Session Pitch

Protect Your Ball

Keep the ball on the side away from an opponent.

U830 / 45 / 60 minRecommended 6–10 playersVersion 2.0.0

A carrier keeps turning but exposes the ball on the side nearest a shadow. The aim is protection followed by an exit, without contact.

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Dimensions include a 2 m perimeter buffer. Confirm clear space and a usable surface before play.

30 minutes combines the application challenge with the game. Every length includes instructions, water and transitions.

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Player arrivals and departures

Use anonymous numbers from 1 to 99. Changes take effect before an activity begins; each activity needs 4–16 players.

    Your practice

    Keep the ball on the side away from an opponent.

    U860 min6 starting players20 × 25 mField practice

    Bring 6 balls and 16 cones. Use ground play and line targets. Keep water available.

    Look for progress

    • Keep a clear gap from the shadow without using arms to push.
    • Move the ball to the far side before choosing an exit.

    Check the surface, boundaries and equipment before play. Pause or simplify whenever needed. Confirm local youth football rules. Numbered slots replace names.

    1. 10:00–10:00Prepare the first decision
    2. 210:00–22:00Shadow shields
    3. 322:00–25:00Water and reset
    4. 425:00–40:00Escape turn
    5. 540:00–55:00Use the choice in a game
    6. 655:00–60:00Recall one useful choice
    1

    Prepare the first decision

    10 min

    Players this activity: 1, 2, 3, 4, 5, 6 · 6 attending

    Begin at walking pace in the numbered stations. Stand beside a still ball; point to the far side of an imaginary shadow and move the ball there. Share the ball when needed; an observer watches the same decision and takes a ball turn on the next assigned round.

    Side on; ball on the far foot. The body angle changes without backing into the shadow.

    Run the activity

    1. Stand beside a still ball; point to the far side of an imaginary shadow and move the ball there.
    2. Pause on a raised hand and point to the space you chose.
    3. Swap the ball on the round signal and notice this feature: The body angle changes without backing into the shadow.

    Play

    • Stand beside a still ball; point to the far side of an imaginary shadow and move the ball there.
    • Ground play only. No heading, sliding, body contact or tackles at a player's feet. Intercept loose ground passes only. Offer water or a pause whenever needed.

    Watch for

    The body angle changes without backing into the shadow.

    If you see: The carrier leans or extends an arm toward the partner.

    Try: Reset the gap; use feet and a sideways body position to keep the ball away.

    Organisation

    3 separate stations. Roles: carrier and receiver / shadow; extra players observe. Advance one slot each round. 2 turns cover every player. A first carrier turn can take up to 60s of activity. Waiting is active observation; add balls or reduce group size if it becomes too long.

    7 rounds × 60 seconds. Timing: 420s activity · 60s briefing · 60s rest · 60s transition.

    Adjust the challenge

    Easier: The shadow remains still and the carrier places the ball on the far side.

    Next step: The shadow changes side once while the carrier turns.

    Move on: Stop the balls and identify the start positions for shadow shields.

    20 × 25 m clear area with a 2 m perimeter buffer. 3 numbered stations, 6 numbered player slots, 3 balls and 10 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Keep the ball on the side away from an opponent. Diagram shows starting positions, not fixed player locations. Three steps show shield exit using the first round's numbered players. Solid gold routes show the ball; dashed pale routes show player movement; dotted blue routes show a shadow or defender. Routes stay inside each numbered station. 1. Keep the far side: Keep the ball on the far foot; no contact. 2. Turn away: Use a small turn with the ball close. 3. Find the open exit: Leave through the clear side; do not push.

    20 × 25 m clear area with a 2 m perimeter buffer. 3 numbered stations, 6 numbered player slots, 3 balls and 10 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Keep the ball on the side away from an opponent. Diagram shows starting positions, not fixed player locations. Three steps show shield exit using the first round's numbered players. Solid gold routes show the ball; dashed pale routes show player movement; dotted blue routes show a shadow or defender. Routes stay inside each numbered station. 1. Keep the far side: Keep the ball on the far foot; no contact. 2. Turn away: Use a small turn with the ball close. 3. Find the open exit: Leave through the clear side; do not push.

    Round-by-round player roles
    RoundAssignments
    1 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    2 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    3 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    4 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    5 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    6 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    7 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    Download map SVG

    Equipment: 3 balls · 10 cones · 0 goals

    2

    Shadow shields

    12 min

    Players this activity: 1, 2, 3, 4, 5, 6 · 6 attending

    A walking shadow stays at least a metre away in the same station. The carrier starts side-on with a still ball.

    Side on; ball on the far foot. The body angle changes without backing into the shadow.

    Run the activity

    1. Notice the shadow position and put the ball on the far foot.
    2. Turn slowly as the shadow walks around one side.
    3. When the shadow stops, stop too and name the open direction.

    Play

    • Notice the shadow position and put the ball on the far foot.
    • Ground play only. No heading, sliding, body contact or tackles at a player's feet. Intercept loose ground passes only. Offer water or a pause whenever needed.

    Watch for

    The body angle changes without backing into the shadow.

    If you see: The carrier leans or extends an arm toward the partner.

    Try: Reset the gap; use feet and a sideways body position to keep the ball away.

    Organisation

    3 separate stations. Roles: carrier and receiver / shadow; extra players observe. Advance one slot each round. 2 turns cover every player. A first carrier turn can take up to 60s of activity. Waiting is active observation; add balls or reduce group size if it becomes too long.

    10 rounds × 60 seconds. Timing: 600s activity · 60s briefing · 30s rest · 30s transition.

    Adjust the challenge

    Easier: The shadow remains still and the carrier places the ball on the far side.

    Next step: The shadow changes side once while the carrier turns.

    Move on: Stop in place, recall the body angle changes without backing into the shadow. and walk to water with the balls still.

    20 × 25 m clear area with a 2 m perimeter buffer. 3 numbered stations, 6 numbered player slots, 3 balls and 10 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Keep the ball on the side away from an opponent. Diagram shows starting positions, not fixed player locations. Three steps show shield exit using the first round's numbered players. Solid gold routes show the ball; dashed pale routes show player movement; dotted blue routes show a shadow or defender. Routes stay inside each numbered station. 1. Keep the far side: Keep the ball on the far foot; no contact. 2. Turn away: Use a small turn with the ball close. 3. Find the open exit: Leave through the clear side; do not push.

    20 × 25 m clear area with a 2 m perimeter buffer. 3 numbered stations, 6 numbered player slots, 3 balls and 10 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Keep the ball on the side away from an opponent. Diagram shows starting positions, not fixed player locations. Three steps show shield exit using the first round's numbered players. Solid gold routes show the ball; dashed pale routes show player movement; dotted blue routes show a shadow or defender. Routes stay inside each numbered station. 1. Keep the far side: Keep the ball on the far foot; no contact. 2. Turn away: Use a small turn with the ball close. 3. Find the open exit: Leave through the clear side; do not push.

    Round-by-round player roles
    RoundAssignments
    1 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    2 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    3 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    4 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    5 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    6 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    7 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    8 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    9 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    10 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
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    Equipment: 3 balls · 10 cones · 0 goals

    3

    Water and reset

    3 min

    Players this activity: 1, 2, 3, 4, 5, 6 · 6 attending

    Offer water and rest. Leave balls still outside the walking route. Before restarting, show the next decision: Protection creates an exit instead of a stationary wrestling contest.

    Side on; ball on the far foot. Every player has a rest opportunity and understands the next start position.

    Run the activity

    1. Stop every ball and offer water or seated rest.
    2. Check the surface, clear the next station and keep boundary buffers empty.
    3. Name what to look for next: Protection creates an exit instead of a stationary wrestling contest.

    Play

    • Stop every ball and offer water or seated rest.
    • Ground play only. No heading, sliding, body contact or tackles at a player's feet. Intercept loose ground passes only. Offer water or a pause whenever needed.

    Watch for

    Every player has a rest opportunity and understands the next start position.

    If you see: Players begin moving balls while others cross the area.

    Try: Keep every ball still until the area is clear and all players have heard the start signal.

    Organisation

    All players rest or reflect together.

    Timing: 0s activity · 30s briefing · 120s rest · 30s transition.

    Adjust the challenge

    Easier: Demonstrate only the first action, then begin slowly.

    Next step: Invite a player to point out the next receiving or observation position.

    Move on: Show the first decision in escape turn before the restart signal.

    20 × 25 m clear area with a 2 m perimeter buffer. 1 numbered stations, 6 numbered player slots, 0 balls and 4 cones. Players gather for rest or reflection; no ball is used. Focus: Keep the ball on the side away from an opponent. Diagram shows starting positions, not fixed player locations.

    20 × 25 m clear area with a 2 m perimeter buffer. 1 numbered stations, 6 numbered player slots, 0 balls and 4 cones. Players gather for rest or reflection; no ball is used. Focus: Keep the ball on the side away from an opponent. Diagram shows starting positions, not fixed player locations.

    Round-by-round player roles
    RoundAssignments
    Rest1: rest / reflect (station 1); 2: rest / reflect (station 1); 3: rest / reflect (station 1); 4: rest / reflect (station 1); 5: rest / reflect (station 1); 6: rest / reflect (station 1)
    Download map SVG

    Equipment: 0 balls · 4 cones · 0 goals

    4

    Escape turn

    15 min

    Players this activity: 1, 2, 3, 4, 5, 6 · 6 attending

    Agree two exits. The shadow indicates a closed exit from at least a metre away and never reaches for the ball.

    Side on; ball on the far foot. Protection creates an exit instead of a stationary wrestling contest.

    Run the activity

    1. Place the ball away from the shadow.
    2. Look over the free shoulder and turn toward the open exit.
    3. Carry out for two touches, stop and exchange roles.

    Play

    • Place the ball away from the shadow.
    • Ground play only. No heading, sliding, body contact or tackles at a player's feet. Intercept loose ground passes only. Offer water or a pause whenever needed.

    Watch for

    Protection creates an exit instead of a stationary wrestling contest.

    If you see: The carrier remains still despite an open exit.

    Try: Ask the player to point to the exit before making the far-foot touch.

    Organisation

    3 separate stations. Roles: carrier and receiver / shadow; extra players observe. Advance one slot each round. 2 turns cover every player. A first carrier turn can take up to 60s of activity. Waiting is active observation; add balls or reduce group size if it becomes too long.

    12 rounds × 60 seconds. Timing: 720s activity · 60s briefing · 90s rest · 30s transition.

    Adjust the challenge

    Easier: Name the open exit before starting.

    Next step: The shadow indicates the closed exit only after the first shielding turn.

    Move on: Stop the station balls, show the game target lines and explain this condition: Keep possession then exit across a side line; no pushing or shoulder contact.

    20 × 25 m clear area with a 2 m perimeter buffer. 3 numbered stations, 6 numbered player slots, 3 balls and 10 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Keep the ball on the side away from an opponent. Diagram shows starting positions, not fixed player locations. Three steps show shield exit using the first round's numbered players. Solid gold routes show the ball; dashed pale routes show player movement; dotted blue routes show a shadow or defender. Routes stay inside each numbered station. 1. Keep the far side: Keep the ball on the far foot; no contact. 2. Turn away: Use a small turn with the ball close. 3. Find the open exit: Leave through the clear side; do not push.

    20 × 25 m clear area with a 2 m perimeter buffer. 3 numbered stations, 6 numbered player slots, 3 balls and 10 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Keep the ball on the side away from an opponent. Diagram shows starting positions, not fixed player locations. Three steps show shield exit using the first round's numbered players. Solid gold routes show the ball; dashed pale routes show player movement; dotted blue routes show a shadow or defender. Routes stay inside each numbered station. 1. Keep the far side: Keep the ball on the far foot; no contact. 2. Turn away: Use a small turn with the ball close. 3. Find the open exit: Leave through the clear side; do not push.

    Round-by-round player roles
    RoundAssignments
    1 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    2 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    3 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    4 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    5 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    6 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    7 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    8 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    9 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    10 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    11 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    12 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    Download map SVG

    Equipment: 3 balls · 10 cones · 0 goals

    5

    Use the choice in a game

    15 min

    Players this activity: 1, 2, 3, 4, 5, 6 · 6 attending

    Keep possession then exit across a side line; no pushing or shoulder contact. Use the numbered teams and neutral roles for this pitch. Agree line targets inside the shown area. Restart with a gentle ground pass; opponents retreat at least two metres until the first touch.

    Side on; ball on the far foot. Record a far-side touch followed by an exit while both players keep their space.

    Run the activity

    1. Before each round, explain the scoring condition: Keep possession then exit across a side line; no pushing or shoulder contact.
    2. Play within the marked pitch using the current numbered roles; restart from the nearest boundary after the ball leaves.
    3. At the next pause, give one observed example: Record a far-side touch followed by an exit while both players keep their space.

    Play

    • Before each round, explain the scoring condition: Keep possession then exit across a side line; no pushing or shoulder contact.
    • Ground play only. No heading, sliding, body contact or tackles at a player's feet. Intercept loose ground passes only. Offer water or a pause whenever needed.

    Watch for

    Record a far-side touch followed by an exit while both players keep their space.

    If you see: The carrier remains still despite an open exit.

    Try: Ask the player to point to the exit before making the far-foot touch.

    Organisation

    1 pitch. Teams use numbered A/B slots. Odd groups use a neutral who helps the team with the ball. Rotate slot assignments between rounds; everyone plays and each odd-pitch player takes a neutral turn.

    4 rounds × 180 seconds. Timing: 720s activity · 60s briefing · 90s rest · 30s transition.

    Adjust the challenge

    Easier: Pause at each restart to show the available choice. Name the open exit before starting.

    Next step: The shadow indicates the closed exit only after the first shielding turn.

    Move on: Stop every ball, bring the numbered groups together and leave a clear space for walking or seated reflection.

    20 × 25 m clear area with a 2 m perimeter buffer. 1 numbered pitches, 6 numbered player slots, 1 balls and 4 cones. A and B are teams; N is the supporting neutral. End lines are scoring targets. Focus: Keep the ball on the side away from an opponent. Diagram shows starting positions, not fixed player locations. Three steps show decision game using the first round's numbered players. Solid gold routes show the ball; dashed pale routes show player movement; dotted blue routes show a shadow or defender. Routes stay inside each numbered station. 1. See the options: Look for a carry, pass or safe return. 2. Choose a clear route: Choose the route that is clear now. 3. Keep the next option open: Move to help the next player with the ball.

    20 × 25 m clear area with a 2 m perimeter buffer. 1 numbered pitches, 6 numbered player slots, 1 balls and 4 cones. A and B are teams; N is the supporting neutral. End lines are scoring targets. Focus: Keep the ball on the side away from an opponent. Diagram shows starting positions, not fixed player locations. Three steps show decision game using the first round's numbered players. Solid gold routes show the ball; dashed pale routes show player movement; dotted blue routes show a shadow or defender. Routes stay inside each numbered station. 1. See the options: Look for a carry, pass or safe return. 2. Choose a clear route: Choose the route that is clear now. 3. Keep the next option open: Move to help the next player with the ball.

    Round-by-round player roles
    RoundAssignments
    1 · 180s1: team A (station 1); 2: team B (station 1); 3: team A (station 1); 4: team B (station 1); 5: team A (station 1); 6: team B (station 1)
    2 · 180s1: team B (station 1); 2: team A (station 1); 3: team B (station 1); 4: team A (station 1); 5: team B (station 1); 6: team A (station 1)
    3 · 180s1: team A (station 1); 2: team B (station 1); 3: team A (station 1); 4: team B (station 1); 5: team A (station 1); 6: team B (station 1)
    4 · 180s1: team B (station 1); 2: team A (station 1); 3: team B (station 1); 4: team A (station 1); 5: team B (station 1); 6: team A (station 1)
    Download map SVG

    Equipment: 1 balls · 4 cones · 0 goals

    6

    Recall one useful choice

    5 min

    Players this activity: 1, 2, 3, 4, 5, 6 · 6 attending

    Leave the balls still and walk comfortably within your own station. Recall one choice from the session, then ask: Which turn gave you space to move again?

    Side on; ball on the far foot. Keep a clear gap from the shadow without using arms to push. Move the ball to the far side before choosing an exit.

    Run the activity

    1. Leave all balls still; choose comfortable walking or seated rest.
    2. Point to the movement you remember without a ball, then reflect: Which turn gave you space to move again?
    3. Share one observed example or say that you need another look; count the players and equipment before finishing.

    Play

    • Leave all balls still; choose comfortable walking or seated rest.
    • Ground play only. No heading, sliding, body contact or tackles at a player's feet. Intercept loose ground passes only. Offer water or a pause whenever needed.

    Watch for

    Keep a clear gap from the shadow without using arms to push. Move the ball to the far side before choosing an exit.

    If you see: The review names only the score and misses the choice that led to it.

    Try: Ask for one specific example: Record a far-side touch followed by an exit while both players keep their space.

    Organisation

    All players rest or reflect together.

    2 rounds × 60 seconds. Timing: 120s activity · 60s briefing · 90s rest · 30s transition.

    Adjust the challenge

    Easier: Allow a pointing gesture or one word instead of a spoken explanation.

    Next step: Invite a player to explain what they would change if the same route closed next time.

    Move on: Check every player and collect stationary equipment before leaving the area.

    20 × 25 m clear area with a 2 m perimeter buffer. 1 numbered stations, 6 numbered player slots, 0 balls and 4 cones. Players gather for rest or reflection; no ball is used. Focus: Keep the ball on the side away from an opponent. Diagram shows starting positions, not fixed player locations.

    20 × 25 m clear area with a 2 m perimeter buffer. 1 numbered stations, 6 numbered player slots, 0 balls and 4 cones. Players gather for rest or reflection; no ball is used. Focus: Keep the ball on the side away from an opponent. Diagram shows starting positions, not fixed player locations.

    Round-by-round player roles
    RoundAssignments
    1 · 60s1: rest / reflect (station 1); 2: rest / reflect (station 1); 3: rest / reflect (station 1); 4: rest / reflect (station 1); 5: rest / reflect (station 1); 6: rest / reflect (station 1)
    2 · 60s1: rest / reflect (station 1); 2: rest / reflect (station 1); 3: rest / reflect (station 1); 4: rest / reflect (station 1); 5: rest / reflect (station 1); 6: rest / reflect (station 1)
    Download map SVG

    Equipment: 0 balls · 4 cones · 0 goals

    After the practice

    Which turn gave you space to move again?

    Choose an observation and find your next practice

    Related practices

    Turn Through GatesTurn Out or ReturnDribble and Stop