CCWF Fun Skills Session
Requirements
1 x Trophy / Awards Table
1 x Event Coordinators table
Signage and map for Skills Competitions locations
2 – 4 volunteers to help set up skills competitions and to adjudicate and manage skills competitions to rules and record winners.
Run Order
8:00am – Event coordinator and volunteers to arrive to convene and set up their allocated skill games as per set up instructions (see skill games below for set up instructions).
8:45am – Soccer5’s open to skill game players and spectators. Players can warm up with stretches etc.
9:00am – Event coordinator opens and welcomes player to the skills competition and explains the order of the day including the rules for the various skills competitions.
9:05am – Skills Competition to commence.
11:00am – Skills Competition to conclude.
11:05am – Winners to be announced and trophies / awards to be issued.
11:15am – Participating players to be thanked for their participation and the event is closed.
11:20am - Event coordinator and volunteers to pack up skill games and exit Soccer5’s.
The Throw In Champion
How far can you throw in! Beat the best distance!
Set Up:
7 full a side pitch
2 – 3 x Balls
1 x cone
1 x volunteer to record winners name and watch for a foul throw.
1 x volunteer to place marker down.
Rules
Player gets 1 x ball to do a throw in.
Player can only take two steps to throw the ball and must have two feet on the ground when the ball is thrown otherwise a foul throw is called.
Two Hands must be behind the players head when the ball is thrown otherwise a foul throw is called.
If the player has thrown a foul throw, the player will be asked to throw again. If they throw another foul throw, the player will be out.
If the player hits the ceiling netting , the player will be out.
If one or more players have the same throw distance, then a throw off will take place until a winner is determined.
If a player manages to throw the ball to the opposite fence and no other player manages to do so, the player who has hit the fence will be the winner. If more than one player manages to throw the ball to the opposite fence, then another round will take place with the container being the target to throw the ball into.
If more than one player manages to get the ball into the bucket, move the bucket back towards the opposite fence until a winner is determined. If one player bounces the ball into the bucket while another gets it in on the full, the player who manages to get the ball in on the full will be the winner.
The winner will be announced as the Throw In Champion.
Top Chipper
Test you chipping skills by chipping 10 balls into the ball into the basket.
Set up:
½ of 5 a side pitch.
3 x Balls.
1 x Container.
1 x cone or marker.
1 x volunteer to record winners name and watch for 3 footsteps before chip.
1 -2 x volunteer to collect stray balls and reset balls as needed.
Rules:
Played with multiple rounds.
Player has 3 chances to chip the ball into the container.
Only 3 steps are allowed in the lead up to the chip.
If player takes more than 3 steps in the lead up to the chip, the shot won’t count, and the player will be asked to take the shot again. If the player takes more than 3 steps before shooting again at any time, the player will be out. You only get the one warning.
Chip shots to be taken from a marker / cone approx. 5m from the container.
Balls that bounce out of the container are not counted.
If the player gets a ball into the container they go to the next round.
The container is moved back 1.5 – 2m approx. for next round.
Repeat for each round required, move container back 1.5 – 3m approx. and to the side if needed until only one player is left.
The Player that is left stand in will be announced as the Top Chipper.
Penalty Champion
½ court for Men & ½ court for Women
Score against the goalkeeper with the challenge to get progressively harder by increasing the distance from the penalty spot and player changing from dominate foot to weak foot.
Set up:
½ pitch 5 a side small goal pitch.
3 – 5 x Balls
8 x flat markers (4 for men & 4 for women) placed approx. 1m apart directly behind the penalty spot.
2 x Goalkeepers, one male and one female. Where possible have multiple male & female goalkeepers take turns to prevent injury and fatigue.
1 x volunteer to record names, keep score and watch for one footstep before penalty and record the winner’s names.
Optional 1 x lines volunteer parallel to cross bar to judge if ball went wholly over the line.
Rules:
All penalty shots to be taken with 3 steps only leading up to the shot.
If the player takes more than 3 steps before shooting, the shot won’t count, and the player will be asked to take the shot again. If the player takes more than 3 steps before shooting again at any time, the player will be out. You only get the one warning.
If the goalkeeper saves the ball or player misses the goal at any stage, the player is out, and their score recorded (total number of successful penalties).
Penalty taker starts by taking first penalty from the penalty spot with dominant foot.
If successful, the next penalty is taken from the next marker, 1m back, and so forth until they get to the last marker #4.
If a successful penalty is taken from marker #4, the player then returns to the closest penalty spot but shoots with their weaker foot.
If there are tied players, marker #1 (after the penalty spot) is removed from play and then each player will take turns taking starting from the penalty spot with their dominant foot before moving back to each marker with their dominant foot. Continue to weaker foot.
If players can’t tie broken, then marker #2 is removed from play along with the marker #1 from behind the penalty spot. Continue to weaker foot if still tied and repeat until some misses or has their penalty saved.
Winners are the players with the highest number of successful penalties and will be the announced as the Penalty Champion (Men) & Penalty Champion (Women).
The Titan
Goalkeepers challenge! How many shots can you keep out.
Set Up:
1 x 5 a side pitch. ½ for participants other ½ or spectators.
3 – 6 x balls.
1 x volunteer to record names, keep score and record the winner’s names.
1 – 2 x volunteers to shoot balls at goalkeeper, where possible men for male keepers and women for female keepers, if possible have multiple male & female shot takers to take turns to prevent injury and fatigue.
Optional 1 x lines volunteer parallel to cross bar to judge player has moved before shot is taken and if the ball went wholly over the line.
Rules
Player in goals starts on the goal line and cannot move off the line before the shot is taken.
A guarantee of 10 x shots taken from the penalty spot.
Shot volunteers can only take one step before shooting.
Shots that are off target by the kicker will be considered a save.
Multiple rounds if there are more than one player on the same number of saves. The players take turns until one player is left having saved more shots than the other players.
The player with the highest number of saves will be announced as The Titan.
Pass Master
Test your passing accuracy by passing the ball through the gates. As you progress, the distance will get longer and the gates smaller.
Set up:
1 pitch 7 a side large goal pitch (required for distance).
1 x tape measure.
4 x Balls.
8 x witches’ hats or cones.
1st gate 8m away from the halfway line with witch’s hat being 1.4m apart.
2nd gate 12m away from the halfway line with witch’s hat being 1.2m apart.
3rd gate 16m away from the halfway line with witch’s hat being 80cm apart.
4th gate 24m away from the halfway line with witch’s hat being 80cm apart.
1 x volunteer to record names, keep score and watch for one footstep before shot.
1 x volunteer to watch each shot at the gates for ball touching the witches’ hat, to reset witches’ hat back to gate size as needed and collect and return ball to halfway line.
Rules:
Players must walk up in the lead up to the pass. They can take as many walking steps as they need.
The ball cannot touch the witches’ hat on the way through.
Ball must travel on the deck / ground. Not if the air or bounce.
Player lines up on the halfway line and passes the ball through the 1st gate with their dominate foot. If successful, they move to the next gate and so on.
If they pass successfully through all 4 gates, they return to the 1st gate but pass with their weaker foot. Repeat back to dominant foot if successful with weaker foot.
Player is out if they miss the gate.
If there are tied players, then each player will take turns taking turns at passing through the gates one at a time If they are all successful continue to weaker foot. If still tied, repeat back to dominant foot and repeat until some misses or touches a witches’ hat.
Optional – if players a still tied, remove closest gate from play and make the remaining gates smaller and repeat starting with dominant foot then weaker foot.
The player’s number of successful passes through the gates is tallied up for their final score with the winner announced as the Pass Master.
Pin King & Queen
Test your passing weight by getting as close as possible to the pin / marker / witch’s hat with ball.
Set up:
Full 5 a side pitch.
2 - 4 x Balls.
1 – 2 x tape measures.
1 – 2 x pin / marker / witch’s hat (weighted to prevent moving from its position) placed at about 2 – 3m approx. from ½ way line.
2 – 4 x cones for starting position gate at the goal D.
10 x small flat markers to mark closest shot and write a person’s name on it .
1 x volunteer to record winner’s name and watch for running before shot.
2 – 4 x volunteers to measure distance of ball from pin if needed, mark name on small whiteboard marker and return balls to starting position.
Rules:
Played with multiple rounds.
Where possible, players can be spilt into Men & Women groups.
A player gets 2 x shot with the balls to get as close to the pin as possible.
Players must walk up in the lead up to the pass / shot. They can take as many walking steps as they need.
The closest shot to the pin will be used and measured from the edge of the pin to the edge of the ball if needed.
If the ball hits the pin, the resting position of the ball is used.
Flat markers are put down for the 5 closest men’s & 5 closest women’s shots with those shot takers name marked on it for round 1.
Pin to be moved 4 – 6m approx. back for round 2.
Flat markers are put down for round 2 for the closest man’s and woman’s shots with those shot takers name marked on it for round 2 and will be announce as men’s & women’s winners.
If after 2 rounds there are tied players, repeat until the closest man and / or woman are closet to the pin within their 2 shots. Move the pin back and / or to the side as well.
The men’s and women’s winners are the players closest to the pin and will be the announced as the Pin King and Pin Queen.
Juggle Meister
Can you juggle the ball longer than anyone else? Test your juggling skills to become the juggle meister!
Set up:
½ of a 5 a side pitch with 8 – 12 cones to mark a 12m x 12m (approx.) juggling area. Adjust size larger or smaller depending on number of participants.
Up to 10 x balls (1 per player).
Stopwatch (can be a phone).
1 x volunteer to keep time and to record the winner’s name.
2 or more volunteers, depending on playing area size, to check that players haven’t lost control of the ball, or if it has hit the ground or gone outside the designated area.
Rules:
Up to 10 Player per round starts with the ball on the ground inside a approx. 10m x 10m (approx.) juggling area ½ of a 5 a side pitch.
Multiple rounds with each round lasting 30 seconds.
The ball must be on the ground with the players to juggle the ball using their feet, legs and body.
Players must not use their arms or hands otherwise they are out.
Players are out once they lose control of the ball, or it hits the ground or juggles out of the area.
If only one player remains juggling before the seconds is up, stop the clock and they automatically make it to the next round. Begin next round.
If more than one player makes it to 30 second mark, they go to the next round.
Juggling area to be made smaller per round needs e.g. 5 players each from 2 previous (10 players total) would keep the same size juggling area while 2 players from round 1 and 3 players from round 2 would mean the juggling area needs to be made smaller to 7m x 7m etc.
If there are two or more players after 3 rounds, then add extra challenge juggling skills with who can do the most challenging juggle skills in 30 seconds. Some examples to try:
One juggle must be of the knees.
One juggle must be of the head.
One juggle must be of the back.
Start with the first extra challenge and if there are more than on player left go to the next extra challenge and so on until one player is left.
The last player will be announced as Juggle Meister.
Possession Champion
Outwit and outsmart the opposition. Can you be the last person standing?
Set Up:
½ a 7 a side pitch. Cones to mark the playing area 10m x 10m approx. Adjust size larger or smaller depending on number of participants.
Enough balls for all participants.
1 x volunteer to keep time and to record the winner’s name.
2 or more volunteers depending on playing area size to referee and collect balls that go out.
Rules
With no more than 8 players per round. Each round lasts 2 minutes. Multiple rounds to be played depending on the number of participants.
Each round, players to protect their ball while trying to "knock-out" the other player's ball out of the designated area.
Player must abide by walking football rules, i.e. no running with or without the ball, safe tackling from the front side and behind is allowed i.e. contact with the ball is ok, not the player, otherwise they are out.
Players can use their ball to kick and knock out another player’s ball out but must regain possession of their ball. If they lose their ball for extended period of time, or it goes out, they will be out.
Round winners will be players that still have their ball after 2 minutes, if one player is left stop the clock and the player automatically goes to the next round.
Reduce size of playing area pending the number of players e.g. if there are only 5 players for the next round make the playing area to be 8m x 8m etc.
Repeat rounds until a winner is determined.
Winner is the last person standing with a ball and will be announced as the Possession Champion.
Best Goal Scoring Celebration
Celebrating the art of the goal celebration. From the iconic to the downright weird, have you got the tournaments best goal celebration?
Set Up:
1 x 5 a side pitch. ½ for participants other ½ or spectators.
1 x Volunteer to start / end celebrations and to adjudicate.
Spectator participation.
Rules:
Participants are put into a group. Depending on the number of overall participants, a number of groups of may be required. Multiple knockout rounds may be required to get the winner. Each round to have no more than 6 participants.
Spectators encouraged to cheer / clap / whistle as if a goal has been scored so that participants can do their goal celebration.
The winners of each round and the final is determined by the biggest spectators cheering / clapping / whistles. If there are close call participants, spectators are asked to cheer / clap / whistle again to determine a winner, otherwise use best guess.
The winner of the Best Goal Scoring Celebration will be awarded the winner the Best Goal Celebration Trophy.