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Gameplay
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- 4 marking cones
- 10 SKILLSHIRTZ (1,2,3,4,5,6,8,9,10,12)
- 2 neutral bibs
- variation: 4 mini goals

- 12 players
- 20m x 25m pitch

- The coach puts a ball into play and sets the teams with a simple colour command (e.g. “red”)
- All 5 players wearing the called colour play together as a team and attempt to maintain posession of the ball, while making as many passes as possible.
- Both players in neutral bibs act as neutral players and always play with the team in posession of the ball, thus maintaining an advantage.
- The remaining 5 players, without the called colour on their shirts, attempt to steal and maintain posession of the ball.
- With each ball a new colour is selected. This creates constantly changing teams and game scenarios, to which the players must react.

- In this variation 4 mini goals are placed, one on each side of the pitch.
- Now, after 5 completed passes, players can shoot for a goal and score a point for their team.
Gameplay
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- 4 marking cones
- 10 SKILLSHIRTZ (1,2,3,4,5,6,8,9,10,12)
- 2 full size goals

- 10 players
- 2 goalkeepers
- 20m x 30m pitch

- 4 games of 2 minutes are played, with 5 against 5 + GK.
- Before each of the 4 games, a SKILLSHIRTZ colour is chosen (e.g. green)
- All players with green on their shirt then play for 2 minutes against the remaining 5 players.
- At the end of the 2 minutes every player from the winning team receives a point. A new colour is then chosen and with it the teams for the next game.
- Once all 4 colours have been played, the points are counted and the player with the most points wins.
- This not only creates an exciting tournament with constantly changing teams, but it also allows the players to get used to training with SKILLSHIRTZ in a game setting.
- There are no variations for this drill.
Gameplay
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- 4 marking cones
- 1 cone of each colour in blue, red, yellow and green
- 2 SKILLSHIRTZ (1 & 6)
- 5 neutral bibs
- 4 mini goals

- 12 players
- 20m x 25m pitch

- A 5 against 5 game is played on the marked out pitch.
- The 2 players wearing SKILLSHIRTZ act as neutral players, joining the team in posession of the ball.
- Once a team manages to pass to a SKILLSHIRTZ player, they can then score in one of the coloured goals that corresponds with the colours of that player.
- If both SKILLSHIRTZ players are involved, then all four goals are open.

- In this variation the SKILLSHIRTZ players only have one touch.
- Only the goal marked with the same colour as the side with which the Skillshirtz player played the ball is open.
Tag Game
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- 1 cone of each colour in blue, red, yellow and green
- 12 SKILLSHIRTZ (1,2,3,4,5,6,7,8,9,10,11,12)

- 12 players
- 20m x 25m pitch

- Players move freely about the pitch.
- With a double colour command, for example, “green/red”, the coach chooses a pair of twins.
- The chosen twins must find and high-five each other, before trying to tag another player as soon as possible.
- The player that succeeds the fastest receives a point.

- In this variation, after high-fiving each other, both twins must run around a cone with one of their colours.
- This extends the action, while simultaneously creating more direction change and further challenging the players’ perception.

- In another variation, all players are dribbling a ball.
- As soon as the colour command is given, both twins leave their own balls and try to gain posession of another ball as quickly as possible.
Movement Game
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- 1 cone of each colour in blue, red, yellow and green
- 12 SKILLSHIRTZ (1,2,3,4,5,6,7,8,9,10,11,12)

- 12 players
- 20m x 25m pitch

- Players move freely about the pitch.
- With a colour command from the coach, for example, “red”, all players with red on their shirt assemble as fast as possible by the coach.
- The remaining six players assemble at the cone with the called colour.
- The first team to have all of its players assembled, is the winner.

• In this variation all players carry out the same action, but while dribbling a ball.
Gameplay
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- 6 SKILLSHIRTZ® (all shirts with even numbers)
- 10 cones
- 4 mini goals

- 6 players
- 20m x 25m pitch
- 5m deep scoring zones

- With each ball brought into play, the coach calls one of the SKILLSHIRTZ colours.
- All 3 players wearing a shirt with that colour play together as a team and attempt to score in the goals at the opposite end of the pitch to the ball.
- Goals can only be scored from within the scoring zones.
- The remaining 3 players, in shirts without the called colour, must defend and upon gaining posession, counter-attack and attempt to score in the goals at the other end of the pitch.
- A new colour is called with each ball that comes into play. This creates constantly changing teams and game scenarios, to which the players must react.
- There are no variations for this drill.
Gameplay
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- 6 players
- 4 cones, 1 of each of the colours BLUE, RED, YELLOW and GREEN
- 8 marking cones
- 4 mini goals

- 6 players
- 20m x 25m pitch
- 5m deep scoring zones
- each mini goal is marked with a different coloured cone

- With each ball brought into play, the coach calls one of the SKILLSHIRTZ colours.
- All 3 players with a shirt bearing the called colour play together as a team and attempt to score in either of the goals located in the same half as the goal with the called colour.
- Goals can only be scored from within the scoring zones.
- The remaining 3 players, in shirts without the called colour, must defend and upon gaining posession, counter-attack and attempt to score in the goals at the other end of the pitch.
- A new colour is called with each ball that comes into play. This creates constantly changing teams and game scenarios, to which the players must react.
- There are no variations for this drill.
Gameplay
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- 12 players
- 4 cones, 1 of each of the colours BLUE, RED, YELLOW and GREEN
- 4 mini goals
- 4 marking cones

- 12 players
- 20m x 25m pitch
- 1 mini goal on each side of the pitch (each marked with a colored cone)

- With each ball brought into play, the coach calls one of the SKILLSHIRTZ colours.
- All 6 players with a shirt bearing the called colour play together as a team and attempt to keep possession of the ball.
- Each player may score in both of the goals that is marked with either of their SKILLSHIRTZ colours.
- The remaining 6 players, in shirts without the called colour, must defend and upon gaining posession, attempt to score a goal in the same way.
- A new colour is called with each ball that comes into play. This creates constantly changing teams and game scenarios, to which the players must react.

- In this variation players are only allowed to score if the SKILLSHIRTZ® side of the striking foot and the goal have the same colour.
Gameplay
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- 10 SKILLSHIRTZ® (1,2,3,4,5,6,7,8,9,10,12)
- 4 marking cones
- 2 full size goals

- 10 players
- 2 goalkeepers
- 20m x 30m pitch
- balls divided between the goals

- The goalkeepers take turns putting balls into play.
- With each ball the goalkeeper calls one of the SKILLSHIRTZ colours.
- All 5 players wearing a shirt with that colour play together as a team and attack the goal at the opposite end of the pitch.
- The remaining 5 players, in shirts without the called colour, must defend and upon gaining posession, counter-attack and attempt to score in the other goal.
- A new colour is called with each ball that comes into play. This creates constantly changing teams and game scenarios, to which the players must react.

- In this variation it is no longer the goalkeeper who decides the colour, but rather the foot with which the first player receives the ball.
Gameplay
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- all 12 SKILLSHIRTZ®
- 4 marking cones
- 2 full size goals

- 10 players with SKILLSHIRTZ 1, 2, 3, 4, 5, 6, 8, 9,10, 12
- 2 goalkeepers with SKILLSHIRTZ 7 and 11
- 20m x 25m pitch
- balls divided between the goals

- The goalkeepers take turns kicking balls into play
- With each ball the goalkeeper’s kicking foot decides the colour for the teams.
- All 5 players wearing a shirt with that colour play together as a team and attack the goal at the opposite end of the pitch.
- The remaining 5 players, in shirts without the called colour, must defend and upon gaining posession, counter-attack and attempt to score in the other goal.
- With each ball, a new colour is selected. This creates constantly changing teams and game scenarios, to which the players must react.

- In this variation, as the ball is put into play the defending goalkeeper raises one of his hands, thereby choosing the colour for the attacking team.
- All players must therefore pay attention to the defending goalkeeper, in order to identify if they themselves must attack or defend.
Gameplay
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- all 12 SKILLSHIRTZ
- 10 marking cones
- 2 large goals

- 12 players in SKILLSHIRTZ
- 2 goalkeepers
- 20m x 30m pitch
- 6 starting positions, marked with cones
- 1 pair of twins at each starting position
- balls divided between the goals

- The goalkeepers take turns putting balls into play.
- With each ball the goalkeeper calls a SKILLSHIRTZ colour and sets the teams.
- The 3 players wearing a shirt with that colour play together as a team and attack the goal at the opposite end of the pitch.
- The remaining 3 players, in shirts without the called colour, must defend and upon gaining posession, counter-attack and attempt to score in the other goal.
- A new colour is called with each ball that comes into play. This creates constantly changing teams and game scenarios, to which the players must react.
- After several run-throughs the twins should change positions, so that the players have to reorient themselves and adjust to the new situation.

- In this variation the foot with which the first player receives the ball decides the colour for the teams.
Movement Game
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- 6 SKILLSHIRTZ (all even numbers)
- 13 marking cones (4 + 9)

- 6 players, each with ball
- 10m x 10m field
- 6m x 6m field (with 9 cones)


- Players dribble with their ball inside the large field.
- A colour command from the coach, for example, “blue”, chooses the teams.
- All 3 players wearing a shirt with the called colour must work as a team and attempt to create a horizontal, vertical or diagonal 3-in-a-row on the TicTacToe field.
- The remaining players form their own team and attempt to prevent this, while simultaneously trying to create their own 3-in-a-row and ultimately win the round for themselves.
- There are no variations for this drill.
Tag Game
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- all 12 SKILLSHIRTZ
- 4 marking cones

- 12 players
- 20m x 25m pitch

- Players move around on the pitch.
- A colour command from the coach, for example, “yellow”, chooses the 6 players wearing shirts with the called colour as taggers. The taggers form teams of two and try as quickly as possible to tag one of the remaining players.

- In one variation the taggers create two teams of three and try as quickly as possible to tag one of the remaining players.

- In another variation the taggers join together as a team of six and try as quickly as possible to tag one of the remaining players.
Tag Game
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- 4 SKILLSHIRTZ (1, 5, 7 & 11)
- 8 marking cones
- 2 cones of each colour in blue, red, yellow and green

- 4 (or 8) players
- 15m x 20m pitch
- 4 coloured goals
- 4 start positions, central to each side of the pitch

- The coach starts play with a colour command, for example, “yellow”.
- Both players wearing shirts with this colour try as quickly as possible to tag one of the two remaining players.
- Both of the players being chased can save themselves by passing through one of the goals that matches their colours, after which they can no longer be tagged.

- In this variation the players being chased can only save themselves by running through both of the goals matching their colours.
Movement Game
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- all 12 SKILLSHIRTZ
- 3 cones of each colour in blue, red, yellow and green

- 12 players
- 20m x 25m pitch
- pitch boundaries consisting of one of each colour cone

- The players move freely about the pitch.
- After a side command from the coach, for example, “right”, every player sprints as fast as possible to a cone with the same colour as the called side of their Skillshirtz.
- In this variation players complete the same task, while dribbling a ball.
Tag Game
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- all 12 SKILLSHIRTZ
- 4 marking cones

- 12 players
- 10m x 15m pitch
- all players with uneven numbers on the pitch
- all players with even numbers off the pitch

- After the start signal the first player runs on to the pitch and attempts as quickly as possible to tag another player.
- Players can only be tagged, if they’re wearing at least one of the same colours on their SKILLSHIRTZ.
- Once a catcher has been successful, he tags the next catcher into play.
- As soon as all 6 catchers have played, the teams swap places. The team that finishes the fastest, wins.
- If a player manages to tag their SKILLSHIRTZ twin, then 10 seconds are subtracted from their team’s time.

- In this variation catchers can only tag with the hand that has the same colour as the SKILLSHIRTZ of the player being chased.