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DribblingClose ControlAwarenessFun

Pirate Ship

Dribblers guard their treasure while pirates try to boot it overboard — the classic ball-protection game.

Open diagram

Theme

Dribbling

Difficulty

Foundation

Duration

10 min

Players (min–rec–max)

8–12–16

Area

20 × 20 yards

Session phase

Main

Age groups

U7, U8, U9, U10

Equipment

1 ball per dribbler, 2-3 bibs, 4 cones

Objective

Close control and protecting the ball under pressure, with constant scanning for danger.

Set-up

20x20 'ship'. All dribblers (sailors) keep a ball each; 2-3 pirates wear bibs and have no ball.

How it runs

  1. Pirates try to kick the sailors' balls out of the area.
  2. A sailor whose ball goes overboard does a quick skill task (5 toe taps) to rejoin.
  3. Last sailor with a ball becomes a pirate next round.
  4. Play three rounds; sailors count survival time.

Coaching points

  • Keep the ball close and your body between it and the pirate.
  • Scan constantly — know where every pirate is.
  • Dribble into open seas, not into crowds.
  • When a pirate commits, cut sharply behind them.

Common mistakes

  • Sailors freeze when a pirate approaches — movement is safety; coach escape cuts.
  • Players dribble in circles at one pace — reward sharp changes of direction.
  • The rejoining task is skipped in the excitement — no task, no re-entry.

Progressions

  • Shrink the ship.
  • Add a pirate.
  • Sailors must also pass through a gate mid-round for bonus points.

Regressions

  • One pirate, walking pace.
  • Bigger ship.
  • Pirates can only intercept loose balls, not tackle.

Constraints

  • Pirates kick balls out — no physical contact with sailors.

Tags

dribblingfun-gameU7U8shielding