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Heading

Headmaster | Headmaster Rule Variations | Bombs Away

A variety of heading situations can arise in a match. When a ball is crossed into the penalty area, your player might have to either head it on goal (offensive heading) or head it away from goal (defensive heading).

When newer players attempt to practic heading, two challenges arise. New players have difficulty chipping consistently, which limits the amount of heading tries. And when the ball comes from a distance, heading attempts can hurt!

Please note that players should not practice heading until they are old enough to do so safely. Also, younger players can begin by heading balloons or light balls rather than soccer balls.

Headmaster

Headmaster is a High Impact Skill Activity that solves both problems. The balls to be headed are tossed from a close distance, so there are no accuracy or pain issues. The game fits in well right after Soccer Volley, for it is played on the same court (see diagram).

Rules for Headmaster

Court and Teams The two cones at each end of a Soccer Volley court represent a large goal. The court may be widened several paces to allow more scoring. Teams of two or three players are on each side of the dividing line. Players may not cross the dividing line.
Object of the Game One team tries to score by heading the ball through the goal, as the other team tries to prevent a score. The ball must go through the goal at head height or lower.
How the Game Proceeds One player tosses the ball to a teammate, who tries to head it through the goal. The players on the other team may catch, punch, or kick the ball to prevent a score. Those players then make a scoring try, by tossing and heading. Teams alternate between heading and defending until the time runs out.
Two-Point Attempts Two-pointers may be scored in two ways. The player receiving a toss may head the ball back to the tosser, who in turn heads the ball through. And instead of catching the ball, a Keeper may head it directly through the other team’s goal.

Headmaster Rule Variations

As your players become more experienced headers, continue including Headmaster in most practices. But include these variations from time to time.

Headmaster Rule Variations

Jumping Headers Only When head meets ball, a player’s feet must be off the ground. Otherwise, the header doesn’t count. A higher toss is usually required.
Bouncing Headers Only After being headed, the ball must bounce before going through the goal. Players learn to head down into the ground, at the Keeper’s feet.
Diving Headers Only Only diving headers may register a score. The toss must be placed further in front of the heading player, who dives forward and contacts the ball close to the ground. For this variation, soft or muddy ground is recommended.
Roam and Head This variation works best with wide goals and three players per team. To score or prevent goals, players may run wherever they please. Players on the defending team may either protect the goal, or come out to snare a toss. The attacking team may catch the ball one time, but otherwise may only head the ball. An attempt ends once the ball hits the ground or is stolen.

Bombs Away

This HISA which combines chipping and heading, and is also included in the chipping 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.

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.


 
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