Micro Soccer Coaches Manual Fall 2010 Table of Contents Philosophy of Micro Soccer......................................... 3 Components of Practice.............................................. 4 Practice Organization................................................. 5 Warm-Up..................................................................... 6 Menu of Games........................................................... 7 Practice Plans.............................................................. 9 Game Management..................................................... 18 3 v 3 Fundamentals.................................................... 19 Rules of Play................................................................ 20 Hidden Valley Field #3 Practice Diagram................. 25 2 Philosophy of Micro Soccer A. The game • Small-sided game means lots of touches on the ball and experience with the fundamental shape of soccer - the triangle. • Practices should be at a heightened and sustained level of activity - no standing around, for anyone (including coaches). • This is an introduction to the game and culture of soccer. B. Fun • All efforts should be focused on having a fun, positive and active experience. • If the kids are not having fun, check YOUR attitude - it’s probably coming from you. • Enforce only a few, simple rules. Don’t get bogged down in what the kids SHOULDN’T do. C. Patience • These are very young children being introduced to a completely new set of unknown concepts. Give them a chance to make mistakes and be silly. • If a player doesn’t wish to participate, they don’t have to. Keep the player in mind, however, and try to coerce them into playing later in the practice (try holding their hand and playing with them during a game). D. Exposure to the soccer culture • This is, for most kids, their first exposure to soccer. The only thing they will remember is whether they had fun or not. A. Short practice • Short attention span Teaching the age • Practice no more than 50-55 minutes • Kids active in practice no more than 45 minutes B. Efficient Practice • Quick explanation, be brief (15 seconds) • Quick demonstration, give the kids a visual picture of what they’re supposed to do. If you have difficulty with a skill, walk through it. • Organize players, show them where to go when they’ve been eliminated from a game or when they’re a substitute in 3 v. 3. • Activate and observe, is everything going as planned? Is the game organization acceptable? C. “The game is the best teacher” - You are an assistant to the game, not really a coach. 3 Components of Practice A. Warm-Up with Staples • Square dance, movement with ball, dribbling • 4 One fun game B. Skill Games • Directional dribbling • Passing • Possession • Finishing C. 3 v. 3 Scrimmage • Triangle, triangle, triangle!!! • Get everyone involved • Variations D. Never deny water! No drills and no standing around Keep several balls near goal during 3 v. 3 scrimmage Finish on time HELPFUL HINTS Keep kids moving from one phase of practice to the next The Micro Practice Organization FIRST PRACTICE - TEAM MANAGEMENT • Check in all players - check roster • Introduce each player • Check all equipment - cleats, shin guards, ball, water • Decide on a team name WARM-UP - STAPLES (8-10 MINUTES) • Dribbling staples - players must stay within the 3 v. 3 field, or half the field. Progress through the “Great 8”, but only add a few each practice. Use this part of the first practice to familiarize players with the field geography. • Passing staples - players pair up and do one or two passing staples each practice. At first practice, play “Circle Name Game”. • Later, try warming up with a game of Keep - Away. SKILL GAMES (15 - 20 MINUTES) • Feature 1 or 2 skill games. Play each game 3 or 4 times. Reintroduce players who go out immediately. • Quickly review the idea of the game and its rules before each game. • Try paring up an easy game (“Sharks and Minnows” or “The Blob”) with a more complicated game (“Parking Car Garage” or “Invade the moon”) and progress through the season. • Reserve the passing-oriented games (“Cave man” and “Star Fighters”) for later in the season after the players have developed basic skills. 3 v. 3 SCRIMMAGE (20 - 25 MINUTES) • Quickly divide players into two groups. Get started as soon as possible. Quick explanation of the rues as you go along. Rotate players ever 3 to 4 minutes. Coach plays if short on players. • Encourage (a) dribbling to space and toward the goal, (b) passing to a teammate, (c) moving without the ball, (d) moving to an open space, (e) get open for a pass, in support, (f) triangle, triangle, triangle, and (g) good defending. • Allow play to continue, avoid temptation to stop the action for coaching. Wait for a break. • Variations: two or three passes before goal. 5 The Micro Soccer Warm - Up Dribbling and Passing Staples DRIBBLING STAPLES - THE GREAT “8” • Dribble ball forward, stop with foot on ball when coach says “stop”. Begin again when coach says “go”. • Dribble ball forward, when coach says “hold”, player picks up ball and hugs the ball tight. • Dribble ball forward, when coach says “stop and turn”, player stops ball with foot and continues dribbling in a different direction. • Dribble ball forward, when coach says “swerve”, player pushes ball to the left or right and keeps on dribbling. • Dribble ball forward, when coach says “turn”, player turns ball 180 degrees and speeds in opposite direction. • Dribble in this pattern: right foot, left foot, right foot, left foot, etc... • Dribble in this pattern: right foot, right foot, left foot, left foot, etc... • Dribble ball forward, when coach says “fake”, player feints to right (or left) and dribbles the opposite direction in full speed. PASSING STAPLES - 4 THAT ARE SURE TO SCORE Players pass and move with a partner around the 3 v. 3 field, just as they did in dribbling staples above. • Players alternate a pass with the right foot, pass with left as they pass and move around the field. • Receiving partner lets ball run through legs and dribbles away with ball, then passes ball to partner who repeat movement. • Receiving partner receives pass then dribbles at partner - players simply change places, receiving player then passes ball back to partner and the pair change position as before. • One player plays every pass in two touches, while one player must play the ball back in one touch - softly, not a blast. Switch roles after one minute. NOTE: In these passing staples, pairs must be encouraged to “pass and move” to a new place on every pass. Passes should be coached for accuracy and pacing. Passes should be on the ground - players will hit each other if balls are played in the air. 6 Micro Soccer Menu of Games Note: All of the following games should be played with the 30 x 20 yard field Game 1-SHARK AND MINNOWS All players are "minnows" except 1 or 2 players (or the coach), who are the “sharks”. All minnows begin play by dribbling within the designated area (coach emphasizes small touches, keep the ball close to your body) and away from the sharks. Anytime a shark touches a minnow's ball, or a minnow loses his or her ball out of the designated area, the minnow is out and leaves the designated area (goes to "minnow heaven") and waits for the next game. The last minnow or minnows alive in the designated area win and get to be sharks in the next game. Game 2-PARKING CAR GARAGE The designated area becomes a "parking car garage". All players are "cars" in the garage with three speeds: slow, medium or fast. The coach is the "cop" who can catch the cars. The coach chases the cars and catches them, unless they can stop and “park” by putting their foot on top of the ball. Players caught go to "jail" outside the garage. Last car in the garage wins. Game 3-BLOB Players begin by dribbling within the designated area. The coach begins as the “blob” and moves around the area. When a player has his or her ball stolen or touched by the blob, that player joins hands with the blob and the blob chases the next player. The blob cannot touch or steal the ball of a player unless all hands of the blob are together. Last player to be “blobbed” wins. Game 4-KING/QUEEN OF THE COURT (OR KNOCK OUT OR TOP DOG) Players begin by dribbling within the designated area. On command from the coach, players try to retain possession of their own ball while kicking other players' balls out of the area. Players go out of the area when their ball is kicked out. The last player in the area is "King or Queen of the Court" or "Top Dog". Game 5-ESCAPE FROM WALLA WALLA (OR ALCATRAZ) All players line up on one end line of the designated area and are "prisoners", except two "sheriffs" (the coach and one other player). The goal of the prisoners is to escape from Walla Walla (prison) before being caught by the sheriffs. The sheriffs catch a prisoner by touching his or her ball. When a prisoner is caught, he or she must freeze in place until the end of the game. Play continues back and forth across the field until the last prisoner remains free. The last prisoner free is the winner. 7 Game 6- BUFFALO STAMPEDE A variation on the "Escape from Walla" theme. All players are "buffalo", except two "buffalo hunters" (the coach and one other player). All buffaloes line up on one end line of the designated area and the buffalo hunters are in the middle of the field. When the the buffaloes start moving across the field to the other side. coach yells "buffalo The buffalo hunters chase the buffaloes and try to touch their ball. When a buffalo's ball is touched, the buffalo becomes "buffalo doo-doo" and must freeze. The buffalo can catch other free buffaloes, but only from a frozen position. During the roaming, the coach can yell "buffalo stampede", and the buffalo must all run to the other side instead of Or the coach yell "buffalo turn", and the buffalo must all turn and run back to their starting line, no matter where they are in the area. Game 7-MAD BOMBER A variation on the "Buffalo Stampede" theme. One players is chosen as the "mad bomber". All other players dribble within the designated area. On command, the mad bomber begins bombing the players' balls by their ball (from head height) at the players' ball. (Coach must make clear that mad bombers are only to bomb the players' balls and not the players themselves.) The players whose balls are bombed get their ball and become "stationery artillery" and, from a sitting or kneeling position, help the mad bomb the remaining players' balls. Game 8- GHOSTS Set up a small box in the middle of the designated area. The coach and player are "ghosts" and start inside the box without balls. All other players begin by dribbling balls within the designated area. On command, the ghosts begin coming out of the box and taking balls from players and bringing them into the box. A player is not out until his or her ball is stolen and brought completely within the box, so plavers can challenge the ghosts until their ball is in the box. Last player wins and becomes ghost in the next game. Game 9-INVADE THE MOON The designated area is "the moon". Set up two small boxes in the area as "space stations". All players are "astronauts", except 1 player who is a "moonie". The astronauts begin by dribbling around the moon, shielding their balls from the moonie. To keep from getting caught by the moonie, the astronauts can go to one of the space stations, but only one player can be on a space station at a time. The last astronaut wins. Game 10- TRAFFIC JAM Set up a "lane" approximately 10 feet wide with wazzies. Players must dribble toward into each other or touching balls Encourage each other through the lane without the players t o go through the lane faster and faster This game encourages ball control and field awareness. 8 Sample Micro Practice Plans For each weekly practice, you are encouraged to use the corresponding practice plan. The format is as follows: Warm-up 5-10 minutes Activity 1* 10 minutes Activity 2* 10 minutes Activity 3* 10 minutes Scrimmage 3 v. 3 15 - 20 minutes Every team is different. There will be practices where you only play a couple of the activities or maybe your team wants to scrimmage the whole time. You’ll know when it is time to move on to another activity. The practice plans are provided as a guide for your use in preparing for the week’s practice. The following are proposed weekly practice plans. Feel free to vary your activities from those listed to meet the needs of your team. 9 Micro Practice 1 Focus: body control/ball control Warm-up 5-10 mins. Square Dance Coaching 6, 7 & 8 year olds page 20 Activity 1 10 mins. Freeze Tag See directions below Activity 2 10 mins. Tunnels and Trucks See directions below Activity 3 10 mins. Numbers Game Coaching 6, 7 & 8 year olds page 27 Scrimmage 15-20 mins. 3v3 Page 19 of this manual Use this time to go over rules of play. For example: goal kicks, kick-ins, kick-offs, free kicks, etc... Freeze Tag •Assign 1 player to be “it”. That player should be identified by wearing a pinnie or holding a bright colored object (one of your disc markers would work). This player does not need a ball. •All other players must have a ball. They must dribble their ball and take it with them as they try to dodge the player who is “it” and avoid getting tagged. Emphasize taking the ball with them! •On the command “Go”, the player who is “it” tries to tag as many of the other players as possible. If a player is tagged, they are frozen. They stop, mid stride and strike a pose like a statue. They count to ten and then are unfrozen…. •Change the size of the boundaries depending on how hard or easy it is for players to keep their ball under control or by how hard or easy it is for the person who is “it” to catch people. Be prepared to have players running out of bounds. They must do 3 toe taps before playing again if they go out of bounds. •Change the player who is “it” every minute. Let all who want to be “it” take a turn. If a player doesn’t want to be it, don’t worry about it. Tunnels and Trucks •Divide group in half. One half are “trucks” and the other half “tunnels”. •The trucks need a ball each, the tunnels do not. •Scatter the tunnels randomly throughout the field and ask them to create the tunnel by standing with their legs wide apart •The trucks dribble their ball and try to maneuver it through any tunnel for a point. They may not go through the same tunnel twice in a row. •Give the players a goal; how many tunnels can you go through in 30 seconds? •Switch roles and play again. Who can set the record? •Encourage players to use their feet as the gas pedal, brake and steering wheel. There may be a tendency for them to bend over and use their hands. 10 Micro Practice 2 Focus: body control/ball control Warm-up 10 mins. Freeze Tag See directions below Activity 1 5-10 mins. Gates Coaching 6, 7 & 8 year olds page 42 Activity 2 Activity 3 5-10 mins. Gates Challenge See directions below 10 mins. Change Soccer Coaching 6, 7 & 8 year olds page 29 Scrimmage 15-20 mins. 3v3 Page 19 of this manual Use this time to go over rules of play. For example: goal kicks, kick-ins, kick-offs, free kicks, etc... Freeze Tag •Assign 1 player to “it”. That player should be identified by wearing a pinnie. This player does not need a ball. They will be trying to tag players to freeze them. •Assign 1 player to be the “melter”. This player will unfreeze tagged players. That player should be identified by wearing a different color pinnie than the above. This player also does not need a ball. •All other players must have a ball. They must dribble their ball and take it with them as they try to dodge the player that is “it” and avoid getting tagged. Emphasize taking the ball with them! •On the command “Go”, the “it” player tries to tag as many of the other players as possible. If a player is tagged, they are frozen. They stop, mid stride and strike a pose like a statue. They are frozen until the “melter” tags them. •Change the size of the boundaries depending on how hard or easy it is for players to keep their ball under control or by how hard or easy it is for the person who is “it” to catch people. Be prepared to have players running out of bounds. They must do 3 toe taps before playing again if they go out of bounds. •Change the players roles every minute. Let all who want to be “it” or a “melter” have a turn. Gates Challenge Note: Any balls that go out of bounds require the owner to do five toe taps before re-entering the game, no need to partner up just have each player keep track of their own score) To intensify the activity, create a timed competition. First see how many goals each player can get in one or two minutes, then to make it harder see how many goals each player can get in one or two minutes without touching the cones (go back to zero and start counting again if you hit a cone, remember your highest score). Finally, to make it hardest, see how many goals each player can get in one or two minutes without hitting the cones OR bumping into other players or their balls (go back to zero and start counting again if you hit a cone, player or ball, remember your highest score. Continued on next page... 11 Micro Practice 2 (continued) Focus: body control/ball control Gates Challenge •Same set up as Gates, but now add a defender. The first defender can be the coach to demonstrate how to do it, then give each player an opportunity. •The other players continue to try to score goals through the gates. •The defender tries to steal any of the other players’ balls. If the defender gets a ball, he can then score by dribbling the ball and getting it to the coach. The player who lost their ball should try to get it back as soon as possible. •Any balls that go out of bounds require the owner to do five toe taps before re-entering the game. •Play first with just one defender, if it is too easy then have two players go after balls. They must operate independently, no ganging up on dribblers. •Adjust the size of the playing area to make it harder (smaller area) or easier (bigger area) based on how well your players are doing. Note: This is NOT a game where the defender runs like crazy and just whacks balls out of bounds. They must steal the ball in a controlled effort to keep it themselves and attempt to score a goal by dribbling under control and getting the ball to their coach. 12 Micro Practice 3 Focus: body control/ball control Warm-up 5-10 mins. Coach Says See directions below Activity 1 5-10 mins. Blob Page 7 of this manual Activity 2 5-10 mins. Sharks & Minnows Page 7 of this manual Activity 3 10 mins. Balls Galore! See directions below Scrimmage 15-20 mins. 3v3 Page 19 of this manual Use this time to go over rules of play. For example: goal kicks, kick-ins, kick-offs, free kicks, etc... Coach Says (Simon Says) •This is a great activity to do as players arrive to practice. •The player passes or dribbles the ball to the coach. •The coach will pass the ball 10-15 yards away and assigns a specific task “Coach Says” that the player must complete as they return the ball to the coach. For example: do 10 toe taps and switch your which foot before you give me the ball. •This is an opportunity to be creative and incorporate skills such as forward rolls, ball touches, ball on the ground or air, etc... Balls Galore! •Set up like a scrimmage, two teams on a field each defending one goal and attacking the other. •If everyone is at practice it will be 3v3. No GK’s. •Play with 2 or 3 balls on the field at all times. This creates opportunities for 1v1, 2v1, 1v 0 within the scrimmage. •Lots of touches on the ball!! •The coach should keep a supply of balls handy and roll a new ball into play when another one goes out. • Have parents get the balls that go out. Encourage the players not to chase the balls that go out but to hunt down the balls that are in play. 13 Micro Practice 4 Focus: body control/ball control/kicking Warm-up 5-10 mins. Red Light/Green Light See directions below Activity 1 5-10 mins. Circle Game Coaching 6, 7 & 8 Year Olds page 49 Activity 2 10 mins. Balls Galore! See directions below Scrimmage 15-20 mins. 3v3 Page 19 of this manual Reminder: In Micro Soccer there is no designated goalkeeper. Encourage all players to move up and down the field. Red Light/Green Light •Play in the traditional way, then try spicing it up and instead of dribbling toward a line on green light, turn your field into a racetrack. •Green light the “cars” race around the track as fast as they can. •Red light they must stop under control. Anyone who is still moving, falls over or crashes into another player or the “wall” (the perimeter of your field) must go to the pit to repair their car. •The pit can be in the middle of the track, have them do 5 toe taps or something to “fix” their car. Kids this age have a great imagination, have fun and use it! Balls Galore! •Set up like a scrimmage, two teams on a field each defending one goal and attacking the other. •If everyone is at practice it will be 3v3. No GK’s. •Play with 2 or 3 balls on the field at all times. This creates opportunities for 1v1, 2v1, 1v 0 within the scrimmage. •Lots of touches on the ball!! •The coach should keep a supply of balls handy and roll a new ball into play when another one goes out. • Have parents get the balls that go out. Encourage the players not to chase the balls that go out but to hunt down the balls that are in play. 14 Micro Practice 5 Focus: body control/ball control/kicking Warm-up 5-10 mins. North, South, East & West Coaching 6, 7 & 8 Year Olds page 26 Activity 1 5-10 mins. Clean your room! See directions below Activity 2 10 mins. The Corner Shot Coaching 6, 7 & 8 Year Olds page 21 Scrimmage 15-20 mins. 3v3 Page 19 of this manual Reminder: In Micro Soccer there is no designated goalkeeper. Encourage all players to move up and down the field. Clean your room! •Make two teams, divide your field in half with a few cones as a half-line, assign each team one half of the field. That is their “room”. •Each player has a ball. The player must stay in their own room. •When coach says GO, everyone kicks their ball into the other teams room. As balls are kicked into their room they continue to kick them back into the other room. •At the end of a specified time (30 seconds for example) the coach shouts STOP and everyone must freeze. Count the balls in each team’s room, the one with the fewest balls is the cleanest and is the winner! 15 Micro Practice 6 Focus: body control/ball control/kicking Warm-up 5-10 mins. Blob Page 7 of this manual Activity 1 5-10 mins. Cow Dogs Coaching 6, 7 & 8 Year Olds page 51 Activity 2 5-10 mins. Moving Gates Coaching 6, 7 & 8 Year Olds page 42 Scrimmage 15-20 mins. 3v3 Page 19 of this manual Reminder: In Micro Soccer there is no designated goalkeeper. Encourage all players to move up and down the field. Moving Gates A variation of Gates •Separate the players into 2 teams. •Select two people or more people - coaches or parents to be the “moving goal/gate”. •Each person holds a flag. Two people = 1 moving goal/gate •The moving goal/gate can change direction or angles to make it more or less difficult to score and to tease or fool the players •Each player uses their ball to pas or dribble the ball through the moving goal to score a point. Variation: Add a second (or third) goal 16 Micro Practice 7 Focus: body control/ball control/kicking Warm-up 5-10 mins. Trick or Treat See directions below Activity 1 5-10 mins. Cow Dogs Coaching 6, 7 & 8 Year Olds page 51 Activity 2 5-10 mins. Gates Coaching 6, 7 & 8 Year Olds page 42 Activity 3 5-10 mins. Traffic Jam Page 8 of this manual Scrimmage 15-20 mins. 3v3 Page 19 of this manual Reminder: In Micro Soccer there is no designated goalkeeper. Encourage all players to move up and down the field. Trick or Treat •Make a square with pretty small sides - players line up on each side. •Put an adult in the middle of each side (that means four adults) holding a dozen or so flat cones (you could use anything else similar size and shape). • On a go signal, players dribble across the square, stop the ball with a foot on it, say “Trick or Treat”, take a cone from an adult, turn the ball, dribble back across, take a cone, etc. When all the cones are gone, who has the most? •This requires dribbling at speed, avoiding the clump in the middle, controlling the ball around an opponent, but minimal coordination holding the cones. • After a few rounds dribble across the square, dribble around the coach, and then stop the ball, say “Trick or treat,” etc. Or place the adults randomly in the square, moving at a walking pace. This makes them keep their heads up and look for the target (i.e. The adult) •A fun way to get ready for Halloween and put the parents to work as they watch practice! •If you don’t have extra adults to help out, you can be the focal point and give the players different tasks to complete before they come to Trick or Treat. Traffic Jam To challenge the players more try this variation of Traffic Jam. A 1v1 shooting activity to encourage players to be first to the ball. •Make two teams •Set the teams up in single file lines, one on either side of the coach, at about halfway line of your field, facing the goal. •Coach has all of the balls in a pile at his/her feet. •When the coach plays the ball toward goal, the two players at the front of the line (one from each team) chase after the ball, first one there is the attacker and tries to score on goal. The defending player should not give up; they continue to try to stop the attacker from scoring regardless of the distance between them. •Alter the angles at which the balls are played so each team has an easier or tougher line to the ball and everyone gets a reasonable chance to “Get there first!” •Have a team competition for most goals. 17 Game Management Micro Soccer Bellevue Youth Soccer Club BEFORE THE GAME DURING THE GAME Upon Arrival at the Field: At the Beginning of Each Half: Have a rotation plan prepared. Survey and set up the field. As Players Arrive: Assign a number to each player using name tags Designate the "team area.” Designate a parent/spectator area. Organize a 8 to 10 minute warm-up using the dribbling and passing staples. After warm -up, collect all balls and place in "team area." Keep two balls in back of each goal. Have one parent volunteer manage balls behind one goal and the other keep track of substitutions. Have a Meeting With Opposing Coach: Discuss roster size and playing intervals. If both teams have 6 players present, playing intervals should be kept to about 2 minutes. If both teams have smaller rosters, the playing intervals can increase to 2 1/2- 3 minutes Arrange to have a volunteer at each endline (behind the goal) to retrieve errant soccer balls. Decide which coach (or their designee) will keep official time. Decide how long each half will be. No longer than it takes to play 9 rounds per (18-22 minutes maximum). Remind each other about how to use the "play on" signal to keep the game moving. Remind each other that the coaches presence on the field should be kept to a minimum . . . these games are for the kids to figure out how to play. Remind each other which team is "home" and which team is "away" for kick offs. Decide which team is going to supply the soccer ball(s) for the game. Use one to play with and put a spare behind each goal. 18 Make sure your players are in the "team" area. Have the group waiting to go onto the field at the next rotation ready to go. Have a parent responsible for this role. Use the chart provided. As Play Gets Underway Listen to your voice. Are you giving short bits of information or are you commentating. With each game of the season, try to make it your goal to give less and less information to your players. The goal should he for them to figure out how to play. who to pass to, where to be on the field, etc. Listen to parent voices too. Make sure your kids have access to water on warm days and on wet days, that they stay warm. If your team is really dominating a game. consider changing your playing rotation so that your "best" players are spread out and not "piling on" points in one or two rotations. No matter what, check your "mental mirror. " Are you smiling? Are your kids smiling? Is everyone having fun? POST-GAMEDUTIES Cheer for the other team. Have your players high-five the other team. Let the kids celebrate with a short snack and drink. Avoid post-game talks. Remind players when the next practice is. Pick up any trash from your sideline. Collect all equipment Be sure all kids are accounted for. 3 v. 3 Fundamentals O O D D D O COACHING POINTS: Players on offense (players designated as “O” on the diagram), should be trying to keep the shape of a "dynamic triangle". Although these young players will not immediately grasp the "triangle" concept, nor remember it from week to week, our coaching should emphasize this shape. Years from now, they will get it and thank their Micro coach. The triangle should be dynamic in that players should be constantly thinking about "movement to an open space" and "support" positions. These two mechanics are the not only of 3 v 3 Micro Soccer, but at every level of play. The triangle will constantly change shape as players move to get open for a pass between defenders. Players without the ball should move to a space where they "support" the player with the ball, either in "rear support" or in "forward support", or "attacking support". Forward players should start wide. One player should push forward and toward the goal, prepared to come back and meet the ball. When the attacking players lose the ball, all players must "chase" back and try to win the ball back. HINTS FOR SCRIMMAGE Get play started as quickly as possible, explaining rules as you go along Start with a goal kick, with the "first pass free" rule. In practice, use slightly longer rotations, 3 to 4 minutes between substitutions. If players bunch up on the hall, stop play and restart with a rolling pass away from the Try variations, such as 2 passes before a goal. Coach only at the right moment, when the ball is out of play, or players don't know what to do, or during a break between substitutions. The critical coaching point is: keep your point short (20-30 seconds), and let the game be the coach. 19 Rules of Play 1. Each team plays with 3 players on the field 2. Coaches serve as referees 3. There are no goalies in Micro Soccer 4. The field is approx. 30 yards long by 20 yards wide 20 yds. 30 yds. 5. The field is marked with large cones at each corner and at the mid-field. Each endline and sideline should be marked with wazzi cones between each large cone. 6. The goals are 6 feet wide and centered on each endline. The goals are marked using corner flags inserted in large cones. The corner flags shall be no more than 5 feet high. A goal is scored when the entire ball passes between the two flags at a height below the imaginary line across the top of the two corner flags. 5 feet 6 feet 20 7. The game starts with a kick off by the “away” team. The kickoff is taken at center midfield. The second half starts with a kickoff by the “home” team. A goal cannot be scored directly from a goal kick, a kick in, a kick off or a free kick. 8. When the ball goes out of play, the game is re-started in one of the following ways: •When the ball passes completely over the sideline it is out of play. The team that did not touch the ball last before going out of play restarts play by taking a kick-in at the point where the ball exited the field. Opponents should be five yards from the ball on a kick. •When the ball passes completely over the endline, play is restart with a goal kick regardless of which team touched the ball last. No corner kicks. Goal kicks shall be taken by the defending team at any point within 3 yards of the goal. Opponents must be five yards form the ball on a kick-in. Opponents may not score a goal unless the ball is first handled by the defending team (one free pass). •After a goal is scored, play is restarted with a kick off by the defending team. 9. Any time a serious foul occurs (this is very rare), or handling of the ball by a player, play should be restarted with a free kick taken by the fouled team. The kick cannot score directly, it must be touched by another player (indirect free kick). 10. Discourage fouls on your own team by reminding your own players not to punch or kick another player. If one of your own players is flagrant or repeats the same foul, stop play and explain the foul to the player and reward the opposing team an indirect kick. If you feel a player on the opposing team has a “foul problem”, speak quietly with the other coach on the sideline. Do not shout at the player yourself or allow parents on your team to become sideline referees. 12. All opposing players must be at least five yards from the ball on kickoffs, free kicks, kick-ins, and goal kicks. 13. Substitutions are made every 2 to 3 minutes, but only on a dead ball. Coaches should designate an official time keeper who yells “substitution” at each dead ball nearest to the 2 or 3 minute intervals. 21 22 ld 7 fie ice t c a Pr fie ice t c a Pr Pra ld 8 field 2 ld 3 Pra ld 4 ti Prac eld ce fi ld 5 e ce fi i t c Pra e fie ctic fie ice t c a Pr tice Prac ld 1 e fie ctic 6 Practice fields 6, 7 and 8 should be adjusted to fit. Fields 7 and 8 may have drains. Don’t set up your fields over the drain. Or place cones around the drain. The 1st coach to arrive, sets up practice field 1. Practice fields 2-6 should be the same dimensions as practice field 1. Set up fields starting at practice field 1. Your practice field should be about the size of the game field. Hidden Valley Field #3 - Diagram Notes 23
© Copyright 2026 Paperzz