Micro Soccer Coaches Manual Fall 2010

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.
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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
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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.
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22
ld 7
fie
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Pr
fie
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Pr
Pra
ld 8
field
2
ld 3
Pra
ld 4
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Prac
eld
ce fi
ld 5
e
ce fi
i
t
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Pra
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fie
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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
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