Chipping
Air
Control | Alligator River | Bombs
Away
Chipping,
or passing balls through the air, could just as easily be listed as
a sub-category of passing. Chipping makes distant teammates available
in possession situations, and creates quick attacks in breakthrough
situations.
For
players who can get the ball in the air a bit, Air Control is the ideal
High Impact Skill Activity. Alligator River is for newer players and
U-Littles. Bombs Away (also described under Heading) combines chipping
and heading, and is also for more experienced players.
Air
Control
One court can accommodate four players, in teams of two. To accommodate
more players, set up as many adjacent courts as necessary. A player
must chip over an opponent’s box to the box of a teammate. Both
teams chip at the same time (see diagram).
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Rules
for Air Control
Court.
Four large boxes are arranged in a row. Each box is fifteen to twenty-five
paces long. Larger boxes force players to try longer chips.
Teams and Starting Position. Players
pair off into teams. Each player occupies a box two boxes away from
a teammate, with an opponent’s box in between. Each team has a
ball.
Object of the Game. Players try
to score points by chipping over an opponent’s box to the box
of a teammate. The first team to perform ten successful chips wins.
How the Game Proceeds. Both teams
begin chipping at the same time. The ball must be moving when it’s
chipped, and reach the teammate’s box in the air. The teammate
must then touch the ball at least twice inside the box, and the team
must announce its point total. Players in the middle boxes may pause
at any time to catch or deflect an opposing chip, but must give the
ball back immediately. Each player must alternate between a right-footed
and left-footed chip.
Air
Control proves the value of a good challenge. Players don’t want
to fall behind . . . or nail opponents in the behind. They
find a way to get the ball up in the air.
Alligator
River
New
players usually aren’t ready for Bombs Away. Their chips will
nail opponents. They need Alligator River as a stepping stone. Players
chip over an imaginary river instead of over opponents (see diagram).
For a laugh with U-Littles, tell players that an alligator will eat
balls that land short.
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Rules
for Alligator River
Playing
Area.
Two parallel lines of cones, at least fifteen paces apart, represent
a river. The river should be wide enough that players can’t chip
over it too easily. If the players are of vastly different skill levels,
the river may be wider at one end than the other.
Teams and Starting Positions. Players
pair off into teams, and each team has a ball. One teammate begins on
each side of the river, about three paces from the river bank.
Object of the Game. Teams try to
score as many goals as possible by chipping over the river. The ball
must be moving when it’s chipped, reach the other side in the
air, and be touched twice on the other side before it stops rolling.
How the Game Proceeds. All the teams
begin chipping at the same time. Players must alternate between right-footed
and left-footed chips. After scoring a point, a team must announce its
total score. The coach keeps time, and proclaims when the game is over.
The team with the most points wins.
Bombs
Away
This
HISA which combines chipping and heading, and is also included in the
heading session. Players chip into the goal area, where teammates head
or shoot on goal (see diagram). If the chips are too short, opponents
may head them in.
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Rules
For Bombs Away
Field
Setup.
The field is set up around a regulation-size goal. Corners and touch
lines are located thirty to forty paces from the goal. An arc-shaped
Keeper area surrounds the goal, and a dividing line extends from that
arc.
Teams and Starting Positions. Each
team has two to six players, divided evenly between Crossers and Shooters.
Crossers line up along a touch line with several soccer balls. Shooters
begin near the opposite post, behind the dividing line. Shooters may
not cross the dividing line, or enter the Keeper area. The Keeper may
not leave the Keeper area.
Object of the Game. Teams score
as many points as possible by crossing balls and shooting on goal. A
headed shot counts two points, while other shots count one point.
How a Try Works. A Crosser gets
the ball moving and crosses it to teammates, one of whom may shoot.
The shot must be made with one touch. If the cross is short, a Shooter
from the opposing team may shoot for points or clear the ball away.
How a Round Proceeds. After crossing
the ball, the crosser gets back in line as the other team crosses from
the opposite side. The round continues for two minutes, with one team
crossing and then the other. Each Crosser must cross with the right
foot and then the left foot. To use the required foot, a Crosser may
dribble into the corner, and pull the ball back in the opposite direction.
After each score, a team must announce its point total.
Rotating to Other Stations. A new
round begins every two minutes, as players rotate to new stations. For
the second round, players switch places with their teammates. Then,
they rotate to the other two stations. After four rounds, the team with
the most points wins.