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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).
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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.
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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.
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