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6
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Drills
Corner Help Tag
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Corner Help Tag
Focus
Decision Making, Fun.
Skills
Handballing, Kick Short.
Purpose
A fun, "dodgeball" style game involving using teamwork to get into a more favourable field positions.
Groups of
12
Ages
7
+
Balls/grp
1
Cones
4
Distance (max)
8m
Video Coming Soon
Instructions
Setup
Choose the player (A) to be the tagger, plus 4 helpers who remain on the 4 cones. Everyone else starts and remains within the 8m playing area.
Step 1
Coach (B) kicks the ball high into the square for (A) to mark.
All targets (red) move as far away from (A) as possible while the ball is in the air.
A tactic for red is to remain facing (A), otherwise they'll be easier to tag.
Step 2
Once (A) has possession, coach calls 'STOP!'. All red targets (players inside the cones) can no longer move their feet. (A) has 2 options:-
1. Try to hit a player with a handball
2. Play on and dispose to a helper on a cone
Step 3
While (A) is without possession OR running with the ball, reds can run away from (A), making themselves harder to tag when a shot is allowed.
After receiving from a teammate and before moving, (A) decides whether it's likely they can tag someone without the ball being caught
If a low percentage shot, run and perform a 1-2 with a helper on the cone to get closer to the player(s).
If you spot anyone taking more than a couple of steps after calling 'STOP', they're out.
Step 4
(A) will eventually be close enough to a player to attempt to hit their body with a handball. Remember the 'targets' cannot move their feet.
If the player they attempt to hit catches the ball, they remain alive (after catching, handball to any player on a cone and run away)
If the shot misses completely, the player on the nearest cones fetches, and play restarts once they return to the cone.
Step 5
Once a player is tagged with a handball and doesn't catch it, they are out.
These players remain stationary where they were tagged and become additional helpers (A) can use to get closer to targets
These inside helpers remove their shirt so (A) knows who's on their side
Step 6
Rotate (A) after about 1 minute if there are still a few remaining to tag.
Restart with a high kick by (B).
Step 7
Progression: Widen the playing area and allow kicking
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More Drills
Gather Give Bump
Groups of
8
Ages
13
+
Balls/grp
1
Cones
1
Distance (max)
15m
Focus
Skills under pressure, Run & Carry.
Skills
Shepherd, Crumb.
Kick & Follow-up Hands
Players
16
+
Ages
11
+
Balls
1
+
Cones
4
Distance (max)
80m
Focus
Hard Running, Front & Square.
Skills
Handballing, Kick Long, Shepherd.
Help After Poor Disposal
Players
20
+
Ages
13
+
Balls
6
+
Cones
6
Distance (max)
160m
Focus
Hard Running, Front & Square, Forward line delivery, Goalkicking.
Skills
GoalKicking, Kicking, Handballing, Crumb.
Crumb and Pick a Lead
Players
10
+
Ages
12
+
Balls
2
+
Cones
2
Distance (max)
80m
Focus
Skills under pressure, Decision Making, Forward line delivery.
Skills
Kick Long, Crumb.
Out, Switch, Goal
Players
6
+
Ages
13
+
Balls
3
+
Cones
3
Distance (max)
80m
Skills
GoalKicking, Kicking.
Rushing Defender Triangle
Groups of
7
Ages
7
+
Balls/grp
1
+
Cones
6
Distance (max)
40m
Focus
Skills under pressure, Hard Running.
Skills
Kick Long.
Decision Making Lanework
Players
18
+
Ages
12
+
Balls
1
Cones
6
Distance (max)
50m
Focus
Skills under pressure, Decision Making, Run & Carry.
Skills
Kicking, Tackle.
Switch from Deep in Defence
Players
14
+
Ages
15
+
Balls
1
Cones
3
Distance (max)
140m
Focus
Run & Carry, Gameplan/Strategy.
Skills
Kicking, Tackle, Handball Quick.
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Categories
Technique
Kick (short)
Tackle
Kick (longer)
Shepherd
Hands (reflex)
Ruck
Hands (longer)
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Categories
Warm-up
Skills under pressure
Defensive
Contested ball
Hard Running
Front & Square
Decision Making
Run & Carry
Forward line delivery
Goalkicking
Stoppages
Gameplan/Strategy
Fun
Skills
Kick (short)
Tackle
Kick (longer)
Shepherd
Hands (reflex)
Ruck
Hands (longer)
Crumb
Goalkicking
Mark (contested)
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6:30 AM
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6:00 PM
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6:00 PM
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10:00 AM
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