run, pass and shoot a training guide for youth soccer coaches
run, pass and shoot
Statement of Limitations
The use of this guide is for educational purposes only. The creators take no responsibility for any injuries resulting from the use of this guide and disclaim any liability or loss in conjunction with the exercises, instruction, or advice contained herein. All rights reserved. The reproduction or utilization of any portion of this guide in any form or by electronic, mechanical or other means is forbidden without the express written consent of P2 Soccer. All rights reserved. Š2004 P2 Soccer
Table of Contents Introduction...............................................5 P2 Soccer / World of Soccer / SportsMedBC ........7 Demands of the Game......................................9 warm-up ...................................................11 Stretching ................................................15 Passing ....................................................19 Dribbling .................................................25 Control.....................................................31 Shooting ..................................................35 Heading ....................................................41 Goalkeeping ..............................................47 Fitness......................................................53 Cool Down..................................................61 Injury Prevention .......................................63 Injury Management ......................................65 Hydration .................................................71 Laws of the Game .........................................75
Statement of Limitations
The use of this guide is for educational purposes only. The creators take no responsibility for any injuries resulting from the use of this guide and disclaim any liability or loss in conjunction with the exercises, instruction, or advice contained herein. All rights reserved. The reproduction or utilization of any portion of this guide in any form or by electronic, mechanical or other means is forbidden without the express written consent of P2 Soccer. All rights reserved. Š2004 P2 Soccer
Table of Contents Introduction...............................................5 P2 Soccer / World of Soccer / SportsMedBC ........7 Demands of the Game......................................9 warm-up ...................................................11 Stretching ................................................15 Passing ....................................................19 Dribbling .................................................25 Control.....................................................31 Shooting ..................................................35 Heading ....................................................41 Goalkeeping ..............................................47 Fitness......................................................53 Cool Down..................................................61 Injury Prevention .......................................63 Injury Management ......................................65 Hydration .................................................71 Laws of the Game .........................................75
Introduction
Soccer – “the beautiful game.” A game
played by young and old, male and female, the skilled and the not-so-skilled. It is a game steeped in tradition and rich in history. The World Cup, soccer’s pinnacle event, commands more attention than any other sport, including the Olympics and Super Bowl combined. It is a simple game, complex only in the human emotions that it stirs.
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Introduction
Soccer – “the beautiful game.” A game
played by young and old, male and female, the skilled and the not-so-skilled. It is a game steeped in tradition and rich in history. The World Cup, soccer’s pinnacle event, commands more attention than any other sport, including the Olympics and Super Bowl combined. It is a simple game, complex only in the human emotions that it stirs.
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WHEN
DRILLS ARE TOO DIFFICULT, COACHES SHOULD CONSIDER:
• Making the playing area bigger • Add an extra player to give success (e.g., 3-on-1 to 4-on-1) • Reduce the number of opponents (e.g., 4-on-2 to 4-on-1)
WHEN DRILLS ARE TOO EASY, COACHES SHOULD CONSIDER: • Making the playing area smaller • Add more opposition (e.g., 4-on-1 to 4-on-2) • Make the practice more challenging (e.g., 4-on-1 to 3-on-1 or 4-on-2)
Here in Canada, soccer’s popularity has been steadily increasing. Today, there are over 800,000 registered players, 87% of which are youth.* Most of these young athletes are coached by volunteers. In an effort to help the youth coach, PEPSI has joined with P2 Soccer, World of Soccer, and SportMedBC to create “RUN, PASS, & SHOOT - A Training Guide for Youth Soccer Coaches.” This guidebook covers soccer-related topics such as demands of the game, warm-up, technical coaching drills, fitness, cooldown, injury prevention, injury management and the laws of the game.
P2 Soccer World of Soccer SportMedBC
The drills contained in this manual won’t always work perfectly. In most cases, this is because the drills are too easy or too difficult for your players. To better encourage skill development, coaches may need to modify these drills slightly to ensure that players are being challenged, while at the same time experiencing some success. *Source: Canada Soccer Association. Report on Demographics, 2003.
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WHEN
DRILLS ARE TOO DIFFICULT, COACHES SHOULD CONSIDER:
• Making the playing area bigger • Add an extra player to give success (e.g., 3-on-1 to 4-on-1) • Reduce the number of opponents (e.g., 4-on-2 to 4-on-1)
WHEN DRILLS ARE TOO EASY, COACHES SHOULD CONSIDER: • Making the playing area smaller • Add more opposition (e.g., 4-on-1 to 4-on-2) • Make the practice more challenging (e.g., 4-on-1 to 3-on-1 or 4-on-2)
Here in Canada, soccer’s popularity has been steadily increasing. Today, there are over 800,000 registered players, 87% of which are youth.* Most of these young athletes are coached by volunteers. In an effort to help the youth coach, PEPSI has joined with P2 Soccer, World of Soccer, and SportMedBC to create “RUN, PASS, & SHOOT - A Training Guide for Youth Soccer Coaches.” This guidebook covers soccer-related topics such as demands of the game, warm-up, technical coaching drills, fitness, cooldown, injury prevention, injury management and the laws of the game.
P2 Soccer World of Soccer SportMedBC
The drills contained in this manual won’t always work perfectly. In most cases, this is because the drills are too easy or too difficult for your players. To better encourage skill development, coaches may need to modify these drills slightly to ensure that players are being challenged, while at the same time experiencing some success. *Source: Canada Soccer Association. Report on Demographics, 2003.
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P2 Soccer is a collaboration of five physiotherapists, each with an extensive background in soccer. The members of P2 have been involved in soccer at every level, including national and professional levels as players, coaches and therapists. They are all practicing clinicians, with over 60 combined years of experience treating soccer-related injuries. The group’s experience as players and coaches, as well as sport medicine clinicians, has led them to develop a system of training specific to the sport of soccer. P2 Soccer’s training programs help to maximize a player’s physical potential, while minimizing their chance of injury. That’s why they're called P2: elite Performance and injury Prevention. To find out more about P2 Soccer and their soccer-specific training methods, visit www.p2soccer.com.
Demands of the Game
World of Soccer has published over 20 different soccer coaching and teaching manuals. The President and Technical Director of World of Soccer is Tony Waiters. Tony is a former Canadian World Cup and Olympic coach, possessing an extensive background in professional soccer. He is involved in the training of soccer coaches with the United States Soccer Federation and the National Soccer Coaches Association of America. Tony currently resides in British Columbia, where he is an advisor to the British Columbia Soccer Association. To learn more about World of Soccer, visit www.worldofsoccer.com. SportMedBC is a focal point for sport medicine and science within the BC sport system. SportMedBC is committed to identifying, developing and promoting Best Practices in Sport Health, Sport Safety and Sport Training. As such, they coordinate access to a network of practitioners and are the ultimate resource for active British Columbians interested in sport and fitness activities. SportMedBC offers Athletic Taping and Sports FirstAid classes online and in person. Sport-specific classes are also available. For more information, visit www.sportmedbc.com.
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P2 Soccer is a collaboration of five physiotherapists, each with an extensive background in soccer. The members of P2 have been involved in soccer at every level, including national and professional levels as players, coaches and therapists. They are all practicing clinicians, with over 60 combined years of experience treating soccer-related injuries. The group’s experience as players and coaches, as well as sport medicine clinicians, has led them to develop a system of training specific to the sport of soccer. P2 Soccer’s training programs help to maximize a player’s physical potential, while minimizing their chance of injury. That’s why they're called P2: elite Performance and injury Prevention. To find out more about P2 Soccer and their soccer-specific training methods, visit www.p2soccer.com.
Demands of the Game
World of Soccer has published over 20 different soccer coaching and teaching manuals. The President and Technical Director of World of Soccer is Tony Waiters. Tony is a former Canadian World Cup and Olympic coach, possessing an extensive background in professional soccer. He is involved in the training of soccer coaches with the United States Soccer Federation and the National Soccer Coaches Association of America. Tony currently resides in British Columbia, where he is an advisor to the British Columbia Soccer Association. To learn more about World of Soccer, visit www.worldofsoccer.com. SportMedBC is a focal point for sport medicine and science within the BC sport system. SportMedBC is committed to identifying, developing and promoting Best Practices in Sport Health, Sport Safety and Sport Training. As such, they coordinate access to a network of practitioners and are the ultimate resource for active British Columbians interested in sport and fitness activities. SportMedBC offers Athletic Taping and Sports FirstAid classes online and in person. Sport-specific classes are also available. For more information, visit www.sportmedbc.com.
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The demands of soccer are unique and must be fully understood when developing any type of training program. During the course of a game, players must be able to run long distances, changing speed and direction quickly to react to shifts in play. They also require agility to jump, strength to compete for the ball, and they must be able to twist and turn to avoid would-be tacklers. Over the course of a game, a youth soccer player will*:
Warm-up
• Run 6-8 km • Sprint 33 times • Jump to head the ball 10 times • Face 15-20 one on one challenges • Change direction 1000 times • Do a different activity every 6 seconds
In order to maximize a player’s performance and minimize their chance of injury, coaches need to develop training programs that are specific to the demands of soccer.
few other factors determine success
out on the soccer field more than a proper warm-up. The warm-up helps young players perform at their best, while reducing the risk of injury during play. When developing a warm-up routine, it’s important to follow these three key points in proper order: 1. Initiation 2. Flexibility 3. Soccer Specific
*Ekstrand J, Karlsson J, Hodson A. Football Medicine. London: Taylor & Francis Group, 2003. Castagna C, D'Ottavio S, Abt G. Activity profile of young soccer players during actual match play. J. Strength Cond. Res. 2003 Nov;17(4): 775-80.
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The demands of soccer are unique and must be fully understood when developing any type of training program. During the course of a game, players must be able to run long distances, changing speed and direction quickly to react to shifts in play. They also require agility to jump, strength to compete for the ball, and they must be able to twist and turn to avoid would-be tacklers. Over the course of a game, a youth soccer player will*:
Warm-up
• Run 6-8 km • Sprint 33 times • Jump to head the ball 10 times • Face 15-20 one on one challenges • Change direction 1000 times • Do a different activity every 6 seconds
In order to maximize a player’s performance and minimize their chance of injury, coaches need to develop training programs that are specific to the demands of soccer.
few other factors determine success
out on the soccer field more than a proper warm-up. The warm-up helps young players perform at their best, while reducing the risk of injury during play. When developing a warm-up routine, it’s important to follow these three key points in proper order: 1. Initiation 2. Flexibility 3. Soccer Specific
*Ekstrand J, Karlsson J, Hodson A. Football Medicine. London: Taylor & Francis Group, 2003. Castagna C, D'Ottavio S, Abt G. Activity profile of young soccer players during actual match play. J. Strength Cond. Res. 2003 Nov;17(4): 775-80.
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Initiation
Do
• Start slowly with straight ahead jogging • Introduce easy lateral movements gradually
Don’t
• Start with hard passing or shooting • Start with intense running or sprinting
1. Initiation
The key to finishing strong is to start slow. By starting slow, you allow the body to ease into activity. A slow warm-up is important in safely improving the mobility of joints and the flexibility of muscles.
2. Flexibility
Flexibility
Do
• Specifically focus on the hamstring, quadriceps, groin and calf (soccer specific) muscles • Emphasize dynamic flexibility more than static flexibility before training and playing games • Ensure muscles are warm before stretching
The overall goal of both static and dynamic flexibility is to prepare muscles for the demands of playing soccer. Static flexibility involves stretching specific muscles without moving. Dynamic flexibility emphasizes smooth, controlled movement. A good warm-up usually includes both static and dynamic stretching, but the emphasis before a game or practice should be on the dynamic. For more information on soccer specific stretching, see the “Stretching” section of this manual.
3. Soccer Specific
Once the warm-up and flexibility exercises have been completed, the next step is to introduce simple technical soccer drills. Skill drills provide an opportunity for players to focus on technique before progressing to more intense activities. Competitive defending and shooting drills represent the last step before a scrimmage or a game, and should be avoided until the end of the warm-up. The warm-up should last as long as it takes for a player’s body to feel alert and mobile. As a general rule, a minimum of 15 – 20 minutes of soccer specific movements, slowly increasing in intensity, can help prepare a player to perform better and avoid injuries.
Don’t
• Stretch through pain • Stretch cold muscles • Force the stretch • Stretch through pain
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Soccer Specific
Do
• Progressively increase the intensity until you feel sufficiently prepared to practice or play
Don’t
• Stand around and get cold prior to kickoff – keep moving
Initiation
Do
• Start slowly with straight ahead jogging • Introduce easy lateral movements gradually
Don’t
• Start with hard passing or shooting • Start with intense running or sprinting
1. Initiation
The key to finishing strong is to start slow. By starting slow, you allow the body to ease into activity. A slow warm-up is important in safely improving the mobility of joints and the flexibility of muscles.
2. Flexibility
Flexibility
Do
• Specifically focus on the hamstring, quadriceps, groin and calf (soccer specific) muscles • Emphasize dynamic flexibility more than static flexibility before training and playing games • Ensure muscles are warm before stretching
The overall goal of both static and dynamic flexibility is to prepare muscles for the demands of playing soccer. Static flexibility involves stretching specific muscles without moving. Dynamic flexibility emphasizes smooth, controlled movement. A good warm-up usually includes both static and dynamic stretching, but the emphasis before a game or practice should be on the dynamic. For more information on soccer specific stretching, see the “Stretching” section of this manual.
3. Soccer Specific
Once the warm-up and flexibility exercises have been completed, the next step is to introduce simple technical soccer drills. Skill drills provide an opportunity for players to focus on technique before progressing to more intense activities. Competitive defending and shooting drills represent the last step before a scrimmage or a game, and should be avoided until the end of the warm-up. The warm-up should last as long as it takes for a player’s body to feel alert and mobile. As a general rule, a minimum of 15 – 20 minutes of soccer specific movements, slowly increasing in intensity, can help prepare a player to perform better and avoid injuries.
Don’t
• Stretch through pain • Stretch cold muscles • Force the stretch • Stretch through pain
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Soccer Specific
Do
• Progressively increase the intensity until you feel sufficiently prepared to practice or play
Don’t
• Stand around and get cold prior to kickoff – keep moving
Stretching
Stretching is an important part of
any warm-up or cool-down. Stretches should be held for 20-30 seconds without bouncing. Stretching is most effective and safest after a proper warm-up. Here are examples of some common soccer stretches:
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•
Lunge Stretch
•
Flamingo Stretch
•
Calf Stretch
•
Hurdler Stretch
•
Groin Stretch
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Stretching
Stretching is an important part of
any warm-up or cool-down. Stretches should be held for 20-30 seconds without bouncing. Stretching is most effective and safest after a proper warm-up. Here are examples of some common soccer stretches:
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•
Lunge Stretch
•
Flamingo Stretch
•
Calf Stretch
•
Hurdler Stretch
•
Groin Stretch
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Lunge Stretch
Calf Stretch
Where:
Where:
• In the front hip of back leg
• Behind the knee
Key Point:
Key Point:
• Tall, straight trunk
• Keep toes facing forward
Anatomy:
Anatomy:
• Hip Flexor muscle group
• Gastrocnemius Muscle
Flamingo Stretch
Groin Stretch Where:
Where:
• In the the groin of straight leg
• Front of bent leg
Key Point:
Key Point: • No bouncing
• Keep trunk tall and straight
Anatomy:
Anatomy:
• Adductor muscle group
• Quadriceps muscle Muscle
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Lunge Stretch
Calf Stretch
Where:
Where:
• In the front hip of back leg
• Behind the knee
Key Point:
Key Point:
• Tall, straight trunk
• Keep toes facing forward
Anatomy:
Anatomy:
• Hip Flexor muscle group
• Gastrocnemius Muscle
Flamingo Stretch
Groin Stretch Where:
Where:
• In the the groin of straight leg
• Front of bent leg
Key Point:
Key Point: • No bouncing
• Keep trunk tall and straight
Anatomy:
Anatomy:
• Adductor muscle group
• Quadriceps muscle Muscle
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Hurdler Stretch Where:
• In the back of straight leg
Key Point:
• Keep trunk tall and straight
Anatomy:
• Hamstring muscle group
Passing Passing is one of the most important
skills in soccer, and it’s often said that if a player can’t pass, they can’t play the game. In soccer, there are several different ways to effectively pass the ball. SKILLS
DRILLS
Push Pass • Low Drive • Lofted pass • Chip Pass
•
3-on-1 • Long Pass Tennis • Super 8’s
•
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Hurdler Stretch Where:
• In the back of straight leg
Key Point:
• Keep trunk tall and straight
Anatomy:
• Hamstring muscle group
Passing Passing is one of the most important
skills in soccer, and it’s often said that if a player can’t pass, they can’t play the game. In soccer, there are several different ways to effectively pass the ball. SKILLS
DRILLS
Push Pass • Low Drive • Lofted pass • Chip Pass
•
3-on-1 • Long Pass Tennis • Super 8’s
•
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Push Pass
The Push Pass is the most common and most accurate pass in soccer. The foot that strikes the ball is turned out – almost like a hockey stick. Short passes like this help a team maintain possession while moving forward.
Practice Drills 3-on-1
Low Drive
The Low Drive is a powerful pass that can be used to penetrate a defence or to switch play quickly. The knee of the kicking foot is kept over the ball, and the ball is struck with the top of the foot (the laces). This pass can be difficult for defenders to anticipate.
Lofted Pass
The lofted pass is usually a much longer pass and is particularly effective when clearing dangerous situations while defending. The lofted pass may also be used when counter-attacking to get the ball into the space behind the opposition’s defense. The non-kicking foot is kept further to the side and to the back of the ball to allow for a long, powerful swing of the kicking leg. The backward position of the non-kicking foot helps the kicking foot raise the ball off the ground.
Chip Pass
The chip pass is one of soccer’s most effective attacking passes, used to gain height steeply over a short distance. It has great potential on attacking free kicks around the opponent’s goal area. When a chipped pass lands, it should check. When chipping, the toe of the kicking foot is stabbed beneath the ball and there is little or no follow-through.
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Objective:
• To develop the importance of passing and moving off the ball, as well as taking up good supporting positions. Organization:
• • • • • •
Mark out two or three 10 - 12 yard squares. Divide players into three groups of 3. Use pinnies to distinguish between groups. Play 3-on-1 in each of the squares. Spare defenders can change on the fly. Time for one minute. At the end, the team that achieved the least number of consecutive passes becomes the defenders. • When the defender wins the ball or forces the ball to be played out of the square, the team of three restarts with another ball. • The coach keeps a supply of balls close. This way, when an interception occurs or a ball is kicked out of play, the coach may kick or roll another ball in with minimal disruption to the drill.
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Push Pass
The Push Pass is the most common and most accurate pass in soccer. The foot that strikes the ball is turned out – almost like a hockey stick. Short passes like this help a team maintain possession while moving forward.
Practice Drills 3-on-1
Low Drive
The Low Drive is a powerful pass that can be used to penetrate a defence or to switch play quickly. The knee of the kicking foot is kept over the ball, and the ball is struck with the top of the foot (the laces). This pass can be difficult for defenders to anticipate.
Lofted Pass
The lofted pass is usually a much longer pass and is particularly effective when clearing dangerous situations while defending. The lofted pass may also be used when counter-attacking to get the ball into the space behind the opposition’s defense. The non-kicking foot is kept further to the side and to the back of the ball to allow for a long, powerful swing of the kicking leg. The backward position of the non-kicking foot helps the kicking foot raise the ball off the ground.
Chip Pass
The chip pass is one of soccer’s most effective attacking passes, used to gain height steeply over a short distance. It has great potential on attacking free kicks around the opponent’s goal area. When a chipped pass lands, it should check. When chipping, the toe of the kicking foot is stabbed beneath the ball and there is little or no follow-through.
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Objective:
• To develop the importance of passing and moving off the ball, as well as taking up good supporting positions. Organization:
• • • • • •
Mark out two or three 10 - 12 yard squares. Divide players into three groups of 3. Use pinnies to distinguish between groups. Play 3-on-1 in each of the squares. Spare defenders can change on the fly. Time for one minute. At the end, the team that achieved the least number of consecutive passes becomes the defenders. • When the defender wins the ball or forces the ball to be played out of the square, the team of three restarts with another ball. • The coach keeps a supply of balls close. This way, when an interception occurs or a ball is kicked out of play, the coach may kick or roll another ball in with minimal disruption to the drill.
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Coaching:
• 3-on-1 is much more difficult than 4-on-1. In 4-on-1, the four attackers may take a corner each, giving good support to one another. • Encourage the two players not in possession to move off the ball in order to open up good passing angles. • The player with the ball may have to screen the ball while awaiting a better supporting angle. • All attackers need to communicate – particularly the two players not in possession. • For the first few minutes, allow the players to play in a non-competitive way. When a mistake is made, the coach may recreate the situation, asking the players who made the mistake to consider what their alternatives were. Goal:
• To keep possession of the ball for the longest possible time. • For the defenders to win the ball or force errors as quickly as possible.
Long Pass Tennis
Organization:
• Mark out two 12 x 12 yard squares, twenty yards apart. • Divide players into three groups of 3. • Use pinnies to distinguish between the three groups. • Two groups of 3 go into the squares. One member of the third group also goes into one of the squares. • The coach plays a ball into the marked out square. The 3 players try to keep the ball away from the one defender. • After one pass, players are allowed to play the ball to the other square. • The defender is allowed to enter the square only after one player in the other square has touched the ball. • The first defender comes out of the square to take a rest. Rotate defending duties this way. • When a mistake is made and ball possession is lost, the offending team then changes to become defenders and the former defenders take their place in the square. Coaching:
• Encourage attackers to keep looking for the opportunity to make the pass to the other square. Players must keep their heads up. • The two players not in possession need to move and work hard to open up good angles to receive the ball in preparation for the long pass. • All attackers need to communicate – particularly the two players not in possession of the ball. Goal:
Objective:
• To encourage players to look forward and out wide for the long pass opportunity.
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• To avoid becoming the defending team.
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Coaching:
• 3-on-1 is much more difficult than 4-on-1. In 4-on-1, the four attackers may take a corner each, giving good support to one another. • Encourage the two players not in possession to move off the ball in order to open up good passing angles. • The player with the ball may have to screen the ball while awaiting a better supporting angle. • All attackers need to communicate – particularly the two players not in possession. • For the first few minutes, allow the players to play in a non-competitive way. When a mistake is made, the coach may recreate the situation, asking the players who made the mistake to consider what their alternatives were. Goal:
• To keep possession of the ball for the longest possible time. • For the defenders to win the ball or force errors as quickly as possible.
Long Pass Tennis
Organization:
• Mark out two 12 x 12 yard squares, twenty yards apart. • Divide players into three groups of 3. • Use pinnies to distinguish between the three groups. • Two groups of 3 go into the squares. One member of the third group also goes into one of the squares. • The coach plays a ball into the marked out square. The 3 players try to keep the ball away from the one defender. • After one pass, players are allowed to play the ball to the other square. • The defender is allowed to enter the square only after one player in the other square has touched the ball. • The first defender comes out of the square to take a rest. Rotate defending duties this way. • When a mistake is made and ball possession is lost, the offending team then changes to become defenders and the former defenders take their place in the square. Coaching:
• Encourage attackers to keep looking for the opportunity to make the pass to the other square. Players must keep their heads up. • The two players not in possession need to move and work hard to open up good angles to receive the ball in preparation for the long pass. • All attackers need to communicate – particularly the two players not in possession of the ball. Goal:
Objective:
• To encourage players to look forward and out wide for the long pass opportunity.
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• To avoid becoming the defending team.
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Super 8’s Objectives:
To create a fast-changing game that will generate many different passing situations. Organization:
• Set up a line and goal 18 yards beyond centre line with a regulation-sized goal. • Mark out two 25-yard lines with cones – use corner flags to emphasize 25-yard lines. • If available, use two people – assistant coaches, parents – to act as linespersons, stationed on opposite sides of the field to the coach at the 25-yard lines (with flag or handkerchief). • Normal rules of soccer, with the exception that each team can only be offside beyond the attacking 25-yard line. • If you only have access to half-a-field go across the field. Improvise goals if need be. Coaching:
Dribbling Dribbling is one of soccer’s most exciting
skills and should always be encouraged and practiced.
• Encourage players to make forward and cross-field passes. • Maintain possession with short passes and good support. • Emphasize attacking from the wings with good crosses. Goal:
• To outscore the opposition.
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Generally speaking a good dribbler always keeps the ball within close playing distance. The goal of dribbling is to try and move the defender into an off balance position. There are five main methods of dribbling. SKILLS:
DRILLS:
Push and Run Change of Pace Change of Direction Faking with the Body Maneuvering the Ball
Numbers Game Three Zone Dribble Man Marking Game
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Super 8’s Objectives:
To create a fast-changing game that will generate many different passing situations. Organization:
• Set up a line and goal 18 yards beyond centre line with a regulation-sized goal. • Mark out two 25-yard lines with cones – use corner flags to emphasize 25-yard lines. • If available, use two people – assistant coaches, parents – to act as linespersons, stationed on opposite sides of the field to the coach at the 25-yard lines (with flag or handkerchief). • Normal rules of soccer, with the exception that each team can only be offside beyond the attacking 25-yard line. • If you only have access to half-a-field go across the field. Improvise goals if need be. Coaching:
Dribbling Dribbling is one of soccer’s most exciting
skills and should always be encouraged and practiced.
• Encourage players to make forward and cross-field passes. • Maintain possession with short passes and good support. • Emphasize attacking from the wings with good crosses. Goal:
• To outscore the opposition.
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Generally speaking a good dribbler always keeps the ball within close playing distance. The goal of dribbling is to try and move the defender into an off balance position. There are five main methods of dribbling. SKILLS:
DRILLS:
Push and Run Change of Pace Change of Direction Faking with the Body Maneuvering the Ball
Numbers Game Three Zone Dribble Man Marking Game
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Numbers Game
Push and Run
Pushing the ball past a defender into space, then speeding after it, can be particularly effective when the attacking player is quick.
Change of Pace Objectives:
• To put players in competitive 1-on-1 situations that encourage skillful dribbling. Organization: Alternating between quick and slow movements can unbalance a defender, allowing the attacking player to skip past.
Change of Direction Dribbling with the ball one way, then changing and moving off in another direction, can surprise defenders, particularly when done at a fast pace.
• • • • •
•
Faking with the Body
Using the body to feint one way and then quickly going another can confound the defender and provide the dribbler with space to set up a chance on goal.
Maneuvering the Ball
Defenders typically focus on watching the ball. Quickly maneuvering the ball backwards and forwards or from one foot to the other can wrong foot defenders, leading to a shot on goal.
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• • • •
• •
Mark out an area 35 x 20 yards. Goal approximately 5 yards apart. Divide teams evenly (e.g., 4-on-4). Players on each team are given a number, 1-4. Coach has supply of balls, calls a number (e.g., “three”) and rolls in a ball with the two “threes” coming out to play 1-on-1. Players whose numbers are not called become goalkeepers. Goals only count below knee height. The ball can be played back to goalkeepers, who must play it back one touch. Each pair competes for approximately 20 seconds. If ball goes out of play, coach rolls in another. Goalkeepers must defend collectively and must stay within one pace of the goal line, otherwise a penalty is awarded 6 yards from goal. Goalkeepers are not allowed to use their hands. With larger numbers, organize two fields.
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Numbers Game
Push and Run
Pushing the ball past a defender into space, then speeding after it, can be particularly effective when the attacking player is quick.
Change of Pace Objectives:
• To put players in competitive 1-on-1 situations that encourage skillful dribbling. Organization: Alternating between quick and slow movements can unbalance a defender, allowing the attacking player to skip past.
Change of Direction Dribbling with the ball one way, then changing and moving off in another direction, can surprise defenders, particularly when done at a fast pace.
• • • • •
•
Faking with the Body
Using the body to feint one way and then quickly going another can confound the defender and provide the dribbler with space to set up a chance on goal.
Maneuvering the Ball
Defenders typically focus on watching the ball. Quickly maneuvering the ball backwards and forwards or from one foot to the other can wrong foot defenders, leading to a shot on goal.
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• • • •
• •
Mark out an area 35 x 20 yards. Goal approximately 5 yards apart. Divide teams evenly (e.g., 4-on-4). Players on each team are given a number, 1-4. Coach has supply of balls, calls a number (e.g., “three”) and rolls in a ball with the two “threes” coming out to play 1-on-1. Players whose numbers are not called become goalkeepers. Goals only count below knee height. The ball can be played back to goalkeepers, who must play it back one touch. Each pair competes for approximately 20 seconds. If ball goes out of play, coach rolls in another. Goalkeepers must defend collectively and must stay within one pace of the goal line, otherwise a penalty is awarded 6 yards from goal. Goalkeepers are not allowed to use their hands. With larger numbers, organize two fields.
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Coaching:
• Encourage attackers to dribble at defenders with speed. • Identify when to use the different methods of dribbling. • Do not criticize attackers when they try something and it doesn’t work. • When attackers lose the ball, they must work hard to win it back. Target:
• To outwork and outscore the opposition.
• Players go one at time through the squares. The defender in the first square must always start at the back line of the square until the attacker enters. • Attackers win one point for every square successfully navigated. The ball must be stopped on or before the touchdown line to score for the third square. Coaching:
• The attacker going into the first square must draw the defender to come forward, thus creating space behind. • Encourage attackers going into the third square to accelerate past the defender with a push and run. Goal:
• To outscore the opposition.
Three-Zone Dribble
Man Marking Game N
OW
HD
UC
TO NE
LI
NEUTRAL
NEUTRAL
NEUTRAL
Objectives:
• To produce challenging situation that encourage and develop dribbling skills in 1-on-1 situations. Organization:
• Mark out three 7-yard square zones with two 5-yard zones between them. • Create a touchdown line 7-yards beyond the last square. • Two teams – attacking team outside the starting square, each with a ball. • The defender in each of the three squares may only defend within their square, and not in the neutral zone. Other defenders wait outside and rotate in.
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Objective:
To establish 1-on-1 attacking opportunities within a game situation. Organization:
• Field sized approximately 50 x 40 yards with halfway line. • Set up goals 4 yards wide. • Divide teams evenly (e.g., 7-on-7 or 8-on-8).
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Coaching:
• Encourage attackers to dribble at defenders with speed. • Identify when to use the different methods of dribbling. • Do not criticize attackers when they try something and it doesn’t work. • When attackers lose the ball, they must work hard to win it back. Target:
• To outwork and outscore the opposition.
• Players go one at time through the squares. The defender in the first square must always start at the back line of the square until the attacker enters. • Attackers win one point for every square successfully navigated. The ball must be stopped on or before the touchdown line to score for the third square. Coaching:
• The attacker going into the first square must draw the defender to come forward, thus creating space behind. • Encourage attackers going into the third square to accelerate past the defender with a push and run. Goal:
• To outscore the opposition.
Three-Zone Dribble
Man Marking Game N
OW
HD
UC
TO NE
LI
NEUTRAL
NEUTRAL
NEUTRAL
Objectives:
• To produce challenging situation that encourage and develop dribbling skills in 1-on-1 situations. Organization:
• Mark out three 7-yard square zones with two 5-yard zones between them. • Create a touchdown line 7-yards beyond the last square. • Two teams – attacking team outside the starting square, each with a ball. • The defender in each of the three squares may only defend within their square, and not in the neutral zone. Other defenders wait outside and rotate in.
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Objective:
To establish 1-on-1 attacking opportunities within a game situation. Organization:
• Field sized approximately 50 x 40 yards with halfway line. • Set up goals 4 yards wide. • Divide teams evenly (e.g., 7-on-7 or 8-on-8).
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• Every player is assigned a partner from the opposing team. • One pair is split to become the rovers. Rovers are changed every four or five minutes. • Each player can only mark and challenge his assigned opponent. • The rover can challenge anyone. • No one can challenge the rover. • Rovers are restricted to their own half of the field, and are limited to two touches maximum on each ball contact. • Interceptions (not challenges/tackles) are permitted by everyone. • No one is allowed to handle the ball. Coaching:
• Encourage players with the ball to dribble past their opponent. • The dribbler must be aware of the rover, who will try to cover the space behind the defender under pressure. • When the attack breaks down, the attackers become defenders and must recover to a defending position goal-side of their opponent. • Don't criticize players who attempt to dribble past their opponent if they lose the ball. Goal:
• To outsmart your individual marking opponent both in attack and defence. • To outscore the opposition as a team.
Ball Control The first controlling touch of the
ball often determines whether you give yourself time and space to make a pass or take a shot, or whether you give the opposition a chance to win back the ball. Don’t confuse the term first touch with one-touch play. Onetouch soccer is a highly skilled method of passing, where a player immediately passes to a teammate without taking a controlling touch. When practicing ball control, it is important to introduce defenders to replicate typical game situations.
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31
• Every player is assigned a partner from the opposing team. • One pair is split to become the rovers. Rovers are changed every four or five minutes. • Each player can only mark and challenge his assigned opponent. • The rover can challenge anyone. • No one can challenge the rover. • Rovers are restricted to their own half of the field, and are limited to two touches maximum on each ball contact. • Interceptions (not challenges/tackles) are permitted by everyone. • No one is allowed to handle the ball. Coaching:
• Encourage players with the ball to dribble past their opponent. • The dribbler must be aware of the rover, who will try to cover the space behind the defender under pressure. • When the attack breaks down, the attackers become defenders and must recover to a defending position goal-side of their opponent. • Don't criticize players who attempt to dribble past their opponent if they lose the ball. Goal:
• To outsmart your individual marking opponent both in attack and defence. • To outscore the opposition as a team.
Ball Control The first controlling touch of the
ball often determines whether you give yourself time and space to make a pass or take a shot, or whether you give the opposition a chance to win back the ball. Don’t confuse the term first touch with one-touch play. Onetouch soccer is a highly skilled method of passing, where a player immediately passes to a teammate without taking a controlling touch. When practicing ball control, it is important to introduce defenders to replicate typical game situations.
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Whether receiving the ball on the ground or in the air, the principles for controlling the ball remain the same: • • • • • •
When possible, move into the ball’s line of flight. Select the controlling surface (foot, knee, chest). Present the controlling surface to the ball. As the ball arrives, relax the controlling surface. Direct the ball into an area away from the defender. Most times, the ball should be controlled within a stride of the body. Playing it too close will make it difficult to move the ball away on the second touch. • Know in advance what will be done with the ball on the second touch (shoot, pass or dribble). A partial exception to the principles of ball control is where the sole of the foot is used to trap the ball. This is a particularly effective skill in instances where an attacking player with his back to the goal is being tightly marked by a defender. The attacker may trap the ball and screen it from the opponent, with the possibility of spinning past the defender.
Square Pegs
Objective:
• To improve ball control. Organization:
• • • •
• • •
• Controlling with the inside of the foot
Controlling with the outside of the foot
Controlling with the foot from an aerial ball
Using cones, organize pairs of 6-yard squares ten yards apart. One player passes to a partner in the opposite square. Organize squares to accommodate all players. For the pass to count as accurate, it must be along the ground and hard enough to cross the back line if the receiver let the ball run. Start with a maximum of three touches – one to control the ball, one to set up and the third to pass. As players get better, change to two touches. Use the King’s Court game system to make it a fun challenge. Winners move up, losers move down. Play 3- to 4minute rounds. Adjust the size and distance of areas to accommodate the ability of players and for the controlling skill in question. For example, open area to 20 yards between squares when controlling with chest or thigh.
Coaching: • To make it more difficult, play the pass towards the receiving player’s weak foot. • A hard pass will make it more difficult to receive, but it may also be less accurate. Controlling with the thigh
Controlling with the chest
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Goal: • To win each round and to try to get to (or to stay at) the King’s Court.
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Whether receiving the ball on the ground or in the air, the principles for controlling the ball remain the same: • • • • • •
When possible, move into the ball’s line of flight. Select the controlling surface (foot, knee, chest). Present the controlling surface to the ball. As the ball arrives, relax the controlling surface. Direct the ball into an area away from the defender. Most times, the ball should be controlled within a stride of the body. Playing it too close will make it difficult to move the ball away on the second touch. • Know in advance what will be done with the ball on the second touch (shoot, pass or dribble). A partial exception to the principles of ball control is where the sole of the foot is used to trap the ball. This is a particularly effective skill in instances where an attacking player with his back to the goal is being tightly marked by a defender. The attacker may trap the ball and screen it from the opponent, with the possibility of spinning past the defender.
Square Pegs
Objective:
• To improve ball control. Organization:
• • • •
• • •
• Controlling with the inside of the foot
Controlling with the outside of the foot
Controlling with the foot from an aerial ball
Using cones, organize pairs of 6-yard squares ten yards apart. One player passes to a partner in the opposite square. Organize squares to accommodate all players. For the pass to count as accurate, it must be along the ground and hard enough to cross the back line if the receiver let the ball run. Start with a maximum of three touches – one to control the ball, one to set up and the third to pass. As players get better, change to two touches. Use the King’s Court game system to make it a fun challenge. Winners move up, losers move down. Play 3- to 4minute rounds. Adjust the size and distance of areas to accommodate the ability of players and for the controlling skill in question. For example, open area to 20 yards between squares when controlling with chest or thigh.
Coaching: • To make it more difficult, play the pass towards the receiving player’s weak foot. • A hard pass will make it more difficult to receive, but it may also be less accurate. Controlling with the thigh
Controlling with the chest
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Goal: • To win each round and to try to get to (or to stay at) the King’s Court.
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Soccer Tennis
Shooting Objective:
• A fun game that greatly improves first touch, ball control and volleying. Organization:
• Mark out two 10-yard square courts. • Put in a net or improvise with string or benches. • The initial service can be from within the court or from the back of the court. • Depending on the ability of the players, the ball may be allowed one bounce before it must be played back over the net. • Later, make it no bounces allowed. • If a ball goes outside the court, the team that did not make the error wins the point. • Use tennis, table tennis or volleyball scoring system. Coaching:
• Requires good touch with the thigh, head, chest or foot to keep the ball in the air. • Encourage one player to stay near the net to flick on a return if the ball is not going to clear the net, or if the ball is going out of play. Goal:
• To outscore the opposition.
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If you don’t shoot, you can’t score.
When practicing shooting it is important to recreate game-type situations. Whenever possible, try adding defenders. The pressure of a defender forces attackers to adjust to what’s happening around them.
35
Soccer Tennis
Shooting Objective:
• A fun game that greatly improves first touch, ball control and volleying. Organization:
• Mark out two 10-yard square courts. • Put in a net or improvise with string or benches. • The initial service can be from within the court or from the back of the court. • Depending on the ability of the players, the ball may be allowed one bounce before it must be played back over the net. • Later, make it no bounces allowed. • If a ball goes outside the court, the team that did not make the error wins the point. • Use tennis, table tennis or volleyball scoring system. Coaching:
• Requires good touch with the thigh, head, chest or foot to keep the ball in the air. • Encourage one player to stay near the net to flick on a return if the ball is not going to clear the net, or if the ball is going out of play. Goal:
• To outscore the opposition.
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If you don’t shoot, you can’t score.
When practicing shooting it is important to recreate game-type situations. Whenever possible, try adding defenders. The pressure of a defender forces attackers to adjust to what’s happening around them.
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Under pressure the shooter needs to remain calm, but they must also be quick to get their shot off.
Corner Shot
Clinical finishing on demand
Objective:
Volley shots at goal are spectacular, but also difficult. To keep the shot down, the ball must be struck above the ball’s lateral midline – otherwise, it will likely be shot over the bar.
• To produce a two-footed shooting technique on demand. Organization:
Volley shots are great, but require much practice
Shooting under pressure
36
• Goals must go in clean. Hitting the post does not count. • At first, the coach should serve the ball in from the corner flag to guarantee the quality of the service, and cross the ball back (as it would be most times in a game). • Players must move around cones to simulate good attacking runs. • No goalkeeper to make sure the striker goes for accuracy rather than power. • Later, let the returning shooters cross the ball in – the coach should stand out from the near post to stop the easy service squared across the goal. • The coach intercepts any ball that is not pulled back or is slow, but does not try to stop the shot on goal from a good cross. • With an assistant, have two practice areas and see who can score the most out of 20 shots. • Don’t forget to rotate and change the side from which the ball is served.
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Under pressure the shooter needs to remain calm, but they must also be quick to get their shot off.
Corner Shot
Clinical finishing on demand
Objective:
Volley shots at goal are spectacular, but also difficult. To keep the shot down, the ball must be struck above the ball’s lateral midline – otherwise, it will likely be shot over the bar.
• To produce a two-footed shooting technique on demand. Organization:
Volley shots are great, but require much practice
Shooting under pressure
36
• Goals must go in clean. Hitting the post does not count. • At first, the coach should serve the ball in from the corner flag to guarantee the quality of the service, and cross the ball back (as it would be most times in a game). • Players must move around cones to simulate good attacking runs. • No goalkeeper to make sure the striker goes for accuracy rather than power. • Later, let the returning shooters cross the ball in – the coach should stand out from the near post to stop the easy service squared across the goal. • The coach intercepts any ball that is not pulled back or is slow, but does not try to stop the shot on goal from a good cross. • With an assistant, have two practice areas and see who can score the most out of 20 shots. • Don’t forget to rotate and change the side from which the ball is served.
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Coaching:
• Remind your players to concentrate and keep their heads down. • Strike smoothly at the ball. Don’t blast it. • Insist on a sharp pass in from the corner to stop any interception. • Shooters must delay their runs to give the angle for the pass, but also to help the server eliminate the chance of interception. Goal:
• To set a record of success for 20 shots at goal and/or to beat the other group.
2 by 4
• Offside rule applies. • The coach plays the ball into the two attackers inside the box, who combine to pass and shoot. • As an alternative, they may also play the ball back to one of the players on the outside for a first-time shot. • Players on the outside must either shoot first time, or they may control the ball and play it back to the two players inside the box. A shot cannot be taken after the first touch. • The defending team has a goalkeeper and two defenders. • After five serves in by the coach, the teams rotate. • With teams of four, similar rotations are needed to give players many different possible opportunities from various positions. Coaching:
Objective:
• Developing the ability to make shooting positions. • To develop accurate shooting and power shooting from longer distances. Organization:
• Two teams of 6 or two teams of 4. • If there is a goal available use it, or improvise a goal with a penalty area. • 2-on-2 inside the area, with two supporting players outside the area.
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• Encourage the two attacking players to work together. • Both players must work hard to create space to receive the ball from the server or outside attackers. • Inside attackers should always be looking for rebounds off the goalkeeper, the post or a defender. • Outside attackers must help by providing good communication. • Defenders need to work together to give attackers little or no space. • Play the offside law to allow defenders to push up and limit the space of the attackers. • Consider awarding two goals for a goal scored from inside the area, versus one goal for a goal scored from the outside. Goal:
• To outscore the opposition.
39
Coaching:
• Remind your players to concentrate and keep their heads down. • Strike smoothly at the ball. Don’t blast it. • Insist on a sharp pass in from the corner to stop any interception. • Shooters must delay their runs to give the angle for the pass, but also to help the server eliminate the chance of interception. Goal:
• To set a record of success for 20 shots at goal and/or to beat the other group.
2 by 4
• Offside rule applies. • The coach plays the ball into the two attackers inside the box, who combine to pass and shoot. • As an alternative, they may also play the ball back to one of the players on the outside for a first-time shot. • Players on the outside must either shoot first time, or they may control the ball and play it back to the two players inside the box. A shot cannot be taken after the first touch. • The defending team has a goalkeeper and two defenders. • After five serves in by the coach, the teams rotate. • With teams of four, similar rotations are needed to give players many different possible opportunities from various positions. Coaching:
Objective:
• Developing the ability to make shooting positions. • To develop accurate shooting and power shooting from longer distances. Organization:
• Two teams of 6 or two teams of 4. • If there is a goal available use it, or improvise a goal with a penalty area. • 2-on-2 inside the area, with two supporting players outside the area.
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• Encourage the two attacking players to work together. • Both players must work hard to create space to receive the ball from the server or outside attackers. • Inside attackers should always be looking for rebounds off the goalkeeper, the post or a defender. • Outside attackers must help by providing good communication. • Defenders need to work together to give attackers little or no space. • Play the offside law to allow defenders to push up and limit the space of the attackers. • Consider awarding two goals for a goal scored from inside the area, versus one goal for a goal scored from the outside. Goal:
• To outscore the opposition.
39
Big Shot Objective: • To create realistic shooting circumstances. Organization: • Mark out an area 25 yards long by 30 yards wide, with a half-way line. • Two full-sized goals. If needed, improvise goals with cones or poles. • Two goalkeepers. • 4-on-1 plus goalkeeper in each half - players are restricted to their own half of the field. • Goalkeepers start by rolling the ball to one of four players, or to the front player (called the Sniffer). • Four keep possession from the one opponent, while working to create a shooting position. • Shots can only be taken from within each group’s own half. • After a shot, the Sniffer looks for scoring chances from rebounds off the goalkeeper, defenders or goal posts. • The goalkeeper cannot score. Offside rules apply. • The ball can be played into the Sniffer, who may then shoot or pass to a teammate back in the other half for a shot on goal. Coaching: • Encourage players to try a strike for goal at all times. • The Sniffer must be anticipating rebounds and deflections. • Encourage players to take a shot at the very first opportunity.
Heading Heading can be one of soccer’s most
exciting skills, both from an attacking and defending viewpoint. However, the coach needs to be careful. When practicing heading, the rule is practice a little, but often.
Goal: • To outscore the opposition.
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41
Big Shot Objective: • To create realistic shooting circumstances. Organization: • Mark out an area 25 yards long by 30 yards wide, with a half-way line. • Two full-sized goals. If needed, improvise goals with cones or poles. • Two goalkeepers. • 4-on-1 plus goalkeeper in each half - players are restricted to their own half of the field. • Goalkeepers start by rolling the ball to one of four players, or to the front player (called the Sniffer). • Four keep possession from the one opponent, while working to create a shooting position. • Shots can only be taken from within each group’s own half. • After a shot, the Sniffer looks for scoring chances from rebounds off the goalkeeper, defenders or goal posts. • The goalkeeper cannot score. Offside rules apply. • The ball can be played into the Sniffer, who may then shoot or pass to a teammate back in the other half for a shot on goal. Coaching: • Encourage players to try a strike for goal at all times. • The Sniffer must be anticipating rebounds and deflections. • Encourage players to take a shot at the very first opportunity.
Heading Heading can be one of soccer’s most
exciting skills, both from an attacking and defending viewpoint. However, the coach needs to be careful. When practicing heading, the rule is practice a little, but often.
Goal: • To outscore the opposition.
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41
When heading, the ball is hit with the flat frontal part of the forehead. This part of the head is protected by bone and gives the most accurate striking surface.
Heads Up Objective:
• To develop the right technique for heading the soccer ball. Organization:
Using the shoulder and arm as protection
When heading, it’s important that the player hit the ball, rather than having the ball hitting the player. When a player lets the ball hit their head, a considerable jarring can occur, which can be painful.
• Start working in pairs. • Progress to team heads up. • In team heads up, strive for the team record, and/or try eliminating the player or players that make a mistake. Coaching:
• Use the forehead, the area above the eyebrows and below the hairline, to head the ball. • Go for high and accurate headers without too much pace. Goal: Head snapping forward to “punch” the ball
Defensive headers are usually different from offensive ones. Defenders near their own goal are trying to get distance and height to direct the ball away from danger, whereas attackers are usually trying to head the ball down towards the goal. Some of the most difficult headers for a goalkeeper to save are those headed down towards the goal line.
42
• In pairs, to set the record. • In the team session, to set the record. • Alternatively, eliminate players by default to determine a winner.
43
When heading, the ball is hit with the flat frontal part of the forehead. This part of the head is protected by bone and gives the most accurate striking surface.
Heads Up Objective:
• To develop the right technique for heading the soccer ball. Organization:
Using the shoulder and arm as protection
When heading, it’s important that the player hit the ball, rather than having the ball hitting the player. When a player lets the ball hit their head, a considerable jarring can occur, which can be painful.
• Start working in pairs. • Progress to team heads up. • In team heads up, strive for the team record, and/or try eliminating the player or players that make a mistake. Coaching:
• Use the forehead, the area above the eyebrows and below the hairline, to head the ball. • Go for high and accurate headers without too much pace. Goal: Head snapping forward to “punch” the ball
Defensive headers are usually different from offensive ones. Defenders near their own goal are trying to get distance and height to direct the ball away from danger, whereas attackers are usually trying to head the ball down towards the goal. Some of the most difficult headers for a goalkeeper to save are those headed down towards the goal line.
42
• In pairs, to set the record. • In the team session, to set the record. • Alternatively, eliminate players by default to determine a winner.
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Head Tennis
Head-A-Goal
Objectives:
• This is similar to Soccer Tennis, described in Section 8, Ball Control, only with different rules to emphasize heading techniques. • To develop heading technique, as well as heading accuracy and power. Organization:
• Mark out two 10-yard square courts. • Put in a net, or improvise with string and/or benches. • The initial service can be from within the court or from the back of the court. • Limit the players so that the only way they can send the ball over the net is with the head, or limit the entire exercise to headers only (this will produce different kinds of headers, including diving headers). • If a ball goes outside the court, the team that did not make the error wins the point. • Use tennis, table tennis or volleyball scoring system. Coaching:
• Encourage good communication and support. • Tell players to keep it simple and to get the ball over the net as soon as possible. • Encourage a player to stay close to the net when the ball is being returned, as they might need to flick on a return. • The game will be the best teacher, so don't feel compelled to stop it too much. Goal:
• To outscore the other team.
44
Objective:
• To produce realistic attacking and defending heading situations in a fun game environment. Organization:
• You may use a full field, or half field with improvised goals. • No goalkeepers. • Can only score with a header. Coaching:
• Encourage the attacking team to play wide and get crosses in. • Defenders should attack the ball and head slightly higher on the forehead to get the ball up and away from the danger areas. • Attackers need to be able to time their runs to get in front of defenders and get to the ball first. • To change it up, goals may only count if all of the attacking team is in the attacking half; count two if the entire defending team hasn’t made it back to their defending half. Goal:
• To outscore the other team.
45
Head Tennis
Head-A-Goal
Objectives:
• This is similar to Soccer Tennis, described in Section 8, Ball Control, only with different rules to emphasize heading techniques. • To develop heading technique, as well as heading accuracy and power. Organization:
• Mark out two 10-yard square courts. • Put in a net, or improvise with string and/or benches. • The initial service can be from within the court or from the back of the court. • Limit the players so that the only way they can send the ball over the net is with the head, or limit the entire exercise to headers only (this will produce different kinds of headers, including diving headers). • If a ball goes outside the court, the team that did not make the error wins the point. • Use tennis, table tennis or volleyball scoring system. Coaching:
• Encourage good communication and support. • Tell players to keep it simple and to get the ball over the net as soon as possible. • Encourage a player to stay close to the net when the ball is being returned, as they might need to flick on a return. • The game will be the best teacher, so don't feel compelled to stop it too much. Goal:
• To outscore the other team.
44
Objective:
• To produce realistic attacking and defending heading situations in a fun game environment. Organization:
• You may use a full field, or half field with improvised goals. • No goalkeepers. • Can only score with a header. Coaching:
• Encourage the attacking team to play wide and get crosses in. • Defenders should attack the ball and head slightly higher on the forehead to get the ball up and away from the danger areas. • Attackers need to be able to time their runs to get in front of defenders and get to the ball first. • To change it up, goals may only count if all of the attacking team is in the attacking half; count two if the entire defending team hasn’t made it back to their defending half. Goal:
• To outscore the other team.
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Goalkeeping The goalkeeping position often presents the
biggest challenge for coaches. Among the most popular concerns, many coaches feel they don’t know enough about the position. Also, the specialist nature of the position means that certain types of team practices aren’t always specific to goalkeeping.
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Goalkeeping The goalkeeping position often presents the
biggest challenge for coaches. Among the most popular concerns, many coaches feel they don’t know enough about the position. Also, the specialist nature of the position means that certain types of team practices aren’t always specific to goalkeeping.
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Goalkeepers should always try to stay on their feet as long as possible; moving into the ball’s line of flight, while trying to keep the ball within the outside lines of the body. This way, reckless dives become less frequent. The body shape of the goalkeeper is critical. Whenever possible, the goalkeeper should always use both hands to catch the ball or make a save. Sometimes a goalkeeper will have to improvise in order to stop the ball from going into the goal. This should only happen on occasion. If during a game the goalkeeper is being called upon time and time again to make multiple big saves, one of two things is happening. Either the goalkeeper is not staying alert and reading the play by taking up good positions, or the team’s defence is disorganized and getting caught out of position. Either way, it is up to the coach to address the problem.
Maltese Cross Objective:
Whenever possible, use both hands
• To train and develop the goalkeeper in dealing with the back pass. • To encourage goalkeepers to switch the play.
Organization:
Great recovery save means a modification of the classic body shape
Staying on Feet as long as Possible
Classic diving save
• Four players in each of the outside wedges. • Two defending players in the centre square, one carrying a pinnie. • To begin with, only the player with the pinnie can enter the outside areas. • The defender outside cannot follow the ball; he/she must return to the centre square and pass on the pinnie. • If the outside goalkeepers are doing well, let the two defenders work together. Both have the freedom to go outside the square at the same time. • After an interception, the goalkeeper changes places with the defenders who forced the turnover. Coaching:
• Look for a good first touch to set up a pass. • The best option most of the time will be to receive the ball across the body, playing away from where the ball came from. • Be very careful playing over or through the centre square. • The supporting player should move towards the player with the ball. • Also, the supporting player should back up to create the necessary space to receive the ball. Goal:
• To not give up the ball or play it out of play.
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49
Goalkeepers should always try to stay on their feet as long as possible; moving into the ball’s line of flight, while trying to keep the ball within the outside lines of the body. This way, reckless dives become less frequent. The body shape of the goalkeeper is critical. Whenever possible, the goalkeeper should always use both hands to catch the ball or make a save. Sometimes a goalkeeper will have to improvise in order to stop the ball from going into the goal. This should only happen on occasion. If during a game the goalkeeper is being called upon time and time again to make multiple big saves, one of two things is happening. Either the goalkeeper is not staying alert and reading the play by taking up good positions, or the team’s defence is disorganized and getting caught out of position. Either way, it is up to the coach to address the problem.
Maltese Cross Objective:
Whenever possible, use both hands
• To train and develop the goalkeeper in dealing with the back pass. • To encourage goalkeepers to switch the play.
Organization:
Great recovery save means a modification of the classic body shape
Staying on Feet as long as Possible
Classic diving save
• Four players in each of the outside wedges. • Two defending players in the centre square, one carrying a pinnie. • To begin with, only the player with the pinnie can enter the outside areas. • The defender outside cannot follow the ball; he/she must return to the centre square and pass on the pinnie. • If the outside goalkeepers are doing well, let the two defenders work together. Both have the freedom to go outside the square at the same time. • After an interception, the goalkeeper changes places with the defenders who forced the turnover. Coaching:
• Look for a good first touch to set up a pass. • The best option most of the time will be to receive the ball across the body, playing away from where the ball came from. • Be very careful playing over or through the centre square. • The supporting player should move towards the player with the ball. • Also, the supporting player should back up to create the necessary space to receive the ball. Goal:
• To not give up the ball or play it out of play.
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Mixed Bag
Big Shot Objective:
• To create realistic game-type shooting situations that will test goalkeepers. Organization:
• Mark out an area 25 yards long by 30 yards wide, with a half-way line. • Two full-sized goals. If needed, improvise goals with cones or poles. • Two goalkeepers. • 4-on-1 plus goalkeeper in each half - players are restricted to their own half of the field. • Goalkeepers start by rolling the ball to one of four players, or to front player who’s called the Sniffer. • Four players keep possession from the one opponent, while working to create a shooting position. • Shots can only be taken from within the players’ own half. • After a shot, the Sniffer looks for scoring chances from rebounds off the goalkeeper, defenders or goal posts. • The goalkeeper cannot score. Offside rules apply. • The ball can be played into the Sniffer, who may shoot or pass to a teammate back in the other half for a shot on goal. Coaching:
• Encourage players to try a strike for goal at every opportunity. • Goalkeepers must continually adjust position as the ball is moved. • Goalkeepers must dominate and organize their teammates. • Goalkeepers must stay alert and be ready for any deflections. • Goalkeepers should always move to support their throw out. • Encourage goalkeepers to work at maintaining a view of the ball at all times. Goal:
• To outscore the other team.
Objective:
• To place goalkeepers (and field players) in decisionmaking situations, with attacks developed from the wings. Organization:
• Use half a full-sized field; mark out a 10-yard channel down each side of the field. • Mark out a half-way line; 3-on-2 and a goalkeeper in each half. • Select two players to play out wide in the channeled areas (the wings). • The wing players are rovers who play for both teams. • When the ball is in the hands of the goalkeeper (and when restarting play), the goalkeeper always throws to a wing player. • Wing players may pass to attackers or overlap and cross the ball, but are limited to two touches. Coaching:
• Goalkeepers must work on accurate throws to wide players. • Goalkeepers should be encouraged to switch play from one side to the other. • Goalkeepers must communicate and organize their two-man defence. Goal:
• To outscore the other team.
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Mixed Bag
Big Shot Objective:
• To create realistic game-type shooting situations that will test goalkeepers. Organization:
• Mark out an area 25 yards long by 30 yards wide, with a half-way line. • Two full-sized goals. If needed, improvise goals with cones or poles. • Two goalkeepers. • 4-on-1 plus goalkeeper in each half - players are restricted to their own half of the field. • Goalkeepers start by rolling the ball to one of four players, or to front player who’s called the Sniffer. • Four players keep possession from the one opponent, while working to create a shooting position. • Shots can only be taken from within the players’ own half. • After a shot, the Sniffer looks for scoring chances from rebounds off the goalkeeper, defenders or goal posts. • The goalkeeper cannot score. Offside rules apply. • The ball can be played into the Sniffer, who may shoot or pass to a teammate back in the other half for a shot on goal. Coaching:
• Encourage players to try a strike for goal at every opportunity. • Goalkeepers must continually adjust position as the ball is moved. • Goalkeepers must dominate and organize their teammates. • Goalkeepers must stay alert and be ready for any deflections. • Goalkeepers should always move to support their throw out. • Encourage goalkeepers to work at maintaining a view of the ball at all times. Goal:
• To outscore the other team.
Objective:
• To place goalkeepers (and field players) in decisionmaking situations, with attacks developed from the wings. Organization:
• Use half a full-sized field; mark out a 10-yard channel down each side of the field. • Mark out a half-way line; 3-on-2 and a goalkeeper in each half. • Select two players to play out wide in the channeled areas (the wings). • The wing players are rovers who play for both teams. • When the ball is in the hands of the goalkeeper (and when restarting play), the goalkeeper always throws to a wing player. • Wing players may pass to attackers or overlap and cross the ball, but are limited to two touches. Coaching:
• Goalkeepers must work on accurate throws to wide players. • Goalkeepers should be encouraged to switch play from one side to the other. • Goalkeepers must communicate and organize their two-man defence. Goal:
• To outscore the other team.
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Fitness Soccer is a high intensity, intermittent
sport that requires a high level of fitness. During a game, players are constantly changing direction and speed, jumping and falling while receiving only brief periods to rest. To meet these demands, a player must possess excellent conditioning that is specific to soccer. There are two different types of conditioning: aerobic and anaerobic.
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Fitness Soccer is a high intensity, intermittent
sport that requires a high level of fitness. During a game, players are constantly changing direction and speed, jumping and falling while receiving only brief periods to rest. To meet these demands, a player must possess excellent conditioning that is specific to soccer. There are two different types of conditioning: aerobic and anaerobic.
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Aerobic Conditioning
Aerobic refers to the amount of oxygen a person can take into their body and deliver to their muscles. Oxygen is important in providing energy to muscles during exercise, and may be considered the body’s main source of fuel. A player with good aerobic conditioning will be able to play at a higher intensity, resist fatigue and recover quicker between games and practices. There are two important aerobic training methods, continuous and intermittent.
Aerobic Conditioning
Do
• Make running soccer-specific • Emphasize intermittent training
Don’t
• Focus exclusively on continuous training • Continuously run laps or straight lines
Examples: Field Runs:
• • • • •
75% run down sideline. Recovery jog across end-line. 75% run down sideline. Recovery jog across end-line. Repeat for 8 laps (approx. 12 minutes).
S TA RT
i) Continuous
This method trains the body's ability to deliver oxygen from the heart and lungs to the muscles. This process becomes more efficient when training consists of long, low intensity running. The duration should be at least 15 minutes long and the pace should be constant. Continuous aerobic training should be focused on during the preseason, and less so once the season has started. Examples: • 10 km run. • Trail running / cycling.
18-Yard Box Fitness:
ii) Intermittent
This is the preferred method of aerobic training for soccer, especially during the season. It trains the muscle's ability to use oxygen. Aerobic training combines 2-12 minutes of high intensity intermittent running with 2-3 minutes of rest. The best type of training occurs when the running exercises closely mirror activities that occur in soccer games.
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• All players on the team inside the 18-yard box running randomly. • Players respond to commands from coach to: jog, walk, sprint, jump, run backwards, etc. • Continue for 2-12 minutes then rest 2-3 minutes. • There is an opportunity here to introduce the ball. Commands may include dribble with left or right foot only, two touches then pass, etc.
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Aerobic Conditioning
Aerobic refers to the amount of oxygen a person can take into their body and deliver to their muscles. Oxygen is important in providing energy to muscles during exercise, and may be considered the body’s main source of fuel. A player with good aerobic conditioning will be able to play at a higher intensity, resist fatigue and recover quicker between games and practices. There are two important aerobic training methods, continuous and intermittent.
Aerobic Conditioning
Do
• Make running soccer-specific • Emphasize intermittent training
Don’t
• Focus exclusively on continuous training • Continuously run laps or straight lines
Examples: Field Runs:
• • • • •
75% run down sideline. Recovery jog across end-line. 75% run down sideline. Recovery jog across end-line. Repeat for 8 laps (approx. 12 minutes).
S TA RT
i) Continuous
This method trains the body's ability to deliver oxygen from the heart and lungs to the muscles. This process becomes more efficient when training consists of long, low intensity running. The duration should be at least 15 minutes long and the pace should be constant. Continuous aerobic training should be focused on during the preseason, and less so once the season has started. Examples: • 10 km run. • Trail running / cycling.
18-Yard Box Fitness:
ii) Intermittent
This is the preferred method of aerobic training for soccer, especially during the season. It trains the muscle's ability to use oxygen. Aerobic training combines 2-12 minutes of high intensity intermittent running with 2-3 minutes of rest. The best type of training occurs when the running exercises closely mirror activities that occur in soccer games.
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• All players on the team inside the 18-yard box running randomly. • Players respond to commands from coach to: jog, walk, sprint, jump, run backwards, etc. • Continue for 2-12 minutes then rest 2-3 minutes. • There is an opportunity here to introduce the ball. Commands may include dribble with left or right foot only, two touches then pass, etc.
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Anaerobic Conditioning
Do
• Make anaerobic training soccerspecific • Ensure maximal effort each time
Anaerobic Conditioning
Anaerobic means “without oxygen”. It allows the muscles to use fuel sources other than oxygen for high intensity exercise of short durations (under 2 minutes). A Don’t • Make rest periods player with good anaerobic too short conditioning will be better able to • Work less than perform higher intensity activities maximal effort like jumping, sprinting, turning and shooting. They will also fatigue less during high intensity activities like making a long sprint on a breakaway. There are two important types of anaerobic conditioning: Anaerobic Interval Training and Anaerobic Power Training. i) Anaerobic Interval Training
Anaerobic Interval training involves brief, high intensity work followed by longer rest periods. For example, a 1:4 work-rest ratio would mean a player sprints for 15 seconds and then rests for 60 seconds (or 4 times the work). As the player's anaerobic conditioning increases, the work-rest ratios are decreased in order to improve fitness. Generally, work-to-rest ratios in anaerobic interval training for soccer are between 1:1 and 1:3.
Example: Figure 8’s:
• Progressive runs starting with 15-yard sprints. • Run at 100% speed from A-B-A. You must run around the cone (turning around the cone itself) and not just stop at the cone. • Repeat 5 times, then rest 30 seconds. • Shorten course by 5 yards (now 10 yard sprint) then repeat 5 times A-B-A and rest 30 seconds.
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• Shorten course by 5 yards (now 5 yard sprint) then repeat 5 times A-B-A and rest 2 minutes. • Repeat the above run twice. 15 YARDS
A
10 YARDS
A
A
5 YARDS
B
B
B
ii) Anaerobic Power
Anaerobic power refers specifically to short, quick, explosive activities. Training for anaerobic power involves maximal intensity in activities lasting less than 10 seconds. These activities should include soccer specific exercises for power, agility and speed. The work-to-rest ratios should be 1:6 or higher to ensure maximum intensity each time.
Example: Slalom Run:
• • • • •
Weave in and out of cones at 100% intensity. 60 second recovery. Repeat weave/recovery 5 times. Three minute rest after the 5 runs. Repeat 3 times. 5 YARDS
5 YARDS
5 YARDS
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5 YARDS
5 YARDS
Anaerobic Conditioning
Do
• Make anaerobic training soccerspecific • Ensure maximal effort each time
Anaerobic Conditioning
Anaerobic means “without oxygen”. It allows the muscles to use fuel sources other than oxygen for high intensity exercise of short durations (under 2 minutes). A Don’t • Make rest periods player with good anaerobic too short conditioning will be better able to • Work less than perform higher intensity activities maximal effort like jumping, sprinting, turning and shooting. They will also fatigue less during high intensity activities like making a long sprint on a breakaway. There are two important types of anaerobic conditioning: Anaerobic Interval Training and Anaerobic Power Training. i) Anaerobic Interval Training
Anaerobic Interval training involves brief, high intensity work followed by longer rest periods. For example, a 1:4 work-rest ratio would mean a player sprints for 15 seconds and then rests for 60 seconds (or 4 times the work). As the player's anaerobic conditioning increases, the work-rest ratios are decreased in order to improve fitness. Generally, work-to-rest ratios in anaerobic interval training for soccer are between 1:1 and 1:3.
Example: Figure 8’s:
• Progressive runs starting with 15-yard sprints. • Run at 100% speed from A-B-A. You must run around the cone (turning around the cone itself) and not just stop at the cone. • Repeat 5 times, then rest 30 seconds. • Shorten course by 5 yards (now 10 yard sprint) then repeat 5 times A-B-A and rest 30 seconds.
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• Shorten course by 5 yards (now 5 yard sprint) then repeat 5 times A-B-A and rest 2 minutes. • Repeat the above run twice. 15 YARDS
A
10 YARDS
A
A
5 YARDS
B
B
B
ii) Anaerobic Power
Anaerobic power refers specifically to short, quick, explosive activities. Training for anaerobic power involves maximal intensity in activities lasting less than 10 seconds. These activities should include soccer specific exercises for power, agility and speed. The work-to-rest ratios should be 1:6 or higher to ensure maximum intensity each time.
Example: Slalom Run:
• • • • •
Weave in and out of cones at 100% intensity. 60 second recovery. Repeat weave/recovery 5 times. Three minute rest after the 5 runs. Repeat 3 times. 5 YARDS
5 YARDS
5 YARDS
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5 YARDS
5 YARDS
Power
Do
• Have a strength & power program properly educated , planned and monitored • Emphasize good technique and progress gradually
Don’t
• Include exercises that are not sport specific (for example, performing weight lifting exercises in a seated position) • Do too much, too soon
Power
In soccer, power is needed to produce explosive, multidirectional movements involving acceleration, deceleration, jumping, landing and change of direction. Two common methods of training for power are: • Weight lifting / strength training • Plyometrics Weight lifting can be an effective method for improving strength and power, but must be carefully planned and monitored for quality. The exercises performed must include movements that are specific to soccer, and must be progressed gradually. Plyometrics involve muscles producing explosive movements after a brief stretch in the opposite direction such as squat jumps (i.e. jumping immediately after landing from a jump). Because many sport-specific movements can be reproduced without any equipment, plyometrics provide an excellent means of improving power in soccer.
Agility
Agility
Do A soccer player needs agility to be • Make exercises able to change direction, alter soccer-specific • Emphasize the speed, twist, jump, slide tackle, speed and quality defend and dribble. Agility requires of the exercises strength, balance, flexibility, reaction, quickness and trunk Don’t • Allow poor form control to be combined in a • Neglect individual coordinated manner. Therefore, a components such as balance, quickness soccer player must train these and reaction components separately and then integrate them to improve agility. With youth players undergoing growth spurts, agility becomes even more important to control constantly changing muscles and bones. Example: Agility / Quick Feet:
• 6 cones, each one step apart, then a seventh five yards from the last one. • Four sets of weaving between each cone (always facing forward). Straight sprint from the sixth cone to the seventh cone. • Recovery jog from B – A (don’t go through cones). • Repeat 7 times. A
B SPRINT
WEAVE 1 STEP
5 YARDS
RECOVERY
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Power
Do
• Have a strength & power program properly educated , planned and monitored • Emphasize good technique and progress gradually
Don’t
• Include exercises that are not sport specific (for example, performing weight lifting exercises in a seated position) • Do too much, too soon
Power
In soccer, power is needed to produce explosive, multidirectional movements involving acceleration, deceleration, jumping, landing and change of direction. Two common methods of training for power are: • Weight lifting / strength training • Plyometrics Weight lifting can be an effective method for improving strength and power, but must be carefully planned and monitored for quality. The exercises performed must include movements that are specific to soccer, and must be progressed gradually. Plyometrics involve muscles producing explosive movements after a brief stretch in the opposite direction such as squat jumps (i.e. jumping immediately after landing from a jump). Because many sport-specific movements can be reproduced without any equipment, plyometrics provide an excellent means of improving power in soccer.
Agility
Agility
Do A soccer player needs agility to be • Make exercises able to change direction, alter soccer-specific • Emphasize the speed, twist, jump, slide tackle, speed and quality defend and dribble. Agility requires of the exercises strength, balance, flexibility, reaction, quickness and trunk Don’t • Allow poor form control to be combined in a • Neglect individual coordinated manner. Therefore, a components such as balance, quickness soccer player must train these and reaction components separately and then integrate them to improve agility. With youth players undergoing growth spurts, agility becomes even more important to control constantly changing muscles and bones. Example: Agility / Quick Feet:
• 6 cones, each one step apart, then a seventh five yards from the last one. • Four sets of weaving between each cone (always facing forward). Straight sprint from the sixth cone to the seventh cone. • Recovery jog from B – A (don’t go through cones). • Repeat 7 times. A
B SPRINT
WEAVE 1 STEP
5 YARDS
RECOVERY
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Speed
Do
Speed
A soccer player must accelerate, decelerate and alter direction at top speed in order to react to changes in play. Sprints are often short and start in a variety of ways, including Don’t standing, walking, jogging, or after a • Train less than jump or fall. To train for soccer 100% specific speed, it is important to • Train for the 100m race – straight and incorporate all of these different long. starting positions and movements. They also need to vary in length and direction to reflect the demands of the game. Furthermore, it is essential to train at the highest intensity; ensuring ample rest between exercises. • Different types of starts (i.e. jogging, walking) • Different lengths and directions
Example: Sprint Series:
• 10 yard sprints. Four sprints facing straight ahead. Four sprints started facing backwards. Four sprints started facing to the left. Finish with four sprints started facing to the right. Between each sprint, implement a slow recovery jog to the start line. • Vary start positioning (sitting down, knees, jogging on the spot with high knees, etc). • 2-minute recovery after completing each set of four sprints. Note: 2 minute recovery after completing each set of four sprints.
START
Cool-Down Often overlooked, the cool-down is
extremely important. After a game or practice, players need to gradually return the body back to a resting state. The cool-down helps to slowly reduce the heart rate back to a normal level, removing waste products like lactic acid. This allows players to recover from the practice or game and be ready for their next activity.
SPRINT 10 YARDS RECOVERY
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Speed
Do
Speed
A soccer player must accelerate, decelerate and alter direction at top speed in order to react to changes in play. Sprints are often short and start in a variety of ways, including Don’t standing, walking, jogging, or after a • Train less than jump or fall. To train for soccer 100% specific speed, it is important to • Train for the 100m race – straight and incorporate all of these different long. starting positions and movements. They also need to vary in length and direction to reflect the demands of the game. Furthermore, it is essential to train at the highest intensity; ensuring ample rest between exercises. • Different types of starts (i.e. jogging, walking) • Different lengths and directions
Example: Sprint Series:
• 10 yard sprints. Four sprints facing straight ahead. Four sprints started facing backwards. Four sprints started facing to the left. Finish with four sprints started facing to the right. Between each sprint, implement a slow recovery jog to the start line. • Vary start positioning (sitting down, knees, jogging on the spot with high knees, etc). • 2-minute recovery after completing each set of four sprints. Note: 2 minute recovery after completing each set of four sprints.
START
Cool-Down Often overlooked, the cool-down is
extremely important. After a game or practice, players need to gradually return the body back to a resting state. The cool-down helps to slowly reduce the heart rate back to a normal level, removing waste products like lactic acid. This allows players to recover from the practice or game and be ready for their next activity.
SPRINT 10 YARDS RECOVERY
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Cool-Down
Do
• Include gentle jogging and static stretching • Include a 5-10 minute cool -down after every game or practice.
A cool-down should be included after every practice and game, even when there are multiple games in a day (such as in a tournament). It should last between 5-10 minutes and include the first two stages of the warm-up only.
Don’t
• Perform high intensity activities • Skip or miss a cool-down
• Initiation Gentle jogging and easy lateral movements • Flexibility Static stretching is emphasized (see stretching section)
Injury Prevention Injuries can happen in soccer during the
many tackles and collisions that are part of the game. That said, more than half of all injuries in soccer happen without any contact between players at all*. Many of these non-contact injuries can be reduced with proper training. The main risk factors associated with noncontact injuries include: • Inadequate rehabilitation of previous injuries • Training errors (training too hard, too light, or improperly) * Source: American Journal of Sports Medicine. F-MARC Supplement. 2000
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Cool-Down
Do
• Include gentle jogging and static stretching • Include a 5-10 minute cool -down after every game or practice.
A cool-down should be included after every practice and game, even when there are multiple games in a day (such as in a tournament). It should last between 5-10 minutes and include the first two stages of the warm-up only.
Don’t
• Perform high intensity activities • Skip or miss a cool-down
• Initiation Gentle jogging and easy lateral movements • Flexibility Static stretching is emphasized (see stretching section)
Injury Prevention Injuries can happen in soccer during the
many tackles and collisions that are part of the game. That said, more than half of all injuries in soccer happen without any contact between players at all*. Many of these non-contact injuries can be reduced with proper training. The main risk factors associated with noncontact injuries include: • Inadequate rehabilitation of previous injuries • Training errors (training too hard, too light, or improperly) * Source: American Journal of Sports Medicine. F-MARC Supplement. 2000
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How to prevent injury
Coaches should recognize that players returning from injury or playing through a less severe injury may be at an increased risk of further injury. As well, players that are limited in their performance due to tight muscles or sore joints may also be at an increased risk of injury. In situations like this, the coach should encourage players to see a sports physiotherapist familiar with the demands of soccer. The sports physiotherapist may provide exercises that are specific to the players’ condition that can be incorporated into the players’ warm-up and training routines. This should decrease one of the major risk factors of injury and help keep players healthy and playing their best. Research has shown that proper training can significantly reduce injuries – even the most severe. Coaches need to develop soccer specific training programs that are designed to prevent injuries and improve performance. These programs need to focus on improving soccer specific power, agility and speed. Here are some tips that can help reduce the chance of injury:
Injury Management
• Complete warm-up and cool-down for each practice and game • Proper diet and nutrition • Playing within the laws of the game and within fair play • Proper aerobic and anaerobic conditioning (fitness) • Proper training over the course of the year (avoid overtraining) • Soccer specific exercises (Power, Agility and Speed) • Management of minor acute injuries (for example, applying ice to sore areas after a practice or game) • Management of chronic complaints / injuries (specific exercises as educated by a physiotherapist)
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How to prevent injury
Coaches should recognize that players returning from injury or playing through a less severe injury may be at an increased risk of further injury. As well, players that are limited in their performance due to tight muscles or sore joints may also be at an increased risk of injury. In situations like this, the coach should encourage players to see a sports physiotherapist familiar with the demands of soccer. The sports physiotherapist may provide exercises that are specific to the players’ condition that can be incorporated into the players’ warm-up and training routines. This should decrease one of the major risk factors of injury and help keep players healthy and playing their best. Research has shown that proper training can significantly reduce injuries – even the most severe. Coaches need to develop soccer specific training programs that are designed to prevent injuries and improve performance. These programs need to focus on improving soccer specific power, agility and speed. Here are some tips that can help reduce the chance of injury:
Injury Management
• Complete warm-up and cool-down for each practice and game • Proper diet and nutrition • Playing within the laws of the game and within fair play • Proper aerobic and anaerobic conditioning (fitness) • Proper training over the course of the year (avoid overtraining) • Soccer specific exercises (Power, Agility and Speed) • Management of minor acute injuries (for example, applying ice to sore areas after a practice or game) • Management of chronic complaints / injuries (specific exercises as educated by a physiotherapist)
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Proper on-field injury management is an important component for all sporting events. It is recommended that coaches and team officials ensure that:
• They have up-to-date first-aid and CPR skills. • They have a good working knowledge of the requirements of the sport they are involved with, and understand the injury potential. • Pre-season physical examinations are routinely conducted. • Appropriate consent forms and waivers are signed by all athletes and/or parents. • First Aid equipment and supplies are readily available. • All players wear the necessary approved protective equipment. • An emergency action plan is in place for both home and away facilities. • A facility check is conducted prior to each game and practice. • Individual medical histories, including current medications, special medical conditions and allergies are well documented, safely stored and immediately available.
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Establishing an Emergency Action Plan
Each coach needs an Emergency Action Plan for his or her team. This pre-determined plan allows for the quick and efficient assessment and care of sick or injured players. As part of the plan, key roles need to be assigned to individuals within the team or organization. The major roles to be assigned are: • Charge person is in charge of handling the emergency situation. • Call person calls 911, directs emergency personnel to injured athlete. • Control person controls crowds and bystanders. When designing the emergency action plan, decide the best place to store the information (i.e., in the first-aid kit where it is accessible to all team officials). Include the following information in the plan: • • • • • • •
Persons assigned to key roles. Location of all accessible emergency telephones. Correct emergency phone numbers. Correct change for pay phone. Athletes’ medical histories and insurance information. Clearly-planned access routes for the ambulance. List doors and gates to be unlocked for the ambulance.
On-Site Management of Serious Injuries
Physical conditions that require immediate action are: • • • • • • •
Loss of breathing. Loss of pulse. Hemorrhaging (internal or external). Shock. Hyperthermia (high body temperature). Hypothermia (low body temperature). Head injury (any loss of consciousness).
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Proper on-field injury management is an important component for all sporting events. It is recommended that coaches and team officials ensure that:
• They have up-to-date first-aid and CPR skills. • They have a good working knowledge of the requirements of the sport they are involved with, and understand the injury potential. • Pre-season physical examinations are routinely conducted. • Appropriate consent forms and waivers are signed by all athletes and/or parents. • First Aid equipment and supplies are readily available. • All players wear the necessary approved protective equipment. • An emergency action plan is in place for both home and away facilities. • A facility check is conducted prior to each game and practice. • Individual medical histories, including current medications, special medical conditions and allergies are well documented, safely stored and immediately available.
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Establishing an Emergency Action Plan
Each coach needs an Emergency Action Plan for his or her team. This pre-determined plan allows for the quick and efficient assessment and care of sick or injured players. As part of the plan, key roles need to be assigned to individuals within the team or organization. The major roles to be assigned are: • Charge person is in charge of handling the emergency situation. • Call person calls 911, directs emergency personnel to injured athlete. • Control person controls crowds and bystanders. When designing the emergency action plan, decide the best place to store the information (i.e., in the first-aid kit where it is accessible to all team officials). Include the following information in the plan: • • • • • • •
Persons assigned to key roles. Location of all accessible emergency telephones. Correct emergency phone numbers. Correct change for pay phone. Athletes’ medical histories and insurance information. Clearly-planned access routes for the ambulance. List doors and gates to be unlocked for the ambulance.
On-Site Management of Serious Injuries
Physical conditions that require immediate action are: • • • • • • •
Loss of breathing. Loss of pulse. Hemorrhaging (internal or external). Shock. Hyperthermia (high body temperature). Hypothermia (low body temperature). Head injury (any loss of consciousness).
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• Fracture or dislocation of the spine or a long bone. • Serious eye injury. • A player cannot support her/his own body weight or is unwilling to move. • When further damage might result if the player is moved without proper care. Managing serious injuries requires a team approach. First use the Priority Action Approach. This consists of: • • • •
Ensuring that there is no immediate potential for danger. Establishing communication with the injured athlete. Calling for help. ABC's (Airway, Breathing, Circulation).
Once the ABC's have been assessed and the athlete is stable, the following procedure should be followed: • • • • • • • • •
Check for medical alert information. Calm and reassure the athlete. Assign individual responsibilities. Do not remove protective equipment. Immobilize injured area as appropriate. Do not rush. Transport. Comfort. Provide nothing by mouth.
In summary, when a serious injury is suspected, you should always: 1. Activate your Emergency Action Plan. 2. Conduct an on-field assessment and administer first-aid. 3. Ensure that someone accompanies the injured athlete to the hospital. 4. Be prepared to describe to the attending physician the cause of the injury (if known) and the behaviour of the athlete immediately prior to and after the injury was sustained. 5. Notify the athlete's parents or next-of-kin. 6. Ensure that the athlete's medical history card accompanies her/him to the hospital. If you are NOT dealing with a life-threatening condition, answering the following questions will help you determine the extent of the injury and what to do next. Apply these principles when examining common musculoskeletal conditions such as a sprained ankle or a thigh contusion. First, question the athlete: • What part of the body was injured? • Where does it hurt? • What kind of pain is it? • Has this type of injury happened before? • Can he/she move the affected part? Next, apply the RICE principle. The recovery time for most injuries can be significantly reduced if the principles of R.I.C.E. are applied early.
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R
= Rest
I
= Ice
C
= Compression
E
= Elevation
• Fracture or dislocation of the spine or a long bone. • Serious eye injury. • A player cannot support her/his own body weight or is unwilling to move. • When further damage might result if the player is moved without proper care. Managing serious injuries requires a team approach. First use the Priority Action Approach. This consists of: • • • •
Ensuring that there is no immediate potential for danger. Establishing communication with the injured athlete. Calling for help. ABC's (Airway, Breathing, Circulation).
Once the ABC's have been assessed and the athlete is stable, the following procedure should be followed: • • • • • • • • •
Check for medical alert information. Calm and reassure the athlete. Assign individual responsibilities. Do not remove protective equipment. Immobilize injured area as appropriate. Do not rush. Transport. Comfort. Provide nothing by mouth.
In summary, when a serious injury is suspected, you should always: 1. Activate your Emergency Action Plan. 2. Conduct an on-field assessment and administer first-aid. 3. Ensure that someone accompanies the injured athlete to the hospital. 4. Be prepared to describe to the attending physician the cause of the injury (if known) and the behaviour of the athlete immediately prior to and after the injury was sustained. 5. Notify the athlete's parents or next-of-kin. 6. Ensure that the athlete's medical history card accompanies her/him to the hospital. If you are NOT dealing with a life-threatening condition, answering the following questions will help you determine the extent of the injury and what to do next. Apply these principles when examining common musculoskeletal conditions such as a sprained ankle or a thigh contusion. First, question the athlete: • What part of the body was injured? • Where does it hurt? • What kind of pain is it? • Has this type of injury happened before? • Can he/she move the affected part? Next, apply the RICE principle. The recovery time for most injuries can be significantly reduced if the principles of R.I.C.E. are applied early.
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R
= Rest
I
= Ice
C
= Compression
E
= Elevation
Injuries can be classified into three groups: Acute: Injury resulting from a sudden traumatic incident that leads to bleeding into surrounding soft tissue. Example: Ankle sprain Overuse: The result of ‘overuse’ and continual ‘wear and tear’ on the body. Example: Tendonitis Chronic: Results from injuries that have not healed properly. Example: Recurring ankle sprains
Hydrating for Activity
Finally, determine if a referral to a medical practitioner is necessary. All injuries should be referred to a physician, especially if pain is still present after 24 hours. In cases where there is doubt, always err on the side of caution.
Criteria for Return to Play
The athlete should resume normal activity and return to action only when she/he is physically and psychologically ready and when: • The physician gives permission to return in a written note to the coach • The injury is fully healed (i.e. total-body exercise does not aggravate the injury). • Complete pain-free range of motion of the affected body part(s) has been regained. • The normal (pre-injury) state of strength, flexibility, endurance, coordinated speed and movement are present (for limb injuries, bilateral limb comparisons are helpful in evaluation). • The athlete’s confidence is regained.
Hydration is the replacement of body
fluids lost each day through the processes of sweating, exhaling and elimination. Proper hydration not only quenches thirst, but allows the body to flush toxins, maintain system balance, support brain function, hormone balance, metabolic processes (including fat metabolism), the transportation of life-giving vitamins and minerals, and supports the integrity of muscles, joints and bones in our bodies.
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Injuries can be classified into three groups: Acute: Injury resulting from a sudden traumatic incident that leads to bleeding into surrounding soft tissue. Example: Ankle sprain Overuse: The result of ‘overuse’ and continual ‘wear and tear’ on the body. Example: Tendonitis Chronic: Results from injuries that have not healed properly. Example: Recurring ankle sprains
Hydrating for Activity
Finally, determine if a referral to a medical practitioner is necessary. All injuries should be referred to a physician, especially if pain is still present after 24 hours. In cases where there is doubt, always err on the side of caution.
Criteria for Return to Play
The athlete should resume normal activity and return to action only when she/he is physically and psychologically ready and when: • The physician gives permission to return in a written note to the coach • The injury is fully healed (i.e. total-body exercise does not aggravate the injury). • Complete pain-free range of motion of the affected body part(s) has been regained. • The normal (pre-injury) state of strength, flexibility, endurance, coordinated speed and movement are present (for limb injuries, bilateral limb comparisons are helpful in evaluation). • The athlete’s confidence is regained.
Hydration is the replacement of body
fluids lost each day through the processes of sweating, exhaling and elimination. Proper hydration not only quenches thirst, but allows the body to flush toxins, maintain system balance, support brain function, hormone balance, metabolic processes (including fat metabolism), the transportation of life-giving vitamins and minerals, and supports the integrity of muscles, joints and bones in our bodies.
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How do I become dehydrated?
The human body loses fluids through perspiration (sweat), exhalation (breathing) and elimination (urine). During exercise, the body keeps cool by circulating blood to the skin, where water is lost from the blood in the form of sweat. When sweat evaporates, it cools the skin. This in turn cools the blood that is carried to the body core. The environmental conditions (temperature, humidity, etc.) in which an active person trains or competes will have a direct effect upon their fluid equilibrium. Generally, the hotter it is, the more you sweat. How can I tell when I'm dehydrated?
One of the easiest ways to tell whether you are adequately hydrated is by checking the colour of your urine. In general, light-coloured urine is an indication of adequate hydration. If you are experiencing infrequent urination and the colour of the urine is dark yellow, these are signs of dehydration. Other signs of dehydration are: thirst, headache, constipation, fatigue/weakness, dizziness, irritability, cramps, depression, weight gain, water retention, skin blemishes, vomiting or nausea, and bladder infections. If an athlete becomes dehydrated but is still mentally alert and has no gastrointestinal (GI) pain, then s/he can re-hydrate orally. Conversely, if the athlete has lost consciousness, has become confused or is suffering GI pain, s/he needs to be transported immediately to an emergency medical facility. Tips for Proper Hydration:
Start and end your day with a 250ml (8 oz) serving of water. Your body loses water while you sleep, so drink a serving before bed and again when you wake up.
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Don't wait until you're thirsty. By the time you feel thirsty, you have probably already lost two or more cups of your total body water composition. Drink plenty of water throughout the day. Keep drinking water even when it is cold outside. You may not feel thirsty as you do when it's hot, but you are still going to lose water through perspiration. You also lose fluids through exhaled air. When cold, dry air is inhaled, it is warmed and moistened in the lungs and exhaled as humid warm air. This process places intense demands on the body's water supply. Hydration Prior to Exercise
Begin all workouts well-hydrated. It is recommended that players drink 450-650 ml (15-20 ounces) of water or a sports drink one to three hours prior to exercise. An additional 200-300 ml (7-10 ounces) consumed 10-20 minutes prior to the training session is also good practice. Hydration During Exercise
Don't stop drinking. If possible, take regular 'sips' throughout the activity. It is recommended that players drink 200-350 ml every 15-20 minutes. For longer training sessions (or in hot weather), players should consider using a sports drink as part of their hydration regimen (prior to, during and following activity). The sodium and potassium content in most sports drinks helps players maintain a proper electrolyte balance. Hydration Following Activity
Replace it all with the good stuff. Players should aim to 'push' fluid intake even if they don’t feel thirsty. Given that you will eliminate some fluid through urination, you will want to drink more than what you've lost. It is recommended that players drink 500-1000ml (16-24 ounces) after training or playing.
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How do I become dehydrated?
The human body loses fluids through perspiration (sweat), exhalation (breathing) and elimination (urine). During exercise, the body keeps cool by circulating blood to the skin, where water is lost from the blood in the form of sweat. When sweat evaporates, it cools the skin. This in turn cools the blood that is carried to the body core. The environmental conditions (temperature, humidity, etc.) in which an active person trains or competes will have a direct effect upon their fluid equilibrium. Generally, the hotter it is, the more you sweat. How can I tell when I'm dehydrated?
One of the easiest ways to tell whether you are adequately hydrated is by checking the colour of your urine. In general, light-coloured urine is an indication of adequate hydration. If you are experiencing infrequent urination and the colour of the urine is dark yellow, these are signs of dehydration. Other signs of dehydration are: thirst, headache, constipation, fatigue/weakness, dizziness, irritability, cramps, depression, weight gain, water retention, skin blemishes, vomiting or nausea, and bladder infections. If an athlete becomes dehydrated but is still mentally alert and has no gastrointestinal (GI) pain, then s/he can re-hydrate orally. Conversely, if the athlete has lost consciousness, has become confused or is suffering GI pain, s/he needs to be transported immediately to an emergency medical facility. Tips for Proper Hydration:
Start and end your day with a 250ml (8 oz) serving of water. Your body loses water while you sleep, so drink a serving before bed and again when you wake up.
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Don't wait until you're thirsty. By the time you feel thirsty, you have probably already lost two or more cups of your total body water composition. Drink plenty of water throughout the day. Keep drinking water even when it is cold outside. You may not feel thirsty as you do when it's hot, but you are still going to lose water through perspiration. You also lose fluids through exhaled air. When cold, dry air is inhaled, it is warmed and moistened in the lungs and exhaled as humid warm air. This process places intense demands on the body's water supply. Hydration Prior to Exercise
Begin all workouts well-hydrated. It is recommended that players drink 450-650 ml (15-20 ounces) of water or a sports drink one to three hours prior to exercise. An additional 200-300 ml (7-10 ounces) consumed 10-20 minutes prior to the training session is also good practice. Hydration During Exercise
Don't stop drinking. If possible, take regular 'sips' throughout the activity. It is recommended that players drink 200-350 ml every 15-20 minutes. For longer training sessions (or in hot weather), players should consider using a sports drink as part of their hydration regimen (prior to, during and following activity). The sodium and potassium content in most sports drinks helps players maintain a proper electrolyte balance. Hydration Following Activity
Replace it all with the good stuff. Players should aim to 'push' fluid intake even if they don’t feel thirsty. Given that you will eliminate some fluid through urination, you will want to drink more than what you've lost. It is recommended that players drink 500-1000ml (16-24 ounces) after training or playing.
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Can You Drink Too Much?
YES you can! While most athletes understand the importance of proper hydration, most do not realize that over hydrating can dangerously lower blood sodium levels - a condition known as hyponatremia or "water intoxication�. Distance athletes, such as ultramarathoners and triathletes who sweat profusely over many hours, many of whom drink primarily water during an event, can succumb to seizures, coma and even death due to the effects of the electrolyte imbalance from hyponatremia. Ultimately, hydration is not simply a question of drinking fluids, but of knowing your own body and drinking the right fluids for the activity and the conditions faced.
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Laws of the Game
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Can You Drink Too Much?
YES you can! While most athletes understand the importance of proper hydration, most do not realize that over hydrating can dangerously lower blood sodium levels - a condition known as hyponatremia or "water intoxication�. Distance athletes, such as ultramarathoners and triathletes who sweat profusely over many hours, many of whom drink primarily water during an event, can succumb to seizures, coma and even death due to the effects of the electrolyte imbalance from hyponatremia. Ultimately, hydration is not simply a question of drinking fluids, but of knowing your own body and drinking the right fluids for the activity and the conditions faced.
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Laws of the Game
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Laws of the Game provided courtesy of FIFA Fédération Internationale de Football Association www.fifa.com
Contents 1 THE FIELD OF PLAY ...................................78
Modifications
Subject to the agreement of the national association concerned and provided the principles of these Laws are maintained, the Laws may be modified in their application for matches for players of under 16 years of age, for women footballers, for veteran footballers (over 35 years) and for players with disabilities.
2 THE BALL ............................................. 79 3 THE NUMBER OF PLAYERS ........................... 80 4 THE PLAYERS’ EQUIPMENT ........................... 82 5 THE REFEREE ......................................... 83 6 THE ASSISTANT REFEREES ........................... 84 7 THE DURATION OF THE MATCH ...................... 85
Any or all of the following modifications are permissible:
8 THE START AND RESTART OF PLAY .................. 86
• size of the field of play • size, weight and material of the ball • width between the goalposts and height of the crossbar from the ground • duration of the periods of play • substitutions
9 THE BALL IN AND OUT OF PLAY ...................... 88
Further modifications are only allowed with the consent of the International Football Association Board.
14 THE PENALTY KICK ................................. 93
Male and Female
16 THE GOAL KICK ..................................... 97
References to the male gender in the Laws of the Game in respect of referees, assistant referees, players and officials are for simplification and apply to both males and females.
17 THE CORNER KICK .................................. 98
Key
THE TECHNICAL AREA ................................ 102
Throughout the Laws of the Game the following symbol is used: *
Unless covered by the Special Circumstances listed in Law 8 – The Start and Restart of Play
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10 THE METHOD OF SCORING .......................... 88 11 OFFSIDE ............................................ 88 12 FOULS AND MISCONDUCT ........................... 89 13 FREE KICKS ......................................... 91 15 THE THROW-IN ..................................... 96
PROCEDURES TO DETERMINE THE WINNER OF A MATCH ................................. 100 THE FOURTH OFFICIAL ............................... 101 ADDITIONAL INSTRUCTIONS FOR REFEREES, ASSISTANT REFEREES AND FOURTH OFFICIALS ..... 102 DEALING WITH INJURED PLAYERS .................... 106
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Laws of the Game provided courtesy of FIFA Fédération Internationale de Football Association www.fifa.com
Contents 1 THE FIELD OF PLAY ...................................78
Modifications
Subject to the agreement of the national association concerned and provided the principles of these Laws are maintained, the Laws may be modified in their application for matches for players of under 16 years of age, for women footballers, for veteran footballers (over 35 years) and for players with disabilities.
2 THE BALL ............................................. 79 3 THE NUMBER OF PLAYERS ........................... 80 4 THE PLAYERS’ EQUIPMENT ........................... 82 5 THE REFEREE ......................................... 83 6 THE ASSISTANT REFEREES ........................... 84 7 THE DURATION OF THE MATCH ...................... 85
Any or all of the following modifications are permissible:
8 THE START AND RESTART OF PLAY .................. 86
• size of the field of play • size, weight and material of the ball • width between the goalposts and height of the crossbar from the ground • duration of the periods of play • substitutions
9 THE BALL IN AND OUT OF PLAY ...................... 88
Further modifications are only allowed with the consent of the International Football Association Board.
14 THE PENALTY KICK ................................. 93
Male and Female
16 THE GOAL KICK ..................................... 97
References to the male gender in the Laws of the Game in respect of referees, assistant referees, players and officials are for simplification and apply to both males and females.
17 THE CORNER KICK .................................. 98
Key
THE TECHNICAL AREA ................................ 102
Throughout the Laws of the Game the following symbol is used: *
Unless covered by the Special Circumstances listed in Law 8 – The Start and Restart of Play
76
10 THE METHOD OF SCORING .......................... 88 11 OFFSIDE ............................................ 88 12 FOULS AND MISCONDUCT ........................... 89 13 FREE KICKS ......................................... 91 15 THE THROW-IN ..................................... 96
PROCEDURES TO DETERMINE THE WINNER OF A MATCH ................................. 100 THE FOURTH OFFICIAL ............................... 101 ADDITIONAL INSTRUCTIONS FOR REFEREES, ASSISTANT REFEREES AND FOURTH OFFICIALS ..... 102 DEALING WITH INJURED PLAYERS .................... 106
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LAW 1 – The Field of Play Dimensions The field of play must be rectangular. The length of the touch line must be greater than the length of the goal line. Length:
minimum 90 m (100 yds) maximum 120 m (130 yds)
Width:
minimum 45 m (50 yds) maximum 90 m (100 yds)
International Matches Length: Width:
minimum 100 m (110 yds) maximum 110 m (120 yds) minimum 64 m (70 yds) maximum 75 m (80 yds)
Field Markings The field of play is marked with lines. These lines belong to the areas of which they are boundaries. The two longer boundary lines are called touch lines. The two shorter lines are called goal lines. All lines are not more than 12 cm (5 ins) wide. The field of play is divided into two halves by a halfway line.
Within each penalty area a penalty mark is made 11 m (12 yds) from the midpoint between the goalposts and equidistant to them. An arc of a circle with a radius of 9.15 m (10 yds) from each penalty mark is drawn outside the penalty area. Flagposts A flagpost, not less than 1.5 m (5 ft) high, with a non-pointed top and a flag is placed at each corner. Flagposts may also be placed at each end of the halfway line, not less than 1 m (1 yd) outside the touch line. The Corner Arc A quarter circle with a radius of 1 m (1 yd) from each corner flagpost is drawn inside the field of play. Goals Goals must be placed on the centre of each goal line. They consist of two upright posts equidistant from the corner flagposts and joined at the top by a horizontal crossbar. The distance between the posts is 7.32 m (8 yds) and the distance from the lower edge of the crossbar to the ground is 2.44 m (8 ft). Both goalposts and the crossbar have the same width and depth which do not exceed 12 cm (5 ins). The goal lines are the same width as that of the goalposts and the crossbar. Nets may be attached to the goals and the ground behind the goal, provided that they are properly supported and do not interfere with the goalkeeper.
The centre mark is indicated at the midpoint of the halfway line. A circle with a radius of 9.15 m (10 yds) is marked around it.
The goalposts and crossbars must be white.
The Goal Area
Safety
A goal area is defined at each end of the field as follows:
Goals must be anchored securely to the ground. Portable goals may only be used if they satisfy this requirement.
Two lines are drawn at right angles to the goal line, 5.5 m (6 yds) from the inside of each goalpost. These lines extend into the field of play for a distance of 5.5 m (6 yds) and are joined by a line drawn parallel with the goal line. The area bounded by these lines and the goal line is the goal area. The Penalty Area
LAW 2 – The Ball Qualities and Measurements The ball is:
A penalty area is defined at each end of the field as follows:
• spherical
Two lines are drawn at right angles to the goal line, 16.5 m (18 yds) from the inside of each goalpost. These lines extend into the field of play for a distance of 16.5 m (18 yds) and are joined by a line drawn parallel with the goal line. The area bounded by these lines and the goal line is the penalty area.
• made of leather or other suitable material
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• of a circumference of not more than 70 cm (28 ins) and not less than 68 cm (27 ins)
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LAW 1 – The Field of Play Dimensions The field of play must be rectangular. The length of the touch line must be greater than the length of the goal line. Length:
minimum 90 m (100 yds) maximum 120 m (130 yds)
Width:
minimum 45 m (50 yds) maximum 90 m (100 yds)
International Matches Length: Width:
minimum 100 m (110 yds) maximum 110 m (120 yds) minimum 64 m (70 yds) maximum 75 m (80 yds)
Field Markings The field of play is marked with lines. These lines belong to the areas of which they are boundaries. The two longer boundary lines are called touch lines. The two shorter lines are called goal lines. All lines are not more than 12 cm (5 ins) wide. The field of play is divided into two halves by a halfway line.
Within each penalty area a penalty mark is made 11 m (12 yds) from the midpoint between the goalposts and equidistant to them. An arc of a circle with a radius of 9.15 m (10 yds) from each penalty mark is drawn outside the penalty area. Flagposts A flagpost, not less than 1.5 m (5 ft) high, with a non-pointed top and a flag is placed at each corner. Flagposts may also be placed at each end of the halfway line, not less than 1 m (1 yd) outside the touch line. The Corner Arc A quarter circle with a radius of 1 m (1 yd) from each corner flagpost is drawn inside the field of play. Goals Goals must be placed on the centre of each goal line. They consist of two upright posts equidistant from the corner flagposts and joined at the top by a horizontal crossbar. The distance between the posts is 7.32 m (8 yds) and the distance from the lower edge of the crossbar to the ground is 2.44 m (8 ft). Both goalposts and the crossbar have the same width and depth which do not exceed 12 cm (5 ins). The goal lines are the same width as that of the goalposts and the crossbar. Nets may be attached to the goals and the ground behind the goal, provided that they are properly supported and do not interfere with the goalkeeper.
The centre mark is indicated at the midpoint of the halfway line. A circle with a radius of 9.15 m (10 yds) is marked around it.
The goalposts and crossbars must be white.
The Goal Area
Safety
A goal area is defined at each end of the field as follows:
Goals must be anchored securely to the ground. Portable goals may only be used if they satisfy this requirement.
Two lines are drawn at right angles to the goal line, 5.5 m (6 yds) from the inside of each goalpost. These lines extend into the field of play for a distance of 5.5 m (6 yds) and are joined by a line drawn parallel with the goal line. The area bounded by these lines and the goal line is the goal area. The Penalty Area
LAW 2 – The Ball Qualities and Measurements The ball is:
A penalty area is defined at each end of the field as follows:
• spherical
Two lines are drawn at right angles to the goal line, 16.5 m (18 yds) from the inside of each goalpost. These lines extend into the field of play for a distance of 16.5 m (18 yds) and are joined by a line drawn parallel with the goal line. The area bounded by these lines and the goal line is the penalty area.
• made of leather or other suitable material
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• of a circumference of not more than 70 cm (28 ins) and not less than 68 cm (27 ins)
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• not more than 450 g (16 oz) in weight and not less than 410 g (14 oz) at the start of the match • of a pressure equal to 0.6 – 1.1 atmosphere (600 – 1100 g/cm2) at sea level (8.5 lbs/sq in 15.6 lbs/sq in) Replacement of a Defective Ball If the ball bursts or becomes defective during the course of a match: • the match is stopped • the match is restarted by dropping the replacement ball at the place where the first ball became defective * (see page 3) If the ball bursts or becomes defective whilst not in play at a kick-off, goal kick, corner kick, free kick, penalty kick or throw-in: • the match is restarted accordingly The ball may not be changed during the match without the authority of the referee.
LAW 3 – The Number of Players
Substitution Procedure To replace a player by a substitute, the following conditions must be observed: • the referee is informed before any proposed substitution is made • a substitute only enters the field of play after the player being replaced has left and after receiving a signal from the referee • a substitute only enters the field of play at the halfway line and during a stoppage in the match • a substitution is completed when a substitute enters the field of play • from that moment, the substitute becomes a player and the player he has replaced ceases to be a player • a player who has been replaced takes no further part in the match • all substitutes are subject to the authority and jurisdiction of the referee, whether called upon to play or not Changing the Goalkeeper Any of the other players may change places with the goalkeeper, provided that:
Players
• the referee is informed before the change is made
A match is played by two teams, each consisting of not more than eleven players, one of whom is the goalkeeper. A match may not start if either team consists of fewer than seven players.
• the change is made during a stoppage in the match Infringements/Sanctions If a substitute enters the field of play without the referee’s permission:
Official Competitions Up to a maximum of three substitutes may be used in any match played in an official competition organised under the auspices of FIFA, the confederations or the national associations. The rules of the competition must state how many substitutes may be nominated, from three up to a maximum of seven. Other Matches In other matches, substitutes may be used, provided that: • the teams concerned reach agreement on a maximum number • the referee is informed before the match If the referee is not informed, or if no agreement is reached before the start of the match, no more than three substitutes are allowed. All Matches
• play is stopped • the substitute is cautioned, shown the yellow card and required to leave the field of play • play is restarted with a dropped ball at the place it was located when play was stopped * (see page 76) If a player changes places with the goalkeeper without the referee’s permission before the change is made: • play continues • the players concerned are cautioned and shown the yellow card when the ball is next out of play For any other infringements of this Law: • the players concerned are cautioned and shown the yellow card
In all matches the names of the substitutes must be given to the referee prior to the start of the match. Substitutes not so named may not take part in the match.
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• not more than 450 g (16 oz) in weight and not less than 410 g (14 oz) at the start of the match • of a pressure equal to 0.6 – 1.1 atmosphere (600 – 1100 g/cm2) at sea level (8.5 lbs/sq in 15.6 lbs/sq in) Replacement of a Defective Ball If the ball bursts or becomes defective during the course of a match: • the match is stopped • the match is restarted by dropping the replacement ball at the place where the first ball became defective * (see page 3) If the ball bursts or becomes defective whilst not in play at a kick-off, goal kick, corner kick, free kick, penalty kick or throw-in: • the match is restarted accordingly The ball may not be changed during the match without the authority of the referee.
LAW 3 – The Number of Players
Substitution Procedure To replace a player by a substitute, the following conditions must be observed: • the referee is informed before any proposed substitution is made • a substitute only enters the field of play after the player being replaced has left and after receiving a signal from the referee • a substitute only enters the field of play at the halfway line and during a stoppage in the match • a substitution is completed when a substitute enters the field of play • from that moment, the substitute becomes a player and the player he has replaced ceases to be a player • a player who has been replaced takes no further part in the match • all substitutes are subject to the authority and jurisdiction of the referee, whether called upon to play or not Changing the Goalkeeper Any of the other players may change places with the goalkeeper, provided that:
Players
• the referee is informed before the change is made
A match is played by two teams, each consisting of not more than eleven players, one of whom is the goalkeeper. A match may not start if either team consists of fewer than seven players.
• the change is made during a stoppage in the match Infringements/Sanctions If a substitute enters the field of play without the referee’s permission:
Official Competitions Up to a maximum of three substitutes may be used in any match played in an official competition organised under the auspices of FIFA, the confederations or the national associations. The rules of the competition must state how many substitutes may be nominated, from three up to a maximum of seven. Other Matches In other matches, substitutes may be used, provided that: • the teams concerned reach agreement on a maximum number • the referee is informed before the match If the referee is not informed, or if no agreement is reached before the start of the match, no more than three substitutes are allowed. All Matches
• play is stopped • the substitute is cautioned, shown the yellow card and required to leave the field of play • play is restarted with a dropped ball at the place it was located when play was stopped * (see page 76) If a player changes places with the goalkeeper without the referee’s permission before the change is made: • play continues • the players concerned are cautioned and shown the yellow card when the ball is next out of play For any other infringements of this Law: • the players concerned are cautioned and shown the yellow card
In all matches the names of the substitutes must be given to the referee prior to the start of the match. Substitutes not so named may not take part in the match.
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Restart of Play If play is stopped by the referee to administer a caution: • the match is restarted by an indirect free kick, to be taken by a player of the opposing team from the place where the ball was located when play was stopped * (see page 3) Players and Substitutes Sent Off A player who has been sent off before the kick-off may be replaced only by one of the named substitutes. A named substitute who has been sent off, either before the kick-off or after play has started, may not be replaced.
• the player at fault is instructed by the referee to leave the field of play to correct his equipment • the player leaves the field of play when the ball next ceases to be in play, unless he has already corrected his equipment • any player required to leave the field of play to correct his equipment does not re-enter without the referee’s permission • the referee checks that the player’s equipment is correct before allowing him to re-enter the field of play • the player is only allowed to re-enter the field of play when the ball is out of play
LAW 4 – The Players’ Equipment
A player who has been required to leave the field of play because of an infringement of this Law and who enters (or re-enters) the field of play without the referee’s permission is cautioned and shown the yellow card.
Safety
Restart of Play
A player must not use equipment or wear anything which is dangerous to himself or another player (including any kind of jewellery).
If play is stopped by the referee to administer a caution:
Basic Equipment The basic compulsory equipment of a player is:
• the match is restarted by an indirect free kick taken by a player of the opposing side, from the place where the ball was located when the referee stopped the match * (see page 76)
• a jersey or shirt
LAW 5 – The Referee
• shorts – if thermal undershorts are worn, they are of the same main colour as the shorts
The Authority of the Referee
• stockings • shinguards
Each match is controlled by a referee who has full authority to enforce the Laws of the Game in connection with the match to which he has been appointed. Powers and Duties
• footwear
The Referee:
Shinguards
• enforces the Laws of the Game
• are covered entirely by the stockings • are made of a suitable material (rubber, plastic, or similar substances) • provide a reasonable degree of protection Goalkeepers
• controls the match in co-operation with the assistant referees and, where applicable, with the fourth official • ensures that any ball used meets the requirements of Law 2 • ensures that the players’ equipment meets the requirements of Law 4
• each goalkeeper wears colours which distinguish him from the other players, the referee and the assistant referees Infringements/Sanctions For any infringement of this Law: • play need not be stopped
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• acts as timekeeper and keeps a record of the match • stops, suspends or terminates the match, at his discretion, for any infringements of the Laws • stops, suspends or terminates the match because of outside interference of any kind
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Restart of Play If play is stopped by the referee to administer a caution: • the match is restarted by an indirect free kick, to be taken by a player of the opposing team from the place where the ball was located when play was stopped * (see page 3) Players and Substitutes Sent Off A player who has been sent off before the kick-off may be replaced only by one of the named substitutes. A named substitute who has been sent off, either before the kick-off or after play has started, may not be replaced.
• the player at fault is instructed by the referee to leave the field of play to correct his equipment • the player leaves the field of play when the ball next ceases to be in play, unless he has already corrected his equipment • any player required to leave the field of play to correct his equipment does not re-enter without the referee’s permission • the referee checks that the player’s equipment is correct before allowing him to re-enter the field of play • the player is only allowed to re-enter the field of play when the ball is out of play
LAW 4 – The Players’ Equipment
A player who has been required to leave the field of play because of an infringement of this Law and who enters (or re-enters) the field of play without the referee’s permission is cautioned and shown the yellow card.
Safety
Restart of Play
A player must not use equipment or wear anything which is dangerous to himself or another player (including any kind of jewellery).
If play is stopped by the referee to administer a caution:
Basic Equipment The basic compulsory equipment of a player is:
• the match is restarted by an indirect free kick taken by a player of the opposing side, from the place where the ball was located when the referee stopped the match * (see page 76)
• a jersey or shirt
LAW 5 – The Referee
• shorts – if thermal undershorts are worn, they are of the same main colour as the shorts
The Authority of the Referee
• stockings • shinguards
Each match is controlled by a referee who has full authority to enforce the Laws of the Game in connection with the match to which he has been appointed. Powers and Duties
• footwear
The Referee:
Shinguards
• enforces the Laws of the Game
• are covered entirely by the stockings • are made of a suitable material (rubber, plastic, or similar substances) • provide a reasonable degree of protection Goalkeepers
• controls the match in co-operation with the assistant referees and, where applicable, with the fourth official • ensures that any ball used meets the requirements of Law 2 • ensures that the players’ equipment meets the requirements of Law 4
• each goalkeeper wears colours which distinguish him from the other players, the referee and the assistant referees Infringements/Sanctions For any infringement of this Law: • play need not be stopped
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• acts as timekeeper and keeps a record of the match • stops, suspends or terminates the match, at his discretion, for any infringements of the Laws • stops, suspends or terminates the match because of outside interference of any kind
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• stops the match if, in his opinion, a player is seriously injured and ensures that he is removed from the field of play. An injured player may only return to the field of play after the match has restarted • allows play to continue until the ball is out of play if a player is, in his opinion, only slightly injured • ensures that any player bleeding from a wound leaves the field of play. The player may only return on receiving a signal from the referee, who must be satisfied that the bleeding has stopped • allows play to continue when the team against which an offence has been committed will benefit from such an advantage and penalises the original offence if the anticipated advantage does not ensue at that time • punishes the more serious offence when a player commits more than one offence at the same time • takes disciplinary action against players guilty of cautionable and sending-off offences. He is not obliged to take this action immediately but must do so when the ball next goes out of play • takes action against team officials who fail to conduct themselves in a responsible manner and may at his discretion, expel them from the field of play and its immediate surrounds • acts on the advice of assistant referees regarding incidents which he has not seen • ensures that no unauthorised persons enter the field of play • restarts the match after it has been stopped • provides the appropriate authorities with a match report which includes information on any disciplinary action taken against players, and/or team officials and any other incidents which occurred before, during or after the match
• which side is entitled to a corner kick, goal kick or throw-in • when a player may be penalised for being in an offside position • when a substitution is requested • when misconduct or any other incident has occurred out of the view of the referee • when offences have been committed whenever the assistants are closer to the action than the referee (this includes, in particular circumstances, offences committed in the penalty area) • whether, at penalty kicks, the goalkeeper has moved forward before the ball has been kicked and if the ball has crossed the line Assistance The assistant referees also assist the referee to control the match in accordance with the Laws of the Game. In particular, they may enter the field of play to help control the 9.15m distance. In the event of undue interference or improper conduct, the referee will relieve an assistant referee of his duties and make a report to the appropriate authorities.
LAW 7 – The Duration of the Match Periods of Play The match lasts two equal periods of 45 minutes, unless otherwise mutually agreed between the referee and the two participating teams. Any agreement to alter the periods of play (for example to reduce each half to 40 minutes because of insufficient light) must be made before the start of play and must comply with competition rules. Half-Time Interval
Decisions of the Referee
Players are entitled to an interval at half-time.
The decisions of the referee regarding facts connected with play are final.
The half-time interval must not exceed 15 minutes.
The referee may only change a decision on realising that it is incorrect or, at his discretion, on the advice of an assistant referee, provided that he has not restarted play.
Competition rules must state the duration of the half-time interval.
LAW 6 – The Assistant Referees
The duration of the half-time interval may be altered only with the consent of the referee. Allowance for Time Lost Allowance is made in either period for all time lost through:
Duties Two assistant referees are appointed whose duties, subject to the decision of the referee, are to indicate:
• substitution(s) • assessment of injury to players
• when the whole of the ball has passed out of the field of play
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• stops the match if, in his opinion, a player is seriously injured and ensures that he is removed from the field of play. An injured player may only return to the field of play after the match has restarted • allows play to continue until the ball is out of play if a player is, in his opinion, only slightly injured • ensures that any player bleeding from a wound leaves the field of play. The player may only return on receiving a signal from the referee, who must be satisfied that the bleeding has stopped • allows play to continue when the team against which an offence has been committed will benefit from such an advantage and penalises the original offence if the anticipated advantage does not ensue at that time • punishes the more serious offence when a player commits more than one offence at the same time • takes disciplinary action against players guilty of cautionable and sending-off offences. He is not obliged to take this action immediately but must do so when the ball next goes out of play • takes action against team officials who fail to conduct themselves in a responsible manner and may at his discretion, expel them from the field of play and its immediate surrounds • acts on the advice of assistant referees regarding incidents which he has not seen • ensures that no unauthorised persons enter the field of play • restarts the match after it has been stopped • provides the appropriate authorities with a match report which includes information on any disciplinary action taken against players, and/or team officials and any other incidents which occurred before, during or after the match
• which side is entitled to a corner kick, goal kick or throw-in • when a player may be penalised for being in an offside position • when a substitution is requested • when misconduct or any other incident has occurred out of the view of the referee • when offences have been committed whenever the assistants are closer to the action than the referee (this includes, in particular circumstances, offences committed in the penalty area) • whether, at penalty kicks, the goalkeeper has moved forward before the ball has been kicked and if the ball has crossed the line Assistance The assistant referees also assist the referee to control the match in accordance with the Laws of the Game. In particular, they may enter the field of play to help control the 9.15m distance. In the event of undue interference or improper conduct, the referee will relieve an assistant referee of his duties and make a report to the appropriate authorities.
LAW 7 – The Duration of the Match Periods of Play The match lasts two equal periods of 45 minutes, unless otherwise mutually agreed between the referee and the two participating teams. Any agreement to alter the periods of play (for example to reduce each half to 40 minutes because of insufficient light) must be made before the start of play and must comply with competition rules. Half-Time Interval
Decisions of the Referee
Players are entitled to an interval at half-time.
The decisions of the referee regarding facts connected with play are final.
The half-time interval must not exceed 15 minutes.
The referee may only change a decision on realising that it is incorrect or, at his discretion, on the advice of an assistant referee, provided that he has not restarted play.
Competition rules must state the duration of the half-time interval.
LAW 6 – The Assistant Referees
The duration of the half-time interval may be altered only with the consent of the referee. Allowance for Time Lost Allowance is made in either period for all time lost through:
Duties Two assistant referees are appointed whose duties, subject to the decision of the referee, are to indicate:
• substitution(s) • assessment of injury to players
• when the whole of the ball has passed out of the field of play
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• removal of injured players from the field of play for treatment
• the ball is stationary on the centre mark
• wasting time
• the referee gives a signal
• any other cause
• the ball is in play when it is kicked and moves forward
The allowance for time lost is at the discretion of the referee. Penalty Kick If a penalty kick has to be taken or retaken, the duration of either half is extended until the penalty kick is completed.
• the kicker does not touch the ball a second time until it has touched another player After a team scores a goal, the kick-off is taken by the other team. Infringements/Sanctions If the kicker touches the ball a second time before it has touched another player:
Extra Time Competition rules may provide for two further equal periods to be played. The conditions of Law 8 will apply.
• an indirect free kick is awarded to the opposing team to be taken from the place where the infringement occurred * (see page 76) For any other infringement of the kick-off procedure:
Abandoned Match An abandoned match is replayed unless the competition rules provide otherwise.
LAW 8 – The Start and Restart of Play Preliminaries A coin is tossed and the team which wins the toss decides which goal it will attack in the first half of the match. The other team takes the kick-off to start the match. The team which wins the toss takes the kickoff to start the second half of the match. In the second half of the match the teams change ends and attack the opposite goals. Kick-off A kick-off is a way of starting or restarting play: • at the start of the match
• the kick-off is retaken Dropped Ball A dropped ball is a way of restarting the match after a temporary stoppage which becomes necessary, while the ball is in play, for any reason not mentioned elsewhere in the Laws of the Game. Procedure The referee drops the ball at the place where it was located when play was stopped. * (see page 76) Play restarts when the ball touches the ground. Infringements/Sanctions The ball is dropped again: • if it is touched by a player before it makes contact with the ground • if the ball leaves the field of play after it makes contact with the ground, without a player touching it Special Circumstances
• after a goal has been scored • at the start of the second half of the match • at the start of each period of extra time, where applicable A goal may be scored directly from the kick-off.Procedure • all players are in their own half of the field • the opponents of the team taking the kick-off are at least 9.15 m (10 yds) from the ball until it is in play
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A free kick awarded to the defending team inside its own goal area is taken from any point within the goal area. An indirect free kick awarded to the attacking team in its opponents’ goal area is taken from the goal area line parallel to the goal line at the point nearest to where the infringement occurred. A dropped ball to restart the match after play has been temporarily stopped inside the goal area takes place on the goal area line parallel to the goal line at the point nearest to where the ball was located when play was stopped.
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• removal of injured players from the field of play for treatment
• the ball is stationary on the centre mark
• wasting time
• the referee gives a signal
• any other cause
• the ball is in play when it is kicked and moves forward
The allowance for time lost is at the discretion of the referee. Penalty Kick If a penalty kick has to be taken or retaken, the duration of either half is extended until the penalty kick is completed.
• the kicker does not touch the ball a second time until it has touched another player After a team scores a goal, the kick-off is taken by the other team. Infringements/Sanctions If the kicker touches the ball a second time before it has touched another player:
Extra Time Competition rules may provide for two further equal periods to be played. The conditions of Law 8 will apply.
• an indirect free kick is awarded to the opposing team to be taken from the place where the infringement occurred * (see page 76) For any other infringement of the kick-off procedure:
Abandoned Match An abandoned match is replayed unless the competition rules provide otherwise.
LAW 8 – The Start and Restart of Play Preliminaries A coin is tossed and the team which wins the toss decides which goal it will attack in the first half of the match. The other team takes the kick-off to start the match. The team which wins the toss takes the kickoff to start the second half of the match. In the second half of the match the teams change ends and attack the opposite goals. Kick-off A kick-off is a way of starting or restarting play: • at the start of the match
• the kick-off is retaken Dropped Ball A dropped ball is a way of restarting the match after a temporary stoppage which becomes necessary, while the ball is in play, for any reason not mentioned elsewhere in the Laws of the Game. Procedure The referee drops the ball at the place where it was located when play was stopped. * (see page 76) Play restarts when the ball touches the ground. Infringements/Sanctions The ball is dropped again: • if it is touched by a player before it makes contact with the ground • if the ball leaves the field of play after it makes contact with the ground, without a player touching it Special Circumstances
• after a goal has been scored • at the start of the second half of the match • at the start of each period of extra time, where applicable A goal may be scored directly from the kick-off.Procedure • all players are in their own half of the field • the opponents of the team taking the kick-off are at least 9.15 m (10 yds) from the ball until it is in play
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A free kick awarded to the defending team inside its own goal area is taken from any point within the goal area. An indirect free kick awarded to the attacking team in its opponents’ goal area is taken from the goal area line parallel to the goal line at the point nearest to where the infringement occurred. A dropped ball to restart the match after play has been temporarily stopped inside the goal area takes place on the goal area line parallel to the goal line at the point nearest to where the ball was located when play was stopped.
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LAW 9 – The Ball In and Out of Play
A player is not in an offside position if:
Ball Out of Play
or
The ball is out of play when: • it has wholly crossed the goal line or touch line whether on the ground or in the air • play has been stopped by the referee Ball In Play The ball is in play at all other times, including when: • it rebounds from a goalpost, crossbar or corner flagpost and remains in the field of play • it rebounds from either the referee or an assistant referee when they are on the field of play
LAW 10 – The Method of Scoring Goal Scored
• he is in his own half of the field of play or
• he is level with the second last opponent • he is level with the last two opponents
Offence A player in an offside position is only penalised if, at the moment the ball touches or is played by one of his team, he is, in the opinion of the referee, involved in active play by: • interfering with play or or
• interfering with an opponent • gaining an advantage by being in that position
No Offence There is no offside offence if a player receives the ball directly from: • a goal kick
A goal is scored when the whole of the ball passes over the goal line, between the goalposts and under the crossbar, provided that no infringement of the Laws of the Game has been committed previously by the team scoring the goal. Winning Team The team scoring the greater number of goals during a match is the winner. If both teams score an equal number of goals, or if no goals are scored, the match is drawn. Competition Rules For matches ending in a draw, competition rules may state provisions involving extra time, or other procedures approved by the International F.A. Board to determine the winner of a match.
or or
• a throw-in • a corner kick
Infringements/Sanctions For any offside offence, the referee awards an indirect free kick to the opposing team to be taken from the place where the infringement occurred. * (see page 76)
LAW 12 – Fouls and Misconduct Fouls and misconduct are penalised as follows: Direct Free Kick A direct free kick is awarded to the opposing team if a player commits any of the following six offences in a manner considered by the referee to be careless, reckless or using excessive force:
LAW 11 – Offside Offside Position It is not an offence in itself to be in an offside position. A player is in an offside position if:
• kicks or attempts to kick an opponent • trips or attempts to trip an opponent • jumps at an opponent
• he is nearer to his opponents’ goal line than both the ball and the second last opponent
• charges an opponent • strikes or attempts to strike an opponent • pushes an opponent
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LAW 9 – The Ball In and Out of Play
A player is not in an offside position if:
Ball Out of Play
or
The ball is out of play when: • it has wholly crossed the goal line or touch line whether on the ground or in the air • play has been stopped by the referee Ball In Play The ball is in play at all other times, including when: • it rebounds from a goalpost, crossbar or corner flagpost and remains in the field of play • it rebounds from either the referee or an assistant referee when they are on the field of play
LAW 10 – The Method of Scoring Goal Scored
• he is in his own half of the field of play or
• he is level with the second last opponent • he is level with the last two opponents
Offence A player in an offside position is only penalised if, at the moment the ball touches or is played by one of his team, he is, in the opinion of the referee, involved in active play by: • interfering with play or or
• interfering with an opponent • gaining an advantage by being in that position
No Offence There is no offside offence if a player receives the ball directly from: • a goal kick
A goal is scored when the whole of the ball passes over the goal line, between the goalposts and under the crossbar, provided that no infringement of the Laws of the Game has been committed previously by the team scoring the goal. Winning Team The team scoring the greater number of goals during a match is the winner. If both teams score an equal number of goals, or if no goals are scored, the match is drawn. Competition Rules For matches ending in a draw, competition rules may state provisions involving extra time, or other procedures approved by the International F.A. Board to determine the winner of a match.
or or
• a throw-in • a corner kick
Infringements/Sanctions For any offside offence, the referee awards an indirect free kick to the opposing team to be taken from the place where the infringement occurred. * (see page 76)
LAW 12 – Fouls and Misconduct Fouls and misconduct are penalised as follows: Direct Free Kick A direct free kick is awarded to the opposing team if a player commits any of the following six offences in a manner considered by the referee to be careless, reckless or using excessive force:
LAW 11 – Offside Offside Position It is not an offence in itself to be in an offside position. A player is in an offside position if:
• kicks or attempts to kick an opponent • trips or attempts to trip an opponent • jumps at an opponent
• he is nearer to his opponents’ goal line than both the ball and the second last opponent
• charges an opponent • strikes or attempts to strike an opponent • pushes an opponent
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A direct free kick is also awarded to the opposing team if a player commits any of the following four offences: • tackles an opponent to gain possession of the ball, making contact with the opponent before touching the ball • holds an opponent
Cautionable Offences A player is cautioned and shown the yellow card if he commits any of the following seven offences: 1. is guilty of unsporting behaviour 2. shows dissent by word or action . persistently infringes the Laws of the Game
• spits at an opponent • handles the ball deliberately (except for the goalkeeper within his own penalty area) A direct free kick is taken from where the offence occurred. * (see page 76)
4. delays the restart of play 5. fails to respect the required distance when play is restarted with a corner kick or free kick
Penalty Kick
6. enters or re-enters the field of play without the referee’s permission
A penalty kick is awarded if any of the above ten offences is committed by a player inside his own penalty area, irrespective of the position of the ball, provided it is in play.
7. deliberately leaves the field of play without the referee’s permission
Indirect Free Kick An indirect free kick is awarded to the opposing team if a goalkeeper, inside his own penalty area, commits any of the following four offences: • takes more than six seconds while controlling the ball with his hands before releasing it from his possession • touches the ball again with his hands after it has been released from his possession and has not touched any other player • touches the ball with his hands after it has been deliberately kicked to him by a team-mate • touches the ball with his hands after he has received it directly from a throw-in taken by a team-mate An indirect free kick is also awarded to the opposing team if a player, in the opinion of the referee: • plays in a dangerous manner • impedes the progress of an opponent • prevents the goalkeeper from releasing the ball from his hands • commits any other offence, not previously mentioned in Law 12, for which play is stopped to caution or dismiss a player
Sending-Off Offences A player is sent off and shown the red card if he commits any of the following seven offences: 1. is guilty of serious foul play 2. is guilty of violent conduct 3. spits at an opponent or any other person 4. denies the opposing team a goal or an obvious goal-scoring opportunity by deliberately handling the ball (this does not apply to a goalkeeper within his own penalty area) 5. denies an obvious goal-scoring opportunity to an opponent moving towards the player’s goal by an offence punishable by a free kick or a penalty kick 6. uses offensive or insulting or abusive language and/or gestures 7. receives a second caution in the same match A player who has been sent off must leave the vicinity of the field of play and the technical area.
LAW 13 – Free Kicks Types of Free Kicks
The indirect free kick is taken from where the offence occurred.* (see page 76)
Free kicks are either direct or indirect.
Disciplinary Sanctions
For both direct and indirect free kicks, the ball must be stationary when the kick is taken and the kicker does not touch the ball a second time until it has touched another player.
Only a player or substitute or substituted player may be shown the red or yellow card.
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A direct free kick is also awarded to the opposing team if a player commits any of the following four offences: • tackles an opponent to gain possession of the ball, making contact with the opponent before touching the ball • holds an opponent
Cautionable Offences A player is cautioned and shown the yellow card if he commits any of the following seven offences: 1. is guilty of unsporting behaviour 2. shows dissent by word or action . persistently infringes the Laws of the Game
• spits at an opponent • handles the ball deliberately (except for the goalkeeper within his own penalty area) A direct free kick is taken from where the offence occurred. * (see page 76)
4. delays the restart of play 5. fails to respect the required distance when play is restarted with a corner kick or free kick
Penalty Kick
6. enters or re-enters the field of play without the referee’s permission
A penalty kick is awarded if any of the above ten offences is committed by a player inside his own penalty area, irrespective of the position of the ball, provided it is in play.
7. deliberately leaves the field of play without the referee’s permission
Indirect Free Kick An indirect free kick is awarded to the opposing team if a goalkeeper, inside his own penalty area, commits any of the following four offences: • takes more than six seconds while controlling the ball with his hands before releasing it from his possession • touches the ball again with his hands after it has been released from his possession and has not touched any other player • touches the ball with his hands after it has been deliberately kicked to him by a team-mate • touches the ball with his hands after he has received it directly from a throw-in taken by a team-mate An indirect free kick is also awarded to the opposing team if a player, in the opinion of the referee: • plays in a dangerous manner • impedes the progress of an opponent • prevents the goalkeeper from releasing the ball from his hands • commits any other offence, not previously mentioned in Law 12, for which play is stopped to caution or dismiss a player
Sending-Off Offences A player is sent off and shown the red card if he commits any of the following seven offences: 1. is guilty of serious foul play 2. is guilty of violent conduct 3. spits at an opponent or any other person 4. denies the opposing team a goal or an obvious goal-scoring opportunity by deliberately handling the ball (this does not apply to a goalkeeper within his own penalty area) 5. denies an obvious goal-scoring opportunity to an opponent moving towards the player’s goal by an offence punishable by a free kick or a penalty kick 6. uses offensive or insulting or abusive language and/or gestures 7. receives a second caution in the same match A player who has been sent off must leave the vicinity of the field of play and the technical area.
LAW 13 – Free Kicks Types of Free Kicks
The indirect free kick is taken from where the offence occurred.* (see page 76)
Free kicks are either direct or indirect.
Disciplinary Sanctions
For both direct and indirect free kicks, the ball must be stationary when the kick is taken and the kicker does not touch the ball a second time until it has touched another player.
Only a player or substitute or substituted player may be shown the red or yellow card.
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• the free kick is taken from the place where the infringement occurred
The Direct Free Kick • if a direct free kick is kicked directly into the opponents’ goal, a goal is awarded
Infringements/Sanctions
• if a direct free kick is kicked directly into the team’s own goal, a corner kick is awarded to the opposing team
If, when a free kick is taken, an opponent is closer to the ball than the required distance:
The Indirect Free Kick
• the kick is retaken
Signal The referee indicates an indirect free kick by raising his arm above his head. He maintains his arm in that position until the kick has been taken and the ball has touched another player or goes out of play.
Ball Enters the Goal A goal can be scored only if the ball subsequently touches another player before it enters the goal. • if an indirect free kick is kicked directly into the opponents’ goal, a goal kick is awarded • if an indirect free kick is kicked directly into the team’s own goal, a corner kick is awarded to the opposing team
If, when a free kick is taken by the defending team from inside its own penalty area, the ball is not kicked directly into play: • the kick is retaken
Free kick taken by a player other than the goalkeeper If, after the ball is in play, the kicker touches the ball a second time (except with his hands) before it has touched another player: • an indirect free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred * (see page 76) If, after the ball is in play, the kicker deliberately handles the ball before it has touched another player: • a direct free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred * (see page 76)
Position of Free Kick
Free Kick Inside the Penalty Area Direct or indirect free kick to the defending team:
• a penalty kick is awarded if the infringement occurred inside the kicker’s penalty area
• all opponents are at least 9.15 m (10 yds) from the ball
Free kick taken by the goalkeeper
• all opponents remain outside the penalty area until the ball is in play
If, after the ball is in play, the goalkeeper touches the ball a second time (except with his hands), before it has touched another player:
• the ball is in play when it is kicked directly beyond the penalty area • a free kick awarded in the goal area is taken from any point inside that area Indirect free kick to the attacking team: • all opponents are at least 9.15 m (10 yds) from the ball until it is in play, unless they are on their own goal line between the goalposts • the ball is in play when it is kicked and moves • an indirect free kick awarded inside the goal area is taken from that part of the goal area line which runs parallel to the goal line, at the point nearest to where the infringement occurred
Free Kick Outside the Penalty Area • all opponents are at least 9.15 m (10 yds) from the ball until it is in play • the ball is in play when it is kicked and moves
• an indirect free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred * (see page 76) If, after the ball is in play, the goalkeeper deliberately handles the ball before it has touched another player: • a direct free kick is awarded to the opposing team if the infringement occurred outside the goalkeeper’s penalty area, the kick to be taken from the place where the infringement occurred * (see page 76) • an indirect free kick is awarded to the opposing team if the infringement occurred inside the goalkeeper’s penalty area, the kick to be taken from the place where the infringement occurred * (see page 76)
LAW 14 – The Penalty Kick A penalty kick is awarded against a team which commits one of the ten offences for which a direct free kick is awarded, inside its own penalty area and while the ball is in play.
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• the free kick is taken from the place where the infringement occurred
The Direct Free Kick • if a direct free kick is kicked directly into the opponents’ goal, a goal is awarded
Infringements/Sanctions
• if a direct free kick is kicked directly into the team’s own goal, a corner kick is awarded to the opposing team
If, when a free kick is taken, an opponent is closer to the ball than the required distance:
The Indirect Free Kick
• the kick is retaken
Signal The referee indicates an indirect free kick by raising his arm above his head. He maintains his arm in that position until the kick has been taken and the ball has touched another player or goes out of play.
Ball Enters the Goal A goal can be scored only if the ball subsequently touches another player before it enters the goal. • if an indirect free kick is kicked directly into the opponents’ goal, a goal kick is awarded • if an indirect free kick is kicked directly into the team’s own goal, a corner kick is awarded to the opposing team
If, when a free kick is taken by the defending team from inside its own penalty area, the ball is not kicked directly into play: • the kick is retaken
Free kick taken by a player other than the goalkeeper If, after the ball is in play, the kicker touches the ball a second time (except with his hands) before it has touched another player: • an indirect free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred * (see page 76) If, after the ball is in play, the kicker deliberately handles the ball before it has touched another player: • a direct free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred * (see page 76)
Position of Free Kick
Free Kick Inside the Penalty Area Direct or indirect free kick to the defending team:
• a penalty kick is awarded if the infringement occurred inside the kicker’s penalty area
• all opponents are at least 9.15 m (10 yds) from the ball
Free kick taken by the goalkeeper
• all opponents remain outside the penalty area until the ball is in play
If, after the ball is in play, the goalkeeper touches the ball a second time (except with his hands), before it has touched another player:
• the ball is in play when it is kicked directly beyond the penalty area • a free kick awarded in the goal area is taken from any point inside that area Indirect free kick to the attacking team: • all opponents are at least 9.15 m (10 yds) from the ball until it is in play, unless they are on their own goal line between the goalposts • the ball is in play when it is kicked and moves • an indirect free kick awarded inside the goal area is taken from that part of the goal area line which runs parallel to the goal line, at the point nearest to where the infringement occurred
Free Kick Outside the Penalty Area • all opponents are at least 9.15 m (10 yds) from the ball until it is in play • the ball is in play when it is kicked and moves
• an indirect free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred * (see page 76) If, after the ball is in play, the goalkeeper deliberately handles the ball before it has touched another player: • a direct free kick is awarded to the opposing team if the infringement occurred outside the goalkeeper’s penalty area, the kick to be taken from the place where the infringement occurred * (see page 76) • an indirect free kick is awarded to the opposing team if the infringement occurred inside the goalkeeper’s penalty area, the kick to be taken from the place where the infringement occurred * (see page 76)
LAW 14 – The Penalty Kick A penalty kick is awarded against a team which commits one of the ten offences for which a direct free kick is awarded, inside its own penalty area and while the ball is in play.
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A goal may be scored directly from a penalty kick.
• the referee allows the kick to proceed
Additional time is allowed for a penalty kick to be taken at the end of each half or at the end of periods of extra time.
• if the ball enters the goal, the kick is retaken
Position of the Ball and the Players
• if the ball does not enter the goal, the kick is not retaken The goalkeeper infringes the Laws of the Game: • the referee allows the kick to proceed
The ball:
• if the ball enters the goal, a goal is awarded
• is placed on the penalty mark
• if the ball does not enter the goal, the kick is retaken
The player taking the penalty kick:
A team-mate of the player taking the kick enters the penalty area or moves in front of or within 9.15 m (10 yds) of the penalty mark:
• is properly identified The defending goalkeeper: • remains on his goal line, facing the kicker, between the goalposts until the ball has been kicked The players other than the kicker are located: • inside the field of play • outside the penalty area • behind the penalty mark • at least 9.15 m (10 yds) from the penalty mark
• the referee allows the kick to proceed • if the ball enters the goal, the kick is retaken • if the ball does not enter the goal, the kick is not retaken • if the ball rebounds from the goalkeeper, the crossbar or the goal post and is touched by this player, the referee stops play and restarts the match with an indirect free kick to the defending team A team-mate of the goalkeeper enters the penalty area or moves in front of or within 9.15 m (10 yds) of the penalty mark: • the referee allows the kick to proceed
The Referee • does not signal for a penalty kick to be taken until the players have taken up position in accordance with the Law • decides when a penalty kick has been completed Procedure • the player taking the penalty kicks the ball forward
• if the ball enters the goal, a goal is awarded • if the ball does not enter the goal, the kick is retaken A player of both the defending team and the attacking team infringe the Laws of the Game: • the kick is retaken
• he does not play the ball a second time until it has touched another player
If, after the penalty kick has been taken:
• the ball is in play when it is kicked and moves forward
The kicker touches the ball a second time (except with his hands) before it has touched another player:
When a penalty kick is taken during the normal course of play, or time has been extended at half-time or full time to allow a penalty kick to be taken or retaken, a goal is awarded if, before passing between the goalposts and under the crossbar: • the ball touches either or both of the goalposts and/or the crossbar, and/or the goalkeeper Infringements/Sanctions
• an indirect free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred * (see page 76) The kicker deliberately handles the ball before it has touched another player: • a direct free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred * (see page 76)
If the referee gives the signal for a penalty kick to be taken and, before the ball is in play, one of the following situations occurs:
The ball is touched by an outside agent as it moves forward:
The player taking the penalty kick infringes the Laws of the Game:
The ball rebounds into the field of play from the goalkeeper, the crossbar or the
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• the kick is retaken
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A goal may be scored directly from a penalty kick.
• the referee allows the kick to proceed
Additional time is allowed for a penalty kick to be taken at the end of each half or at the end of periods of extra time.
• if the ball enters the goal, the kick is retaken
Position of the Ball and the Players
• if the ball does not enter the goal, the kick is not retaken The goalkeeper infringes the Laws of the Game: • the referee allows the kick to proceed
The ball:
• if the ball enters the goal, a goal is awarded
• is placed on the penalty mark
• if the ball does not enter the goal, the kick is retaken
The player taking the penalty kick:
A team-mate of the player taking the kick enters the penalty area or moves in front of or within 9.15 m (10 yds) of the penalty mark:
• is properly identified The defending goalkeeper: • remains on his goal line, facing the kicker, between the goalposts until the ball has been kicked The players other than the kicker are located: • inside the field of play • outside the penalty area • behind the penalty mark • at least 9.15 m (10 yds) from the penalty mark
• the referee allows the kick to proceed • if the ball enters the goal, the kick is retaken • if the ball does not enter the goal, the kick is not retaken • if the ball rebounds from the goalkeeper, the crossbar or the goal post and is touched by this player, the referee stops play and restarts the match with an indirect free kick to the defending team A team-mate of the goalkeeper enters the penalty area or moves in front of or within 9.15 m (10 yds) of the penalty mark: • the referee allows the kick to proceed
The Referee • does not signal for a penalty kick to be taken until the players have taken up position in accordance with the Law • decides when a penalty kick has been completed Procedure • the player taking the penalty kicks the ball forward
• if the ball enters the goal, a goal is awarded • if the ball does not enter the goal, the kick is retaken A player of both the defending team and the attacking team infringe the Laws of the Game: • the kick is retaken
• he does not play the ball a second time until it has touched another player
If, after the penalty kick has been taken:
• the ball is in play when it is kicked and moves forward
The kicker touches the ball a second time (except with his hands) before it has touched another player:
When a penalty kick is taken during the normal course of play, or time has been extended at half-time or full time to allow a penalty kick to be taken or retaken, a goal is awarded if, before passing between the goalposts and under the crossbar: • the ball touches either or both of the goalposts and/or the crossbar, and/or the goalkeeper Infringements/Sanctions
• an indirect free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred * (see page 76) The kicker deliberately handles the ball before it has touched another player: • a direct free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred * (see page 76)
If the referee gives the signal for a penalty kick to be taken and, before the ball is in play, one of the following situations occurs:
The ball is touched by an outside agent as it moves forward:
The player taking the penalty kick infringes the Laws of the Game:
The ball rebounds into the field of play from the goalkeeper, the crossbar or the
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• the kick is retaken
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goalposts, and is then touched by an outside agent: • the referee stops play • play is restarted with a dropped ball at the place where it touched the outside agent * (see page 76)
LAW 15 – The Throw-In A throw-in is a method of restarting play. A goal cannot be scored directly from a throw-in. A throw-in is awarded: • when the whole of the ball passes over the touch line, either on the ground or in the air • from the point where it crossed the touch line • to the opponents of the player who last touched the ball Procedure
Throw-in taken by the goalkeeper If, after the ball is in play, the goalkeeper touches the ball a second time (except with his hands), before it has touched another player: • an indirect free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred * (see page 76) If, after the ball is in play, the goalkeeper deliberately handles the ball before it has touched another player: • a direct free kick is awarded to the opposing team if the infringement occurred outside the goalkeeper’s penalty area, the kick to be taken from the place where the infringement occurred * (see page 76) • an indirect free kick is awarded to the opposing team if the infringement occurred inside the goalkeeper’s penalty area, the kick to be taken from the place where the infringement occurred * (see page 76) If an opponent unfairly distracts or impedes the thrower: • he is cautioned for unsporting behaviour and shown the yellow card
At the moment of delivering the ball, the thrower:
For any other infringement of this Law: • the throw-in is taken by a player of the opposing team
• faces the field of play • has part of each foot either on the touch line or on the ground outside the touch line
LAW 16 – The Goal Kick
• uses both hands
A goal kick is a method of restarting play.
• delivers the ball from behind and over his head The thrower may not touch the ball again until it has touched another player.
A goal may be scored directly from a goal kick, but only against the opposing team.
The ball is in play immediately it enters the field of play.
A goal kick is awarded when:
Infringements/Sanctions
Throw-in taken by a player other than the goalkeeper If, after the ball is in play, the thrower touches the ball a second time (except with his hands) before it has touched another player: • an indirect free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred * (see page 76) If, after the ball is in play, the thrower deliberately handles the ball before it has touched another player: • a direct free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred * (see page 76) • a penalty kick is awarded if the infringement occurred inside the thrower’s penalty area
• the whole of the ball, having last touched a player of the attacking team, passes over the goal line, either on the ground or in the air, and a goal is not scored in accordance with Law 10 Procedure • the ball is kicked from any point within the goal area by a player of the defending team • opponents remain outside the penalty area until the ball is in play • the kicker does not play the ball a second time until it has touched another player • the ball is in play when it is kicked directly beyond the penalty area Infringements/Sanctions If the ball is not kicked directly into play beyond the penalty area: • the kick is retaken
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goalposts, and is then touched by an outside agent: • the referee stops play • play is restarted with a dropped ball at the place where it touched the outside agent * (see page 76)
LAW 15 – The Throw-In A throw-in is a method of restarting play. A goal cannot be scored directly from a throw-in. A throw-in is awarded: • when the whole of the ball passes over the touch line, either on the ground or in the air • from the point where it crossed the touch line • to the opponents of the player who last touched the ball Procedure
Throw-in taken by the goalkeeper If, after the ball is in play, the goalkeeper touches the ball a second time (except with his hands), before it has touched another player: • an indirect free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred * (see page 76) If, after the ball is in play, the goalkeeper deliberately handles the ball before it has touched another player: • a direct free kick is awarded to the opposing team if the infringement occurred outside the goalkeeper’s penalty area, the kick to be taken from the place where the infringement occurred * (see page 76) • an indirect free kick is awarded to the opposing team if the infringement occurred inside the goalkeeper’s penalty area, the kick to be taken from the place where the infringement occurred * (see page 76) If an opponent unfairly distracts or impedes the thrower: • he is cautioned for unsporting behaviour and shown the yellow card
At the moment of delivering the ball, the thrower:
For any other infringement of this Law: • the throw-in is taken by a player of the opposing team
• faces the field of play • has part of each foot either on the touch line or on the ground outside the touch line
LAW 16 – The Goal Kick
• uses both hands
A goal kick is a method of restarting play.
• delivers the ball from behind and over his head The thrower may not touch the ball again until it has touched another player.
A goal may be scored directly from a goal kick, but only against the opposing team.
The ball is in play immediately it enters the field of play.
A goal kick is awarded when:
Infringements/Sanctions
Throw-in taken by a player other than the goalkeeper If, after the ball is in play, the thrower touches the ball a second time (except with his hands) before it has touched another player: • an indirect free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred * (see page 76) If, after the ball is in play, the thrower deliberately handles the ball before it has touched another player: • a direct free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred * (see page 76) • a penalty kick is awarded if the infringement occurred inside the thrower’s penalty area
• the whole of the ball, having last touched a player of the attacking team, passes over the goal line, either on the ground or in the air, and a goal is not scored in accordance with Law 10 Procedure • the ball is kicked from any point within the goal area by a player of the defending team • opponents remain outside the penalty area until the ball is in play • the kicker does not play the ball a second time until it has touched another player • the ball is in play when it is kicked directly beyond the penalty area Infringements/Sanctions If the ball is not kicked directly into play beyond the penalty area: • the kick is retaken
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Goal kick taken by a player other than the goalkeeper
Procedure
If, after the ball is in play, the kicker touches the ball a second time (except with his hands) before it has touched another player:
• the ball is placed inside the corner arc at the nearest corner flagpost
• an indirect free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred * (see page 76)
• opponents remain at least 9.15 m (10 yds) from the ball until it is in play
If, after the ball is in play, the kicker deliberately handles the ball before it has touched another player:
• the ball is in play when it is kicked and moves
• a direct free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred * (see page 76) • a penalty kick is awarded if the infringement occurred inside the kicker’s penalty area
Goal kick taken by the goalkeeper If, after the ball is in play, the goalkeeper touches the ball a second time (except with his hands) before it has touched another player: • an indirect free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred * (see page 76) If, after the ball is in play, the goalkeeper deliberately handles the ball before it has touched another player: • a direct free kick is awarded to the opposing team if the infringement occurred outside the goalkeeper’s penalty area, the kick to be taken from the place where the infringement occurred * (see page 76) • an indirect free kick is awarded to the opposing team if the infringement occurred inside the goalkeeper’s penalty area, the kick to be taken from the place where the infringement occurred * (see page 76) For any other infringement of this Law: • the kick is retaken
LAW 17 – The Corner Kick A corner kick is a method of restarting play. A goal may be scored directly from a corner kick, but only against the opposing team. A corner kick is awarded when: • the whole of the ball, having last touched a player of the defending team, passes over the goal line, either on the ground or in the air, and a goal is not scored in accordance with Law 10
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• the corner flagpost is not moved • the ball is kicked by a player of the attacking team • the kicker does not play the ball a second time until it has touched another player Infringements/Sanctions
Corner kick taken by a player other than the goalkeeper If, after the ball is in play, the kicker touches the ball a second time (except with his hands) before it has touched another player: • an indirect free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred * (see page 76) If, after the ball is in play, the kicker deliberately handles the ball before it has touched another player: • a direct free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred * (see page 76) • a penalty kick is awarded if the infringement occurred inside the kicker’s penalty area
Corner kick taken by the goalkeeper If, after the ball is in play, the goalkeeper touches the ball a second time (except with his hands) before it has touched another player: • an indirect free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred* (see page 76) If, after the ball is in play, the goalkeeper deliberately handles the ball before it has touched another player: • a direct free kick is awarded to the opposing team if the infringement occurred outside the goalkeeper’s penalty area, the kick to be taken from the place where the infringement occurred * (see page 76) • an indirect free kick is awarded to the opposing team if the infringement occurred inside the goalkeeper’s penalty area, the kick to be taken from the place where the infringement occurred * (see page 76) For any other infringement: • the kick is retaken
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Goal kick taken by a player other than the goalkeeper
Procedure
If, after the ball is in play, the kicker touches the ball a second time (except with his hands) before it has touched another player:
• the ball is placed inside the corner arc at the nearest corner flagpost
• an indirect free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred * (see page 76)
• opponents remain at least 9.15 m (10 yds) from the ball until it is in play
If, after the ball is in play, the kicker deliberately handles the ball before it has touched another player:
• the ball is in play when it is kicked and moves
• a direct free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred * (see page 76) • a penalty kick is awarded if the infringement occurred inside the kicker’s penalty area
Goal kick taken by the goalkeeper If, after the ball is in play, the goalkeeper touches the ball a second time (except with his hands) before it has touched another player: • an indirect free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred * (see page 76) If, after the ball is in play, the goalkeeper deliberately handles the ball before it has touched another player: • a direct free kick is awarded to the opposing team if the infringement occurred outside the goalkeeper’s penalty area, the kick to be taken from the place where the infringement occurred * (see page 76) • an indirect free kick is awarded to the opposing team if the infringement occurred inside the goalkeeper’s penalty area, the kick to be taken from the place where the infringement occurred * (see page 76) For any other infringement of this Law: • the kick is retaken
LAW 17 – The Corner Kick A corner kick is a method of restarting play. A goal may be scored directly from a corner kick, but only against the opposing team. A corner kick is awarded when: • the whole of the ball, having last touched a player of the defending team, passes over the goal line, either on the ground or in the air, and a goal is not scored in accordance with Law 10
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• the corner flagpost is not moved • the ball is kicked by a player of the attacking team • the kicker does not play the ball a second time until it has touched another player Infringements/Sanctions
Corner kick taken by a player other than the goalkeeper If, after the ball is in play, the kicker touches the ball a second time (except with his hands) before it has touched another player: • an indirect free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred * (see page 76) If, after the ball is in play, the kicker deliberately handles the ball before it has touched another player: • a direct free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred * (see page 76) • a penalty kick is awarded if the infringement occurred inside the kicker’s penalty area
Corner kick taken by the goalkeeper If, after the ball is in play, the goalkeeper touches the ball a second time (except with his hands) before it has touched another player: • an indirect free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred* (see page 76) If, after the ball is in play, the goalkeeper deliberately handles the ball before it has touched another player: • a direct free kick is awarded to the opposing team if the infringement occurred outside the goalkeeper’s penalty area, the kick to be taken from the place where the infringement occurred * (see page 76) • an indirect free kick is awarded to the opposing team if the infringement occurred inside the goalkeeper’s penalty area, the kick to be taken from the place where the infringement occurred * (see page 76) For any other infringement: • the kick is retaken
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Procedures to determine the winner of a match The Golden Goal and taking kicks from the penalty mark are methods of determining the winning team where competition rules require there to be a winning team after a match has been drawn. The Golden Goal Procedure • During the period of extra time played at the end of normal playing time, the team which scores the first goal is declared the winner. • If no goals are scored the match is decided by kicks from the penalty mark. Kicks from the Penalty Mark Procedure • The referee chooses the goal at which the kicks will be taken • The referee tosses a coin and the team whose captain wins the toss decides whether to take the first or the second kick. • The referee keeps a record of the kicks being taken • Subject to the conditions explained below, both teams take five kicks • The kicks are taken alternately by the teams • If, before both teams have taken five kicks, one has scored more goals than the other could score, even if it were to complete its five kicks, no more kicks are taken • If, after both teams have taken five kicks, both have scored the same number of goals, or have not scored any goals, kicks continue to be taken in the same order until one team has scored a goal more than the other from the same number of kicks • A goalkeeper who is injured while kicks are being taken from the penalty mark and is unable to continue as goalkeeper may be replaced by a named substitute provided his team has not used the maximum number of substitutes permitted under the competition rules • With the exception of the foregoing case, only players who are on the field of play at the end of the match, which includes extra time where appropriate, are allowed to take kicks from the penalty mark • Each kick is taken by a different player and all eligible players must take a kick before any player can take a second kick • An eligible player may change places with the goalkeeper at any time when kicks from the penalty mark are being taken
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• Only the eligible players and match officials are permitted to remain on the field of play when kicks from the penalty mark are being taken • All players, except the player taking the kick and the two goalkeepers, must remain within the centre circle • The goalkeeper who is the team-mate of the kicker must remain on the field of play, outside the penalty area in which the kicks are being taken, on the goal line where it meets the penalty area boundary line. • Unless otherwise stated, the relevant Laws of the Game and International F.A. Board Decisions apply when kicks from the penalty mark are being taken. • When a team finishes the match with a greater number of players than their opponents, they shall reduce their numbers to equate with that of their opponents and inform the referee of the name and number of each player excluded. The team captain has this responsibility. • Before the start of kicks from the penalty mark the referee shall ensure that only an equal number of players from each team remain within the centre circle and they shall take the kicks.
The Fourth Official • The fourth official may be appointed under the competition rules and officiates if any of the three match officials is unable to continue. He assists the referee at all times. • Prior to the start of the competition, the organiser states clearly whether, if the referee is unable to continue, the fourth official takes over as the match referee or whether the senior assistant referee takes over as referee with the fourth official becoming an assistant referee. • The fourth official assists with any administrative duties before, during and after the match, as required by the referee. • He is responsible for assisting with substitution procedures during the match. • He supervises the replacement footballs, where required. If the match ball has to be replaced during a match, he provides another ball, on the instruction of the referee, thus keeping the delay to a minimum. • He has the authority to check the equipment of substitutes before they enter the field of play. If their equipment does not comply with the Laws of the Game, he informs the referee. • He must indicate to the referee when the wrong player is cautioned because of mistaken identity or when a player is not sent off having been seen to be given a second caution or when violent conduct occurs out of the view of the referee and assistant referees. The referee, however, retains the authority to decide on all points connected with play.
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Procedures to determine the winner of a match The Golden Goal and taking kicks from the penalty mark are methods of determining the winning team where competition rules require there to be a winning team after a match has been drawn. The Golden Goal Procedure • During the period of extra time played at the end of normal playing time, the team which scores the first goal is declared the winner. • If no goals are scored the match is decided by kicks from the penalty mark. Kicks from the Penalty Mark Procedure • The referee chooses the goal at which the kicks will be taken • The referee tosses a coin and the team whose captain wins the toss decides whether to take the first or the second kick. • The referee keeps a record of the kicks being taken • Subject to the conditions explained below, both teams take five kicks • The kicks are taken alternately by the teams • If, before both teams have taken five kicks, one has scored more goals than the other could score, even if it were to complete its five kicks, no more kicks are taken • If, after both teams have taken five kicks, both have scored the same number of goals, or have not scored any goals, kicks continue to be taken in the same order until one team has scored a goal more than the other from the same number of kicks • A goalkeeper who is injured while kicks are being taken from the penalty mark and is unable to continue as goalkeeper may be replaced by a named substitute provided his team has not used the maximum number of substitutes permitted under the competition rules • With the exception of the foregoing case, only players who are on the field of play at the end of the match, which includes extra time where appropriate, are allowed to take kicks from the penalty mark • Each kick is taken by a different player and all eligible players must take a kick before any player can take a second kick • An eligible player may change places with the goalkeeper at any time when kicks from the penalty mark are being taken
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• Only the eligible players and match officials are permitted to remain on the field of play when kicks from the penalty mark are being taken • All players, except the player taking the kick and the two goalkeepers, must remain within the centre circle • The goalkeeper who is the team-mate of the kicker must remain on the field of play, outside the penalty area in which the kicks are being taken, on the goal line where it meets the penalty area boundary line. • Unless otherwise stated, the relevant Laws of the Game and International F.A. Board Decisions apply when kicks from the penalty mark are being taken. • When a team finishes the match with a greater number of players than their opponents, they shall reduce their numbers to equate with that of their opponents and inform the referee of the name and number of each player excluded. The team captain has this responsibility. • Before the start of kicks from the penalty mark the referee shall ensure that only an equal number of players from each team remain within the centre circle and they shall take the kicks.
The Fourth Official • The fourth official may be appointed under the competition rules and officiates if any of the three match officials is unable to continue. He assists the referee at all times. • Prior to the start of the competition, the organiser states clearly whether, if the referee is unable to continue, the fourth official takes over as the match referee or whether the senior assistant referee takes over as referee with the fourth official becoming an assistant referee. • The fourth official assists with any administrative duties before, during and after the match, as required by the referee. • He is responsible for assisting with substitution procedures during the match. • He supervises the replacement footballs, where required. If the match ball has to be replaced during a match, he provides another ball, on the instruction of the referee, thus keeping the delay to a minimum. • He has the authority to check the equipment of substitutes before they enter the field of play. If their equipment does not comply with the Laws of the Game, he informs the referee. • He must indicate to the referee when the wrong player is cautioned because of mistaken identity or when a player is not sent off having been seen to be given a second caution or when violent conduct occurs out of the view of the referee and assistant referees. The referee, however, retains the authority to decide on all points connected with play.
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• After the match, the fourth official must submit a report to the appropriate authorities on any misconduct or other incident which has occurred out of the view of the referee and the assistant referees. The fourth official must advise the referee and his assistants of any report being made.
Serious Foul Play
• He has the authority to inform the referee of irresponsible behaviour by any occupant of the technical area.
Any player who lunges at an opponent in challenging for the ball from the front, from the side or from behind using one or both legs, with excessive force and endangering the safety of an opponent is guilty of serious foul play.
The Technical Area
A player is guilty of serious foul play if he uses excessive force or brutality against an opponent when challenging for the ball when it is in play.
Violent Conduct
The technical area described in Law 3, International F.A. Board Decision no. 2, relates particularly to matches played in stadia with a designated seated area for technical staff and substitutes as shown below.
Violent conduct may occur either on the field of play or outside its boundaries, whether the ball is in play or not. A player is guilty of violent conduct if he uses excessive force or brutality against an opponent when not challenging for the ball.
Technical areas may vary between stadia, for example in size or location, and the following notes are issued for general guidance.
He is also guilty of violent conduct if he uses excessive force or brutality against a team-mate or any other person.
• The technical area extends 1 m (1 yd) on either side of the designated seated area and extends forward up to a distance of 1 m (1 yd) from the touch line.
Offences against goalkeepers
• It is recommended that markings are used to define this area.
Referees are reminded that:
• The number of persons permitted to occupy the technical area is defined by the competition rules.
• it is an offence for a player to prevent a goalkeeper from releasing the ball from his hands
• The occupants of the technical area are identified before the beginning of the match in accordance with the competition rules.
• a player must be penalised for playing in a dangerous manner if he kicks or attempts to kick the ball when the goalkeeper is in the process of releasing it
• Only one person at a time is authorised to convey tactical instructions and he must return to his position after giving these instructions.
• it is an offence to restrict the movement of the goalkeeper by unfairly impeding him at the taking of a corner kick
• The coach and other officials must remain within the confines of the technical area except in special circumstances, for example, a physiotherapist or doctor entering the field of play, with the referee’s permission, to assess an injured player.
Screening the ball
• The coach and other occupants of the technical area must behave in a responsible manner.
If however he prevents an opponent challenging for the ball by illegal use of the hand, arm, legs or body he must be penalised by a direct free kick, or a penalty kick if the offence was committed inside the penalty area.
Additional Instructions for Referees, Assistant Referees and Fourth Officials The following additional instructions to referees, assistant referees and fourth officials are intended to clarify the correct application of the Laws of the Game. Football is a competitive sport and physical contact between players is a normal and acceptable part of the game, however players must play within the Laws and respect the principles of fair play.
It is not an offence if a player, with the ball under control within playing distance, screens the ball from an opponent without using his arms.
Scissors or bicycle kick A scissors kick is permissible provided, in the opinion of the referee, it is not dangerous to an opponent. Deliberately handling the ball Referees are reminded that deliberately handling the ball is normally punished only by a direct free kick or penalty kick if the offence occurred inside the penalty area. A caution or dismissal is not normally required. Preventing a goal or an obvious goal-scoring opportunity
Serious foul play and violent conduct are two sending-off offences in Law 12 involving unacceptable levels of physical aggression.
A player is sent off, however, if he prevents a goal or an obvious goal-scoring
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• After the match, the fourth official must submit a report to the appropriate authorities on any misconduct or other incident which has occurred out of the view of the referee and the assistant referees. The fourth official must advise the referee and his assistants of any report being made.
Serious Foul Play
• He has the authority to inform the referee of irresponsible behaviour by any occupant of the technical area.
Any player who lunges at an opponent in challenging for the ball from the front, from the side or from behind using one or both legs, with excessive force and endangering the safety of an opponent is guilty of serious foul play.
The Technical Area
A player is guilty of serious foul play if he uses excessive force or brutality against an opponent when challenging for the ball when it is in play.
Violent Conduct
The technical area described in Law 3, International F.A. Board Decision no. 2, relates particularly to matches played in stadia with a designated seated area for technical staff and substitutes as shown below.
Violent conduct may occur either on the field of play or outside its boundaries, whether the ball is in play or not. A player is guilty of violent conduct if he uses excessive force or brutality against an opponent when not challenging for the ball.
Technical areas may vary between stadia, for example in size or location, and the following notes are issued for general guidance.
He is also guilty of violent conduct if he uses excessive force or brutality against a team-mate or any other person.
• The technical area extends 1 m (1 yd) on either side of the designated seated area and extends forward up to a distance of 1 m (1 yd) from the touch line.
Offences against goalkeepers
• It is recommended that markings are used to define this area.
Referees are reminded that:
• The number of persons permitted to occupy the technical area is defined by the competition rules.
• it is an offence for a player to prevent a goalkeeper from releasing the ball from his hands
• The occupants of the technical area are identified before the beginning of the match in accordance with the competition rules.
• a player must be penalised for playing in a dangerous manner if he kicks or attempts to kick the ball when the goalkeeper is in the process of releasing it
• Only one person at a time is authorised to convey tactical instructions and he must return to his position after giving these instructions.
• it is an offence to restrict the movement of the goalkeeper by unfairly impeding him at the taking of a corner kick
• The coach and other officials must remain within the confines of the technical area except in special circumstances, for example, a physiotherapist or doctor entering the field of play, with the referee’s permission, to assess an injured player.
Screening the ball
• The coach and other occupants of the technical area must behave in a responsible manner.
If however he prevents an opponent challenging for the ball by illegal use of the hand, arm, legs or body he must be penalised by a direct free kick, or a penalty kick if the offence was committed inside the penalty area.
Additional Instructions for Referees, Assistant Referees and Fourth Officials The following additional instructions to referees, assistant referees and fourth officials are intended to clarify the correct application of the Laws of the Game. Football is a competitive sport and physical contact between players is a normal and acceptable part of the game, however players must play within the Laws and respect the principles of fair play.
It is not an offence if a player, with the ball under control within playing distance, screens the ball from an opponent without using his arms.
Scissors or bicycle kick A scissors kick is permissible provided, in the opinion of the referee, it is not dangerous to an opponent. Deliberately handling the ball Referees are reminded that deliberately handling the ball is normally punished only by a direct free kick or penalty kick if the offence occurred inside the penalty area. A caution or dismissal is not normally required. Preventing a goal or an obvious goal-scoring opportunity
Serious foul play and violent conduct are two sending-off offences in Law 12 involving unacceptable levels of physical aggression.
A player is sent off, however, if he prevents a goal or an obvious goal-scoring
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opportunity by deliberately handling the ball. This punishment in Law arises not from the act of the player deliberately handling the ball but from the unacceptable and unfair intervention which prevented a goal being scored. Cautions for unsporting behaviour by deliberately handling the ball There are circumstances when, in addition to a free kick being awarded, a player must also be cautioned for unsporting behaviour e.g. when a player: • deliberately and blatantly handles the ball to prevent an opponent gaining possession • attempts to score a goal by deliberately handling the ball Holding an opponent
Offences by goalkeepers Referees are reminded that goalkeepers are not permitted to keep possession of the ball in their hands for more than six seconds. A goalkeeper guilty of this offence is punished by an indirect free kick. Persistent offenders Referees should be alert at all times to players who persistently infringe the Laws. In particular they must be aware that even if a player commits a number of different offences he must still be cautioned for persistently infringing the Laws. Attitude towards referees The captain of a team, has no special status or privileges under the Laws of the Game but he has a degree of responsibility for the behaviour of his team.
A common criticism of referees is their failure to correctly identify and punish the offence of holding an opponent. The failure to deal appropriately with shirt-pulling and arm holding can result in confrontation situations developing and referees are instructed to make an early intervention and to deal firmly with the situation in accordance with Law 12.
A player who is guilty of dissent by protesting at a referee’s decision must be cautioned.
A direct free kick or a penalty kick is normally all that is required as punishment but in certain circumstances an additional sanction is required e.g.
Simulation
• a caution for unsporting behaviour is required when a player holds an opponent to prevent him gaining possession of the ball or taking up an advantageous position • a player must be sent off if he denies an obvious goal-scoring opportunity by holding an opponent The taking of free kicks Referees are reminded that a player must be cautioned if: • he delays the restart of play • he fails to respect the required distance when play is being restarted The Penalty Kick It is an infringement to enter the penalty area before the kick has been taken. The goalkeeper also infringes the Laws if he moves from his goal-line before the ball has been kicked. Referees must ensure that when players infringe this Law appropriate action is taken. Offside signals It is not an offence in itself to be in an offside position. Assistant referees must only indicate for an offside position if the player has to be penalised for being in that position.
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A player who assaults a referee or who is guilty of using offensive, insulting or abusive language or gestures must be sent off.
A player who attempts to deceive the referee by feigning injury or pretending to have been fouled is guilty of simulation and must be cautioned for unsporting behaviour. Delaying the restart of play Referees must caution players who delay the restart of play by tactics such as: • taking a free kick from the wrong position with the sole intention of forcing the referee to order a retake • appearing to take a throw-in but suddenly leaving it to one of his team-mates to throw-in • kicking the ball away or carrying it away with the hands after the referee has stopped play • excessively delaying the taking of a throw-in or free kick • delaying leaving the field when being substituted Celebration of a goal While it is permissible for a player to demonstrate his joy when a goal has been scored, the celebration must not be excessive. FIFA recognised in Circular No. 579 that such reasonable celebrations are allowed. The practice of choreographed celebrations is not to be encouraged when
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opportunity by deliberately handling the ball. This punishment in Law arises not from the act of the player deliberately handling the ball but from the unacceptable and unfair intervention which prevented a goal being scored. Cautions for unsporting behaviour by deliberately handling the ball There are circumstances when, in addition to a free kick being awarded, a player must also be cautioned for unsporting behaviour e.g. when a player: • deliberately and blatantly handles the ball to prevent an opponent gaining possession • attempts to score a goal by deliberately handling the ball Holding an opponent
Offences by goalkeepers Referees are reminded that goalkeepers are not permitted to keep possession of the ball in their hands for more than six seconds. A goalkeeper guilty of this offence is punished by an indirect free kick. Persistent offenders Referees should be alert at all times to players who persistently infringe the Laws. In particular they must be aware that even if a player commits a number of different offences he must still be cautioned for persistently infringing the Laws. Attitude towards referees The captain of a team, has no special status or privileges under the Laws of the Game but he has a degree of responsibility for the behaviour of his team.
A common criticism of referees is their failure to correctly identify and punish the offence of holding an opponent. The failure to deal appropriately with shirt-pulling and arm holding can result in confrontation situations developing and referees are instructed to make an early intervention and to deal firmly with the situation in accordance with Law 12.
A player who is guilty of dissent by protesting at a referee’s decision must be cautioned.
A direct free kick or a penalty kick is normally all that is required as punishment but in certain circumstances an additional sanction is required e.g.
Simulation
• a caution for unsporting behaviour is required when a player holds an opponent to prevent him gaining possession of the ball or taking up an advantageous position • a player must be sent off if he denies an obvious goal-scoring opportunity by holding an opponent The taking of free kicks Referees are reminded that a player must be cautioned if: • he delays the restart of play • he fails to respect the required distance when play is being restarted The Penalty Kick It is an infringement to enter the penalty area before the kick has been taken. The goalkeeper also infringes the Laws if he moves from his goal-line before the ball has been kicked. Referees must ensure that when players infringe this Law appropriate action is taken. Offside signals It is not an offence in itself to be in an offside position. Assistant referees must only indicate for an offside position if the player has to be penalised for being in that position.
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A player who assaults a referee or who is guilty of using offensive, insulting or abusive language or gestures must be sent off.
A player who attempts to deceive the referee by feigning injury or pretending to have been fouled is guilty of simulation and must be cautioned for unsporting behaviour. Delaying the restart of play Referees must caution players who delay the restart of play by tactics such as: • taking a free kick from the wrong position with the sole intention of forcing the referee to order a retake • appearing to take a throw-in but suddenly leaving it to one of his team-mates to throw-in • kicking the ball away or carrying it away with the hands after the referee has stopped play • excessively delaying the taking of a throw-in or free kick • delaying leaving the field when being substituted Celebration of a goal While it is permissible for a player to demonstrate his joy when a goal has been scored, the celebration must not be excessive. FIFA recognised in Circular No. 579 that such reasonable celebrations are allowed. The practice of choreographed celebrations is not to be encouraged when
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it results in excessive timewasting and referees are instructed to intervene in such cases.
• any player bleeding from a wound must leave the field of play. He may not return until the referee is satisfied that the bleeding has stopped
A player must be cautioned when:
• as soon as the referee has authorised the doctors to enter the field, the player must leave the field, either on the stretcher or on foot. If a player does not comply he is cautioned for unsporting behaviour
• in the opinion of the referee, he makes gestures which are provocative, derisory or inflammatory • he climbs on to a perimeter fence to celebrate a goal being scored Leaving the field to celebrate a goal is not a cautionable offence in itself but it is essential that players return to the field as soon as possible. Referees are expected to act in a preventative mode and to exercise common-sense in dealing with the celebration of a goal. Liquid refreshments Players are entitled to take liquid refreshments during a stoppage in the match but only on the touch line. It is not permitted to throw plastic water bags or any other water containers onto the field. Jewellery Referees are reminded that, in accordance with Law 4, players may not wear any kind of jewellery.
• an injured player may only return to the field of play after the match has restarted • an injured player may only re-enter the field from the touchline when the ball is in play. When the ball is out of play, the injured player may re-enter from any of the boundary lines • the referee alone is authorised to allow an injured player to re-enter the field whether the ball is in play or not • if play has not otherwise been stopped for another reason, or if an injury suffered by a player is not the result of a breach of the Laws of the Game, the referee restarts play with a dropped ball • the referee allows for the full amount of time lost through injury to be played at the end of each period of play Exceptions Exceptions to this ruling are made only for:
Indication of additional time allowed
• injury to a goalkeeper
Fourth officials are reminded that when, on the instruction of the referee, the minimum additional time to be allowed at the end of each half is being indicated, this indication should only be made at the end of the final minute in each period of play.
• when a goalkeeper and an outfield player have collided and need immediate attention • when a severe injury has occurred e.g. swallowed tongue, concussion, broken leg etc.
Dealing with injured players
The Technical Area
Referees must follow the instructions below when dealing with injured players:
Fourth officials are expected to control the technical area in a preventative rather than a confrontational manner.
• play is allowed to continue until the ball is out of play if a player is, in his opinion, only slightly injured • play is stopped if, in his opinion, a player is seriously injured
However if the occupants of the technical area indulge in serious misconduct the fourth official must inform the referee immediately.
• after questioning the injured player, the referee authorises one, or at most two doctors, to enter the field to ascertain the type of injury and to arrange the player’s safe and swift removal from the field • the stretcher-bearers should enter the field with a stretcher at the same time as the doctors to allow the player to be removed as soon as possible • the referee ensures an injured player is safely removed from the field of play • a player is not allowed to be treated on the field
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it results in excessive timewasting and referees are instructed to intervene in such cases.
• any player bleeding from a wound must leave the field of play. He may not return until the referee is satisfied that the bleeding has stopped
A player must be cautioned when:
• as soon as the referee has authorised the doctors to enter the field, the player must leave the field, either on the stretcher or on foot. If a player does not comply he is cautioned for unsporting behaviour
• in the opinion of the referee, he makes gestures which are provocative, derisory or inflammatory • he climbs on to a perimeter fence to celebrate a goal being scored Leaving the field to celebrate a goal is not a cautionable offence in itself but it is essential that players return to the field as soon as possible. Referees are expected to act in a preventative mode and to exercise common-sense in dealing with the celebration of a goal. Liquid refreshments Players are entitled to take liquid refreshments during a stoppage in the match but only on the touch line. It is not permitted to throw plastic water bags or any other water containers onto the field. Jewellery Referees are reminded that, in accordance with Law 4, players may not wear any kind of jewellery.
• an injured player may only return to the field of play after the match has restarted • an injured player may only re-enter the field from the touchline when the ball is in play. When the ball is out of play, the injured player may re-enter from any of the boundary lines • the referee alone is authorised to allow an injured player to re-enter the field whether the ball is in play or not • if play has not otherwise been stopped for another reason, or if an injury suffered by a player is not the result of a breach of the Laws of the Game, the referee restarts play with a dropped ball • the referee allows for the full amount of time lost through injury to be played at the end of each period of play Exceptions Exceptions to this ruling are made only for:
Indication of additional time allowed
• injury to a goalkeeper
Fourth officials are reminded that when, on the instruction of the referee, the minimum additional time to be allowed at the end of each half is being indicated, this indication should only be made at the end of the final minute in each period of play.
• when a goalkeeper and an outfield player have collided and need immediate attention • when a severe injury has occurred e.g. swallowed tongue, concussion, broken leg etc.
Dealing with injured players
The Technical Area
Referees must follow the instructions below when dealing with injured players:
Fourth officials are expected to control the technical area in a preventative rather than a confrontational manner.
• play is allowed to continue until the ball is out of play if a player is, in his opinion, only slightly injured • play is stopped if, in his opinion, a player is seriously injured
However if the occupants of the technical area indulge in serious misconduct the fourth official must inform the referee immediately.
• after questioning the injured player, the referee authorises one, or at most two doctors, to enter the field to ascertain the type of injury and to arrange the player’s safe and swift removal from the field • the stretcher-bearers should enter the field with a stretcher at the same time as the doctors to allow the player to be removed as soon as possible • the referee ensures an injured player is safely removed from the field of play • a player is not allowed to be treated on the field
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