DRILL
Corner Help Tag
  • Purpose
    A fun, "dodgeball" style game involving using teamwork to get into a more favourable field positions.
  • Focus
    Decision Making, Fun
  • Skills
    Handballing, Kick Short
  • 12
    Groups of

  • 7+
    Ages

  • 1
    Balls/grp

  • 4
    Cones/grp

  • 8
    Distance

  • 0
    Opp Strip/grp

  • 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.
  • 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.
  • 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
  • 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.
  • (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.
  • 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
  • Rotate (A) after about 1 minute if there are still a few remaining to tag.
    Restart with a high kick by (B).
  • Progression: Widen the playing area and allow kicking

Gather Give Bump

GROUPS OF
AGES 13+

Kick & Follow-up Hands

PLAYERS 16+
AGES 11+

Help After Poor Disposal

PLAYERS 20+
AGES 13+