Change of Direction + Zone Invasion


Objective:
Improve reaction ability, changes of direction while running, offensive decision-making, and defensive anticipation.

  • The yellow player tries to get through without dying, avoiding the duel with the defender as much as possible or, at best, blocking the opponent’s attack.
  • At advanced levels, this drill also works on game reading and tactical stick use.
  • Encourages a mindset of anticipating the opponent’s action, keeping in mind that if we get scored on, the point goes to the other team.

Rules:

  • Two teams are formed: A (attackers) and B (defenders), facing each other, each positioned on opposite lines of the field.
  • Team B may not cross their defensive line. Team A may only invade that line through the designated zones at the ends, marked with differently colored cones.
  • The distance between the lines is 10 to 15 meters. Team A’s crossing zones are located roughly 5-9 meters apart.
  • On the count of 3, a Team A player starts a straight run toward the center of the rival’s field.
  • As they approach the defensive line, they must change direction and try to cross through one of the designated zones, using feints or fakes to throw off the defender if needed.
  • The Team B player must try to tag the attacker before they cross the line through their permitted zone.

Variants:

  1. Basic version (an even more basic version skips implements entirely and just goes for a touch):
    • Team A may not attack, only run and defend if they choose to.
    • Kettes may only defend by throwing the chain.
    • Team B may only attack the attacker once they’re close to their line or crossing through the permitted zone.
  2. Advanced version:
    • Both players may use their sticks once they’re in the zone near Team A’s permitted crossing point, creating a more realistic combat situation.

Benefits:

  • Improves agility and changes of pace.
  • Encourages reading the opponent and decision-making under pressure.
  • Introduces real in-game mechanics within a controlled environment.
  • Ideal for working on timing, fakes, feints, and space control.

Discover more from Jugger Handbook

Subscribe to get the latest posts sent to your email.

Leave a Reply

Related Post