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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.

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.

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.

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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