other,
past two defenders. Each defender is confined to a defensive zone. This
allows the three elements to be practiced during each try.
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Rules
for Run the Gauntlet
Course
Setup.
The course is forty paces long and fifteen paces wide. Walking from
the corner at one end of the course, place cones after ten paces, five
paces, ten paces again, five paces again, and ten paces (see scene).
The cones placed five paces apart create defensive zones.
Starting Positions. Two players
start out as defenders, one inside each defensive zone. The other players
have soccer balls, and begin as dribblers at one end of the course.
There should be at least two and no more than five dribblers in a line.
To accommodate more players, an adjacent course should be set up.
Object of the Game. Dribblers try
to score points by dribbling past one defender and then the other, while
keeping their soccer balls inside the course. The defenders attempt
to prevent points, by stealing balls or knocking them off the course.
Defenders may not touch the ball outside their zones.
How a Try Works. The first dribbler
enters the course, makes a move on the first defender, gathers the ball
in, and makes a move on the second defender. The attempt must be continuous;
the dribbler may not shield the ball or pause.
How the Game Proceeds. As soon as
a dribbler is past the first defender, the next dribbler begins. After
all the dribblers have had a try, they form a new line at the other
end of the course, and dribble back from that direction. After all the
dribblers have had three tries, two of them become the new defenders.
When players have all had the same number of dribbling tries, the player
with the most points wins.
Run
the Gauntlet works because it restricts defender backpedaling. That
might seem unsoccerlike. But dribblers get many tries at pushing the
ball past defenders. If the defender could backpedal through the whole
course, most tries would be stalemates.
The
game ’s time-saving features are critical. When one dribbler is
halfway through, the next one begins. And rather than walking back to
their starting point, dribblers form a new line at the other end. The
game moves so quickly you’ll think there are no lines!
Team
Gauntlet
Before
you take down the Gauntlet course, try a game of Team Gauntlet. Two
players must get through the course together, by passing and dribbling.
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Rules
for Team Gauntlet
Course
Setup.
The course is the same as for Run the Gauntlet, but may be widened a
few paces.
Starting Positions. Players pair
off into teams. One team begins on defense, with a player in each defensive
zone. The other teams begin on offense, at one end of the course. As
a team steps up to the course, the two players spread out. One player
has a ball.
Object of the Game. Teams try to
score points by escorting balls through the course.
How a Try Works. One offensive player
dribbles forward as the teammate runs forward for a pass. The player
with the ball may pass or dribble. The defender in the first zone attempts
to end the try by stealing the ball or knocking it off the course. The
attempt must be continuous, and the offensive players may not shield
the ball or pause. They take on the second defender in the same fashion.
How the Game Proceeds. When an attacking
team is past the first defender, the next attacking team enters the
course. The teams then dribble back from the other end of the course.
When the teams have had three tries each, a new team moves to defense.
After the teams have had the same number of dribbling tries, the team
with the most points wins.
During the game, ask your players a trick question. What’s the
best way to get through the course together—passing or dribbling?
The correct answer is neither. Players will lose the ball if they telegraph
their intentions. If they choose unpredictably between dribbling and
passing, they’ll usually get through. Team Gauntlet teaches unpredictability.
One
to Beat
The
next game challenges dribblers to beat a defender and the Keeper in
succession. It's great for attacker, defender, and Keeper. The dribbler
has eight seconds to beat the defender and score on the Keeper. The
defender must choose between going for the ball and stalling. And if
the defender is beaten, the Keeper can break the play up away from goal.
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Rules
for One to Beat
Field
Setup.
The field consists of a regulation-size goal and a goal line. Three
cones, about thirty paces from the goal, mark the places from which
three lines will start.
Starting Positions. Up to twelve
field players and a Keeper participate. Three of the players begin as
defenders, one facing each line. The other players begin as dribblers.
They divide into three lines, and each player has a ball.
Object of the Game. A dribbler tries to score by defeating a defender
and shooting on the Keeper. The ball must be in the net within eight
seconds.
How a Try Works. A dribbler from
the first line begins dribbling toward goal, as the defender there attempts
to prevent a goal. The dribbler may dribble past the defender, or shoot
from further out. The Keeper may make a save in goal, or come charging
out. The coach times the attempt.
How the Game Proceeds. After a try,
the dribbler gets back in line and the defender awaits the next dribbler.
The game proceeds to the second line, where another 1 v 1 duel takes
place. The game continues quickly from one line to the next, until each
dribbler has had three tries. The defenders then switch places with
three dribblers. Players continue rotating until all have had the same
number of dribbling tries. The player with the most goals wins.
Note
the time-saving features. While one line would waste time, two or three
lines move quickly. And the eight count prevents dillydallying around.
With
a larger number of players, get two games going on back-to-back goals
(see diagram). Ball retrieval is easier, and players get twice as many
tries.
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